Material: Two different-color gems worth 15gp each, which the spell consumes.
You bend space and attempt to switch the places of two creatures.
Pick two creatures within range and swap their places. Unwilling creatures make a STR save to resist this effect.
At Higher Levels:
When upcast, you may target an additional creature per slot level above base level.
Material: The skull of any undead.
You attempt to convert a hostile target into a distracting ally.
Roll 7d10, the total is how many hit points a creature needs to be at or under to be affected by this spell.
The affected target won't obey you, but is considered to be on your side, friendly to you, and enemies that would normally attack you will prioritize the target first if they fail a WIS save.
At Higher Levels:
When upcast, +2d10 to your roll per slot level above base level.
You transmit mental panic to your target as they cast a spell, hoping to disrupt or entirely stop them.
Roll 4d6, and your target rolls a CON save, adding their spell's level to their roll.
If you rolled higher, their spell is countered. If they roll higher, they take whatever you rolled as psychic damage.
At Higher Levels:
When upcast, +1d6 to your roll per slot level above base level.
You brace yourself for impact, and should you survive the blow, your target will feel your pain.
After taking damage, the source of that damage rolls a CON save. On a failed save, they take the same amount of damage, or half as much on a success.
Material: an unwilted flower.
You draw upon the power of the nearest light source to rejuvenate yourself based on the level of light.
You may regain a number of hit points equal to:
• 1d4 if in darkness,
• 1d8 if in dim light,
• 2d8 if in direct sunlight,
• 4d8 if in blinding or excessive light.
This spell has no effect on undead or constructs.
At Higher Levels:
When upcast, +1d8 per slot level above base level.