Type: oath 3, evocation, abjuration, transmutation
Casting time: free action
Components: verbal,
Range: 15 feet
Duration: special
Effect: As a free action when landing a killing blow on a supernatural, elemental, arcane, eldrich, or similar (subject to GM) creature, or a creature under an enchantment spell, you may bind their will to yours instead, reducing them to 1 HP instead of letting them perish. The target may make a will save to try and resist this effect. On a success, the spell slot used to cast this spell is locked until the creature is dismissed, or slain.
A bound creature is under the following effects:
It cannot attack you or attempt to cause injury to you.
It can request one task to do so that it can be freed. If so, the caster must name the conditions under which the creature can be freed (subject to GM.)
The caster can cause the bound target to be still as a free action, or suffer any number of nonlethal damage.
The caster can dismiss the target, in which case they resume the death that was prevented by this spell.
Type: oath 3, evocation, abjuration, transmutation
Casting time: full round action
Components: somatic, material (1d4 health)
Range: self
Duration: 1 hour or combat, special
Effect: As an action, bless a piercing or slashing weapon in your possession by losing 1d4 health. For the next hour, the weapon deals an extra 1d8 fire damage, which is multiplied on a critical hit. The weapon burns on it's own while not sheathed or stowed away, but does not harm the wielder, and sheds a light in a 30ft area.
If a critical hit with the blessed weapon kills a creature, the wielder heals 1 fatigue.
Type: Evocation, Oath 3
Casting time: action
Components: verbal, somatic
Range: special
Duration: instant
Effect: As an action, enchant and fire/throw a bolt, potion, stone, or projectile at a target within its original range. All bludgeoning, piercing, fire, force, sonic, and acid damage it deals to be increased by 1 dice, any ongoing effects increased by 1 instance(turn or minute) and has its crit range increased by 1, and ignites the target on a critical hit.
The projectile also creates a 10ft radius cloud of smoke on impact that lasts 1 minute and obscures vision.
At higher levels: Per level above 3rd, increase damage bonus and contact damage by 1 extra dice, increase smoke cloud radius by 10ft.
Type: oath 3, abjuration, evocation
Casting time: action
Components: verbal, somatic.
Range: self
Duration: 1 hour
As an action, gain 4 temporary block, and resistance to three damage types of choice for the duration of the spell.
For the duration of the spell, you can expend 1 block, 1 fatigue, or 1 rest dice to gain advantage on a strength or dex based skill, save, or block check.
If you cast this spell while at 15 health or less, you also heal 2d8 health.
Type: oath 3, necromancy
Casting time: full round action
Components: somatic, verbal, concentration.
Range: 30 feet.
Duration: instant.
Effect: As an action, force a target to take an extra 1d12 damage from all your attacks. This lasts so long as you maintain concentration. You have advantage on concentration checks for this spell.
Type: oath 3, evocation, transmutation, abjuration, divination, teleportation
Casting time: action
Components: verbal, somatic
Range: self
Duration: 1 hour
As action, cause a rune/script based magical effect to double in effect for an hour, or cause a gateway, portal, or surface-based incantation to become invoked and stabilized for an hour (subject to GM.)
Type: oath 3, evocation, transmutation, abjuration, divination
Casting time: bonus action
Components: verbal, somatic
Range: self
Duration: 1 hour
As a full round action, invoke the favor of a divine aspect. Uppon first learning the spell, choose 3 aspect affinity upgrades which can be evoked as a bonus action:
The Hunter - Double the range of all your ranged attacks. +2 bonus to checks made to follow tracks.
The Thunderer - When learning this,, pick either weapon, spell, or unarmed(includes bites, claws, and breath attacks.) When cast, when you use the chosen category to deal damage, it deals an extra 1d6 lightning damage.
The Sage - Your spells have a 1d8 chance dice when cast. On a 1, their spell slots are not expended.
The Smith - Choose one when invoking: The next check involved in creating, enchanting, or repairing an item structure or construct gains a +2d3 bonus, OR double the amount of consumables or generic items being created.
The Fisher - Gain a +1d6 bonus to checks made to take care, maintain, and feed yourself and your allies during a rest.
The Shepherd - For the duration, you can either restore 1 rest dice to a creature as an action, or two three creatures within 20ft as a full round action. This can be done twice. If you die while under this effect, restore 3 rest dice to all allies that witnessed your death.
The Scribe - Scrolls you cast have a 1d4=1 chance dice to not be consumed. Wands you carry restore 1 charge when cast.
The Raven - You gain a +2 bonus to inteligence checks, and can speak up to 4 languages of choice spoken by creatures that have encountered ravens in this plane.
The Lion - Gain a +1 bonus to strength, dexterity, and charisma, and gain advantage on saves vs enchantment and fear effects. Restore 1 block when casting.
The Serpent - Gain a +2 bonus to deception and sleight of hand checks. Creatures you meaningfully deceive (Subject to GM.) while under this effect do not perceive you casting illusion and enchantment spells for the duration of this effect.
The Eternal Flame - When reduced to 0 HP, stay conscious for 1 additional round. Fire damage you deal is increased by 2, and you gain resistance to fire damage.
The Champion - You gain a +1 to AC, block checks, and physical saves for the duration. You can reroll a d20 roll you make on your turn, up to a number of total times equal to your casting modifier.
The Owl - Gain a +2 bonus to wisdom for the duration. Gain 100ft of darkvision, echosight, and tremmorsense for the duration.
The Silent Watcher - Gain a +2 bonus to investigation and stealth checks. Ignore the verbal requirements of your spells.
The Denyer - Choose 4 schools of magic when invoking this aspect. For the duration, you gain a +1d3 bonus to saves vs spells of that school.
The Saint - Healing you provide is increased by 1d6 for the duration.
The Horned One - Choose up to 2 spells or whos scrolls you can cast, with denied or forbidden actions in them (such as not allowing to cast during the day, or requiring only a piercing weapon instead of a bludgeoning weapon) and choose said limitation. For the duration, you may ignore such limitations, allowing you to push them by one iteration (Subject to GM.)
Type: Transmutation, Abjuration, Oath 3
Casting time: full round action
Components: somatic, verbal
Range: touch
Duration: instant
Effect: As a full round action, heal a creature for 4d10 health, restore 1d3 fatigue, and allow them to remake a save vs an ongoing disease, curse, or condition.
In adition, do one of the following:
Restore vision to the target if blinded.
Restore hearing to the target if deafened.
Restore missing digits and teeth.
Type: oath 3, transmutation
Casting time: action
Components: verbal
Range: self
Duration: until rest
Effect: As a an action bless yourself. Gain a +3 bonus to checks and saves made to traverse difficult terrains, gain passage, or navigate lands and territories, to avoid traps and misdirection, and checks made to notice thieves.
Type: oath 3, abjuration, evocation
Casting time: action
Components: verbal, somatic, 1 rest dice
Range: self
Duration: 1 hour
As an action, tap within by spending a rest dice, roll a 1d4 per 4 wisdom, gaining that many soul dice for the next hour. You can spend up to as many dice as your wisdom bonus(min 1) as a free action to gain one of the following effects a number of times equal to the soul dice spent:
Increase weapon damage by 1d6.
Increase a skill check by 1d4.
Increase a save by 1d4.
Increase a block check by 1d6.
Increase healing bestowed by 1d6.
Increase death save by 1d8.
While you have soul dice, you can release up to as many soul dice as your wisdom bonus (min 1) as an action at a range of touch on a target to deal 1d10 radiant damage per soul dice spent.
The damage type may change depending on the targets allignment (Subject to GM.)
Type: transmutation, evocation, oath 3
Casting time: action and bonus action.
Components: verbal, somatic, material(Gemstone or precious metal ingot worth at least 20 gold,) person
Range: 120ft
Duration: instant
As an action, enchant and crush a gemstone or chunk of precious metal worth 20 gold or more. It's dust reforms and melts into a translucent shroud-like material to approximate the shape of a 4ft cannon in your hands. It's weight requires either a successful DC 21 athletics checks to wield, or an adjacent ally in the direction you wish to aim that has not acted this turn yet and who is willing to sacrifice a move action or bonus action on their next turn to help you aim. Failure to properly aim can only result in targeting a tile directly next to you. The cannon shatters into shards of light on use.
The cannon can be used to launch a projectile of amber light at a target point within range. All creatures within 20ft of the target point must make a dexterity save, taking 3d10 force damage and 3d10 fire damage on a failure, and half on a successful save.
At higher levels: Per spell level above 3rd, increase both force and fire damage by 1d10. If cast at 5th, allows creatign a great spirit bombard instead, which deals the damage in 60ft narrow cone instead.
Type: oath 3, abjuration, evocation
Casting time: action
Components: verbal, somatic, concentration
Range: self
Duration: 1 hour
As an action, awaken your 6th sense, which remains active for up to 1 hour, or until concentration ends. You can percieve which creatures and items are enchanted, and see their auras as colors (Subject to GM.)
While active, your perception, investigation, and insight checks gain advantage, and you can perceive invisible enemies, and see through illusions of 3rd level or lower.
While active, your wisdom saves gain advantage.
Type: oath 3, abjuration
Casting time: action
Components: verbal, somatic, locked spell slot
Range: 15 feet
Duration: binding
Effect: As a an action, inscribe a creature, large stone, pillar, or adult tree with a rune of warding.
If placed on a creature, the creature gains 4d10 temporary health upon receiving the rune, and a +1 bonus to saves and AC while affected by the rune.
If placed on a valid object, the rune provides a +1 bonus to AC and all saves to all creatures that are friendly or alligned with the caster, including the caster, within a range of 100ft of the rune.
The rune can be dismissed as an action.