Type: abjuration, concentration
Casting time: action
Components: verbal, somatic
Duration: 1 hour
Range: touch
As an action, bless a creature, granting it the following benefits:
Your attacks deal an additional 1d6 radiant damage.
Your block checks gain a +1d6 bonus.
Gain a +10 bonus to movement speed.
You can spend up to 1 rest dice as a free action to gain an extra attack.
Type: abjuration
Casting time: action
Components: verbal, somatic
Duration: 1 hour
Range: touch
As an action, enchant a cloak, causing it to emanate light in a 30ft radius, and granting a +1 bonus to AC to the wielder. The wielder of the cloak bestows disadvantage on melee attacks of opportunity made against the wielder.
Upcast: When cast using a 3rd level spell slot, if the caster is the wearer of the cloak, they can leap up to 60 feet by spending a rest dice as an action.
Type: abjuration, transmutation
Casting time: action
Components: verbal, somatic
Duration: 10 minutes
Range: touch
As an action, touch a creature and surround it in a cloak of mist. For the duration of the spell, the creature reduces all incoming damage by 1, and all incoming fire damage by 1d4.
If the target takes more than 10 points of fire or radiant damage while under the spells effect, the spell is ended.
Upcast: Per spell slot level used above 2nd level, increase all damage DR by 1, and fire dr by 1 dice size category.
Type: evocation
Casting time: bonus action
Components: verbal
Duration: combat
Range: special
As an action cast a the spell and make a weapon attack. The attack deals an additional 2d8 radiant damage. Damage is doubled vs undead.
At higher levels: For every level above 2nd, deal an additional 1d8 radiant damage.
Type: abjuration
Casting time: action
Components: verbal, somatic
Duration: combat
Range: touch
As an action, cause a creature to retry a save against any disease, curse, or similar ailment that has befallen them, even if not allowed another save during rest. A creature cannot be the target of this spell more times than your casting bonus - 2 (min 1) per year.
Type: necromancy
Casting time: action
Components: verbal
Duration: combat
Range: touch
As an action, cause a creature within 30 feet to make a constitution save. On a failure, they take 3d8 psychic damage, and you can repeat the effect again on another creature within range so long as you do not move.
Type: evocation
Casting time: action
Components: verbal, somatic
Duration: combat
Range: touch
As an action, restore 1d4 fatigue to a creature. Restore one rest dice to it if target is at zero.
At higher levels: at 3rd level, restore 2d4 fatigue. At 4th, restore 3d4.
Type: abjuration
Casting time: action
Components: verbal, somatic
Duration: combat
Range: touch
As an action, bless a shield, granting it a temporary +1 bonus for 1 day, and allowing the wielder to spend 1 block to negate a ray or cone attack as a free action.
Type: necromancy, abjuration, concentration
Casting time: action
Components: verbal, somatic
Duration: instant
Range: self
As a an action, heal yourself for 3d8 + casting bonus health, restore 1 block, and restore 1 fatigue to yourself.
Type: abjuration, concentration
Casting time: action
Components: verbal, somatic
Duration: combat
Range: 120 feet
As a full round action, call a lightning bolt to strike a creature when exposed to the elements and in the right circumstances(Subject to GM, typically just exposed to somewhat cloudy weather.) The target must make a dexterity save, taking 4d8 + casting modifier damage on a failure, and half on a success.
Type: enchantment, abjuration, concentration
Casting time: action + bonus action
Components: verbal, somatic, material(bell or gong that must be rung as part of the spell)
Duration: combat
Range: 80 feet
As a an action, enchant a bell or gong, and as a bonus action point to a creature within 80 feet. The creature must make a wisdom saving throw. on a failure, they are enchanted. You can toll the bell as a bonus action to do one of the following:
The creature must spend an action groveling on it's turn, or takes 1d8 psychic damage.
The creature must flee combat when possible, or it must make a wisdom save, becoming shocked until the start of their next turn on a failure.
The creature must make an attack against a target as an action on their turn, or it must make a strength save to not drop their weapon.
The creature must move in the target direction, or it must make a constitution save to not take 1d10 necrotic damage.
You can toll the bell again as an action, but doing so requires a concentration check.
Type: oath 2, evocation
Casting time: action + bonus action
Components: verbal, somatic, material(source of fire within 5 feet, such as a held torch or candle, or a bonfire)
Range: special
As an action, breathe into a source of fire within reach or 5ft, spreading forth a 15 ft cone of fire from the origin of the flame that deals 4d4 points of fire damage. All creatures caught in the cone must make a dexterity save, taking half damage on a success.
Extra: You can also spend a bonus action before casting this to take a deep breath. If you do so, make a constitution check. For every 4 points above 10, increase the damage by 1d4.
Scaling: The range is increased by 5 feet for every 3 points of constitution above 10. And the damage is increased by 1d4 for every 2 points of constitution above 10.