Elementary sorcery. Fire a soul arrow at a creature or object within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 magic damage.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spell developed during a time of peace and prosperity where the violence of soul sorcery was only for the historians.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
Fires a soul arrow that follows their targets.
You create a dart of soul that will hit a creature you choose. That dart deals 1d12 +3 magic damage to its target
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d12 for each slot level above 1st.
Sorcery taught to members of the Viheim dragon school who became undead, a small respite from their curse
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
A simplified form of magic shield, developed by Vinheim sorcerers in an attempt to keep their novice students alive
You touch a shield that you have equipped and empower it with magic, the shields AC boost while equipped becomes +2 unless it was already higher
Sorcery which improves upon Soul Arrow.
At the Vinheim Dragon School, the acquisition of this spell marks an apprentice's coronation as a sorcerer.
Make a ranged spell attack against the target. On a hit, the target takes 3d8 Magic damage.
If you roll the same number on two or more d8s, the soul energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the energy to leap again up to a number of times equal to the level of the spell
A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d8 extra damage for each slot level above 1st.