(Bestial) Incantation taught by Gurranq, the Beast Clergyman. Having gained intelligence, the beasts must have felt how their wildness slipped away as civilization took hold.
You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. The natural weapon is magic
(Death) Sorcery of the servants of Death. They are cinders of the ancient death hex, raked from the fires of ghostflame by Deathbirds.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn
(Ruinous Flame) Incantation originating from a sinister prophecy. Theflame of ruin is anathema to the Erdtree. But prophetssometimes glimpse it within the faith all the same.Sadly when this occurs their sole reward is banishment.
Fire springs from your hand, immolating a creatureyou try to touch. Make a melee spell attack against thetarget. On a hit, the target takes 1d10 fire damage.
(Golden Order) One of the incantations of the Golden Order fundamentalists. The Golden Order strength is in its flexibility to accept faiths from across the Land's Between. No matter where one draws power, they may still draw on the Order for protection
When you or an ally within 10 feet of you failing a Saving Throw, you channel magical protection to the creature who failed the saving throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.
(Two Fingers) Incantation of the Two Fingers' faithful. Entreat the Two Fingers for insight, sharing the cipher you hear in return. Only a finger reader can fully interpret the Two Finger's words, but even ciphered speech can guide a faithful tarnished.
When you or an ally within 10 feet of you failing an Ability Check, you channel magical insight to the creature who failed the ability check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.
(Ruinous Flame) An incantation from the Fire Monks, guardians of the giants' flame of ruin. Fire beguiles those who look upon it. Those who would guard the flame would also come to worship it.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
(Glintstone) The most basic glintstone sorcery of the Academy of Raya Lucaria. This is a universal first step on the journey to true knowledge of sorcery.
A tiny mote of glintstone magic launches from your staff towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).
(Magma) One of the sorceries developed from the magma of Mt. Gelmir. After discovering the ancient hexes of Gelmir, Rykard, son of Queen Rennala, brought them back into practical use as new forms of sorcery.
You hurl a blob of magma. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 fire damage.
(Two Fingers) Incantation of the Two Fingers' faithful. Entreat the Two Fingers for insight, sharing the cipher you hear in return. Only a finger reader can fully interpret the Two Finger's words, but even ciphered speech can guide a faithful tarnished
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
(Night) One of the night sorceries of Sellia, Town of Sorcery. The Sellian sorcerers were assassins, and it is said that they often hunted their fellows.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
(Night) If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature
(Two Fingers) Incantation of the Two Fingers' servants, who once served as the assassins of the Roundtable Hold. The assassins were charged with eliminating Tarnished who had strayed from guidance.
You touch a willing creature and cloak their feet in magic, suppressing their footsteps. The target has advantage on Dexterity (Stealth) checks for the duration, and takes half damage from falling 40 feet or less
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(Carian) One of the sorceries of the Carian royal family. Even among the Carian sword sorceries, this is a notably effective technique.
A magical shortsword springs from the tip of your staff. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of you. On a hit, the target takes 1d6 force damage. Until the spell ends, you can use a bonus action to repeat this attack against the same target or a different one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.
(Two Fingers) Incantation of the Two Fingers' faithful. The Two Fingers has high hopes for the Tarnished, that even if they should be wounded, even should they fall, they will continue to fight for their duty.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
(Golden Order) One of the incantations of the Golden Order fundamentalists. The Golden Order strength is in its flexibility to accept faiths from across the Land's Between. No matter where one draws power, they may still draw on the Order for protection.
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.
(Dragon communion) One of the incantations of Dragon Communion. Incantation of those who have hunted dragons and feasted upon their hearts. This is a pure and overwhelming power.
Your arm transforms into a dragon's, dragging you into the air. You may move up to 10 feet without provoking attacks of opportunity, striking downward on a creature within range. Make a melee spell attack against the target. On a hit, the target takes 5d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Dragonclaw is only available at first
level to Dragon Communion warlocks
(Glintstone) One of the glintstone sorceries of the Academy of Raya Lucaria. A sorcery of the Karolos Conspectus, the most venerable of the academy
A large shard of glintstone magic launches from your staff toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 force damage
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
(Two Fingers) Incantation of the Two Fingers' faithful. The Two Fingers has high hopes for the Tarnished, that even if they should be wounded, even should they fall, they will continue to fight for their duty.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
(Golden Order) Incantations originating from the maddening Three Fingers. True frenzy is a meal which satiates for eternity. This is but a taste
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected
(Golden Order) At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.
(Cosmic) With a touch, gain insight into an enchantment. Gaze up at the North Star, the only of its kind that never vanishes from the sky
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
(Cosmic) If you instead touch a creature throughout the
casting, you learn what spells, if any, are currently
affecting it
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.
(Dragon Cult) One of the incantations of the capital's ancient dragon cult. Summons a lightning spear and hurls it before the caster. Charging causes a lightning bolt to strike the point of impact. Long ago, Godwyn the Golden defeated the ancient dragon Fortissax, and befriended his fallen foe — an event that gave rise to the ancient dragon cult in the capital.
You hurl a bolt of lightning at a creature within range. On a hit, the creature takes 4d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
(Carian) One of the sorceries of the Carian royal family. Even among the Carian sword sorceries, this is a notably effective technique.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st
(Two Fingers) Incantation of the Two Fingers' faithful. Hark, Tarnished! If you truly walk in faith, you must be prepared to reject all else.
A blast of thunderous energy explodes from you, forcing creatures away. Each creature within five feet of you must succeed on a Constitution saving throw or be pushed ten feet away from you. On a success, the creature is not pushed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st
(Godskin Apostle) A black flame incantation of the Godskin Apostles.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
(Gravity) One of the glintstone sorceries that manipulates gravitational forces. A gravitational technique studied by the young Radahn. His master was an Alabaster Lord with skin of stone.
You touch a creature, reducing the force of gravity around them. The target's speed increases by 10 feet and its jump distance is tripled until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.
(Glintstone) One of the glintstone sorceries of the Academy of Raya Lucaria. Those unworthy of the stone crown typically end their brief journey into sorcery here
You quickly create a shard of glintstone and launch it from your staff toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st.