You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
You invigorate up to three creatures within range with improved accuracy. Each target gains +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell’s duration.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You create a duplicate of a text or image. During the spell’s duration, you can take a Magic action to trace your hand over any non-magical text or image on a surface within range. You copy the text or image onto a new medium that you provide, such as another book or parchement. This spell copies a single page with each Magic action. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
You touch a willing creature and neutralize its aura. Until the spell ends, the target can’t be perceived by Fey, Fiends, Celestials, and Undead.
The spell ends early after the target makes an attack roll, deals damage, cast a spell, or moves within 5 feet of one of the creature types.
Using a Higher-level Spell Slot.You can target one additional creature for each spell slot level above 1.
You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turn for the spell duration. A creature can only have one festering wound at a time.
If the creature receives healing, the spell and recurring damage ends
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. The creatures loses all Resistance to damage until the start of your next turn. The target hit by the strike takes extra Necrotic damage from the attack. To determine this damage, roll the Hit Point Dice expended to cast the spell.
Your strike cause ambient magic surrounding a creature to collapse and detonate. The target hit by the strike takes an extra 4d6 Force damage from the attack. If the creature is concentrating on a spell, that concentration is broken.
In addition, each ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Your strikes drink the splattered blood of your foes. As part of casting this spell, you must expend five Hit point Dice or the spell automatically fails. Once on each of your turns when you hit a creature with an attack roll using a Melee weapon or Unarmed Strike, roll the Hit Point Dice expended to cast the spell and regain a number of hit points equal to the numbered rolled.