Type: Evocation, Oath 4
Casting time: bonus action
Components: verbal, somatic
Range: 15ft
Duration: permanent
Effect: As an action, cause a creature to take 4d8 + casting bonus fire damage. A successful constitution or dexterity save halves the damage. If the creature is hostile towards you or under the command of eldrich, undead, or occult powers, then they are cursed with the brand and take a permanent -2 penalty to saves vs your spells, and a -1d4 penalty to death saves until dispelled.
At higher levels: At 5th level, damage is increased by 3d6 and penalty is increased to -3/-1d6. At 6th level, you can spend a bonus action to set a cursed branded target of choice on fire.
Type: Divination, Oath 4
Casting time: 3 full round actions
Components: verbal, somatic
Range: 15ft
Duration: permanent
Effect: As 3 full round actions, meditate and gain an answer to a question pertaining to a location, creature you have met, or object you have found. The answer cannot be longer than 2 words ( Subject to GM. )
At higher levels: Per level above 4th, add an extra maximum word.
Type: Conjuration, Transmutation, Oath 4
Casting time: full round action
Components: verbal, somatic
Range: touch
Duration: 1d4 minutes
Effect: As an action, enchant a weapon to enlarge by size category. It remains wieldable by magical means by those who can cast this spell and has its rune on their hand or arm.
The weapons damage dice are increased by 1 size category. The weapon has a +3 bonus to block DC and gains reach I.
It gains +1 damage per 5ft traveled since start of turn or last attack(whichever occured last)
Type: Abjuration, Oath 4
Casting time: action
Components: verbal, somatic
Range: 15ft
Duration: 1 minute
Effect: As an action, allow a creature to remake a save vs a spell or ongoing curse to dispell it, and grant it a +1d4 bonus to d20 rolls for the next minute.
Type: Necromancy, Oath 4
Casting time: action
Components: verbal, somatic
Range: 25ft
Duration: 1 minute.
Effect: As an action, force a creature to make a wisdom save. On a failure, it is cursed for 1d8 days, taking a penalty to d20 rolls. On the first round, the target has a -1d12 penalty, which decreases by 1 size category each consecutive round until it becomes -1d3 for the remaining duration.
If cast on a creature benefitting from a blessing effect, attempt to dispell the highest level blessing effect on them.
Type: Necromancy, Abjuration, Oath 4
Casting time: action
Components: verbal, somatic
Range: touch
Duration: instant
Effect: As an action, touch and heal a living creature for 6d8 + casting bonus health.
Can be used to revive a character that died in the previous turn, Returning them with 1 remaining death save, restoring only half health to them, but mending their fatal wounds.
Type: Abjuration, Oath 4
Casting time: bonus action
Components: verbal, somatic
Range: self
Duration: concentration
Effect: As a bonus action, invoke a protective prayer. You must retain concentration. If you cast a spell or cantrip, the spell is ended. For the duration of the spell, you are immune to 3rd or lower level spells, and gain a +3 bonus to saves vs other spells and magical effects.
Make a save vs all ongoing spells, curses, and diseases to remove them.
At higher levels: Per level above 4th, can target an extra creature within 15ft. Spell is ended if additional creatures cast spells or cantrips.
Type: Evocation, Necromancy
Casting time: bonus action
Components: verbal, somatic, 1 death save
Range: self
Duration: 2 rounds
Effect: As a bonus action, tempt the gods to gain a bonus to your next spell or attack you make within the next 2 rounds.
Make a death save, marking the slot as lost on a failure, and marking two on a critical failure.
In case of an attak, it deals an extra 6d8 radiant damage and has a +4 to block DC.
In case of a spell, deal an extra 1d8 radiant damage, last 1 increment longer(turn, minutes, hours, or days), and has its level upgraded by 1 level.
At higher levels: At 5th level, make two death saves, increase damage by 1d8, also gain 2 temporary rest dice. At 6th level, make 3 death saves, increase damage by 1d8 and spell duration increase to 1d10 increments, and increase duration and temporary rest dice by 2,
Type: Abjuration, Oath 6
Casting time: action
Components: verbal, somatic, 1 rest dice.
Range: special
Duration: special
Effect: As an action, send out a message to targets of your choosing at a range of up to 500 miles within the same plane of existence. The message is whispered to them, awakes them, or appears in their dreams. It can convey up to 30 words, and is psychic and bypassess deafness. Doing so costs 1 rest dice.
You can choose to list other creatures you know when casting the spell, which will allow them to also receive the message so long as they are within 60ft of the primary target.
You can expend a further 1 rest dice or make 1 death save to increase the range to 5000 miles.
You can repeat the extra cost to increase range to global, or to make the whisper linger in a specific area for up to a year and trigger only if the target enters the area.
It is said that a dying whisper may find listeners separated by oceans of time and space ( Subject to GM. )