Type: transmutation, concentration
Casting time: action
Components: verbal
Duration: concentration(up to 10 minutes)
Range: touch
Effect: As an action, touch a creature, granting it 1d6 temporary health, 1 temporary block, and grant its melee and strength-based attacks an additional 1d4 damage. The creatures jump, shove, pull, and push distances are increased by 5 feet.
At higher levels: Per spell slot level above 1st, you can either increase the block by 1, increase temporary health by 1d6, or increase the extra damage dice by 1 category(1d6, 1d8, 1d10, 1d12) for each level.
Type: Abjuration, Oath 1
Casting time: action
Components: verbal
Duration: 1 day
Range: 15ft
Effect: As an action when standing in front and within range of a doorway to a small abode, no larger than 40 5ft tiles(Subject to GM) and bless it, granting allies and friends within a +1 bonus to checks made during rest, and a +1 bonus to saves vs necromancy spells or spells originating from undead, eldrich, or occult sources (Subject to GM.)
At higher levels: Per level above 1st, increase the permitted target structure to medium(100 tiles) at 2nd, large(250 tiles) at 3rd, or a small settlement up to a range of 150ft (Subject to GM) at 4th.
Type: necromancy, transmutation
Casting time: action
Components: verbal, somatic
Range: touch
Effect: Make a spell attack against a creature within melee range. On a success, deal 3d6 + your casting modifier necrotic damage. This damage cannot be blocked.
Upcast: Per spell slot level above 1st, increase damage by 1d6.
Type: abjuration, transmutation
Casting time: action
Components: verbal, somatic
Range: touch
Effect: Heal a creature for 1d8 + your casting modifier damage.
At higher levels: Per spell slot level above 1st, increase healing by 1d8.
Type: oath 1, evocation
Casting time: action
Components: verbal, somatic
Duration: combat
Range: touch
Effect: As an action, attempt to grab a creature or object within reach and ignite it, dealing 2d8 fire damage and granting it the on fire I condition. Target creatures must make a dexterity save if they are aware of you. On a success, the spell has no effect on them.
At higher levels: Per spell slot level above 1st, apply an extra on fire stack to the target and increase the damage by 1d8.
Type: divination, enchantment
Casting time: action
Components: none
Range: 30 feet
Effect: As an action, compel a creature within range to make a charisma save. On a failure, you know their current highest concern or desire, as well as emotional state.
Type: necromancy, enchantment
Casting time: action
Components: verbal
Range: 30 feet.
Effect: As an action, cause a creature within range that can hear you and understand you to take 2d8 + your casting modifier damage. The damage can be either psychic, or necrotic. The creature must make a wisdom save. On a success, they take half damage. On a failure, they become shocked for 1d4 rounds.
At higher levels: Per spell slot level above 1st, increase damage by 1d10.
Type: divination
Casting time: action
Components: verbal, somatic, focus(ring, necklace, or crown)
Duration: 1 hour
Range: self
Effect: As an action, cause an aura of light to surround you, indicating to others that you mean them no harm. Creatures generally see this as being an indication of safety. If you ever cause harm to another while under this spells effect, or use it to ensnare, trap, or grapple a creature, you can never cast it again.
If another tries to attack you while under this effect, they have disadvantage on their attacks until the start of your turn, at which point the spell is automatically dispelled and no longer cares about your actions from now on.
Type: divination, oath 1
Casting time: action
Components: verbal, somatic
Duration: instant
Range: 60ft
Effect: As an action, ask target entity a question. The target must be an undead, eldrich, occult, infernal, fiendish or demonic entity. It hears the question and is made aware of the casters presence. It must make a save, and must answer to the best of its ability, being granted telepathy if it cannot speak, just for the answer.
The target must be an undead, eldrich, occult, infernal, fiendish or demonic entity.
At higher levels: If cast at 3rd level, the target can be asked 2 other questions on a failed save.
Type: Abjuration, necromancy, concentration
Casting time: action
Components: verbal, somatic, material(chalk, paint, or other substance to inscribe or draw with)
Duration: 2d6 rounds
Range: special
Effect: As an action, write runes of fire and devilry on a creature within 10 feet, an object in your possession, or on a 5ft square on a surface within 15 feet.
When cast on creature - The creature must make a dexterity save, and the caster must make a concentration check to not miscast the spell. On a failed save, deal 1d4 fire damage to the creature, then give it resistance to fire damage. At any point during the casting of the spell, the caster can spend a bonus action to deal 1d6 extra fire damage to the creature, and can choose to make it nonlethal.
When cast on a weapon - The weapons attacks deal an additional 1d6 fire damage and are treated as magical, and gains the Critical I property.
When cast on an item - grant the item fire immunity.
When cast on an area - create a sigil of fire. Any creature that steps on it take 2d6 + casting bonus fire damage, and must make a dexterity save to halve it. The sigil is hidden with a DC of 10 + the casters disguise bonus. Surrounding creatures within 5 feet of the blast must do the same for half damage.
Upcast: Per spell slot level above 1st, increase any damage dealt by 1d6, except the initial damage dealt when cast on a creature.
Type: Oath 1, Abjuration
Casting time: action
Components: verbal, somatic
Duration: 1 day
Range: 10 ft
Effect: As an action, speak a rune of light into being apon a creature, which dims to imperceptibility in 1 turn, but remains for a day. Such a rune is invisible to mortals, but perceptible by eldrich, undead, profane, psychic, or celestial entities. The caster may not cast more than 1 rune of power at a time. You may utter such runes:
Will - Gain a +1d4 to wisdom and charisma saves, as well as insight checks.
Flame - The target reduces fatigue damage taken by 1, and has a +1d4 to athletics and initiative.
Thunder - The target gains a +1 bonus to attacks.
Strength - The target reduces physical damage taken by 1.
Type: Abjuration, concentration
Casting time: action
Components: verbal, somatic
Duration: concentration, up to 3 * casting bonus rounds (min 3)
Range: 30 feet sphere around the caster
Effect: Create a 15 foot radius circle. It can either follow a target as an aura, or remain in a static location. All attacks made by or against creatures in the circle have disadvantage and a block DC of 8. Whenever a creature within the area is damaged or damages another creature, you must remake a concentration check to not lose concentration of the spell.
Type: Evocation
Casting time: bonus action
Components: verbal, somatic
Duration: 2 rounds.
Range: 40 feet
Effect: As a bonus action, either enchant your weapon or an attack you ar making, causing it to deal an additional 2d6 points of radiant damage to the next creature hit. This damage cannot be blocked. Lasts until the next creature is hit, or up until the end of your next turn.
Upcast: Per spell slot level above 1st, increase the damage dealt by 1d6.
Type: Abjuration, necromancy, concentration
Casting time: action
Components: verbal, somatic
Duration: special
Range: 40 feet
Effect: As an action, suppress a creature within range. The creature must make a charisma save at the start of their turn. On a failure, the creature has disadvantage on attacks, and creatures that must make saves against their abilities have advantage. On a success, the spell ends. The creature can retry the save at the start of their turn as a bonus action. The concentration can last up to a number of rounds equal to 2 * your casting bonus(min 1)
Upcast: Per spell slot level above 1st, you can take 1 damage to fatigue to ignore a successful save by the target once.
Type: Abjuration
Casting time: action
Components: verbal, somatic
Duration: 3d4 turns
Range: reach
Effect: Bless a creature with temporary health. For the next 3d4 turns, if the creature has less than 1 temporary health, they gain 2 temporary helth.
Type: evocation, abjuration
Casting time: action
Components: verbal, somatic
Duration: instant
Range: 10 ft area
Effect: As an action, repel all creatures within 10 feet. All creatures within 10 feet of the caster must make a constitution save. On a failure, they are pushed back 10 feet and knocked prone. After successfully casting the spell, the caster restores 1 fatigue and gains 1d4 temporary health.