Type: Enchantment, Occult 5
Casting time: reaction
Components: verbal, somatic, special.
Range:self
Duration: 1 minute.
Effect: As an action, sacrifice magical power directly, taking 1d4 psychic damage and gaining the following benefits:
boost to the next 2 spells cast within the duration of the spell, at which point the effect ends. For the next minute, the next 2 spells cast have their level raised by 1 and their damage and effect dice increased by 1 size category, as well as their range doubled if they have a range greater than touch, and their area by half(a 10ft sphere becomes a 15ft sphere)
Restore 1 use of a per-rest ability.
Afterwards, take 1 damage to fatigue and lose the ability to cast spells for the next 1d4+1 rounds.
Type: Enchantment, Occult 5
Casting time: reaction
Components: verbal, somatic, special.
Range: target 100ft area within sight or structure
Duration: permanent
Effect: As a full round action, diminish the borders between target 100ft radius area within sight, or within the territory of the target structure within sight and the lost planes of the outer darkness.
When you cast this spell make a DC 20 arcana and DC 20 constitutio check. On a failed arcana check, you must spend 1 rest dice and suffer 1d20 psychic damage if you cannot. On a failed constitution check, you take 1d20 necrotic damage.
The affected area benefits from 2 of the following effects of your choice, chosen when casting, gaining an extra choice per successful arcana or constitution check:
All teleportation spells and abilities within the affected area require 1 less of any rest dice or fatigue to cast/use.
All spell slots used for teleportation or conjuration spells or abilities are treated as 1 level higher, and can be cast with slot 1 level beneath them for the normal effect.
The damage dice of all cold and psychic damage within the area are increased by 1 size category and the durations of spells, effects, and alchemy that deals such damage are doubled.
Light is significantly diminished within the area, causing it to count as either dim darkness when illuminated, or magically dark when not.
Aditionally, the area may now be accessible to other entities that may reside there, though the veil is not fully pierced (Subject to GM.)
Type: Transmutation, Necromancy, Occult 5
Casting time: action or reaction
Components: Verbal, Somatic
Duration: 1 hour or special
Range: self
Effect: As a full round action, undergo a bestial transformation, which lasts 1 hour and grants the following benefits:
Abandoned by the light - You have disadvantage on d20 rolls during the day.
Bestial claws - Your unarmed attacks deal an extra 2d6 slashing damage and can be used to climb and clink to surfaces. +1 to unarmed attacks.
Bestial strength - You gain a +2 bonus to strength and constitution, you gain 1d6 temporary health at the start of each of your turns.
Cats eyes - Gain darkvision at a range of 300ft and gain advantage on dexterity saves.
Great leap - You gain a jump distance of 90ft and take no fall damage. Gain a +10 bonus to movement speed.
Unnatural instincts - You gain a +4 bonus to instinct, nature, and perception checks, as well as initiative rolls.
Whispers - You have disadvantage on concentration checks.
Lasts 1 hour by default, but when cast on a full moon night or under an aurora, it lasts for 1d12 hours instead.
At higher levels: At 6th level, bestial strength grants a +3 bonus to all physical attributes instead of the +2 to strength and dex. Gain 10ft extra movement speed, double jump distance, double unnatural instincts bonus per spell level above 5th.
Type: Enchantment, Occult 5
Casting time: reaction
Components: verbal, somatic, 1 rest dice
Range: 30ft
Duration: permanent
Effect: As a reaction to a creature making a promise or deal, force it to make two wisdom saves by spending a rest dice.
If it fails either, it is bound to execute the promise. If the promise is completed, you and the target both gain 3d10 arcane health.
If it fails both, you can curse it as a reaction at any point, forcing it to make a death save.
At higher levels: At 6th level, the arcane health is increased by 1d10 and the target must make another wisdom save. If it fails three, you can command the characters actions directly at will.
Type: Conjuration, Occult 5
Casting time: full round action
Components: Somatic
Duration: instant
Range: self, 1000ft
Effect: As a full round action, warp between here and a point of darkness within 1000ft. You must be aware of the target location.
When not observed by other creatures, can be done as a reaction.
You can lock 1 rest dice during a rest to create a warp sigil in a darkened area of choice. You can blink to it instead regardless of range.
When cast, roll 1d4. On a 1, spell points or spell slots spent casting this are refunded.
At higher levels: At 6th, range is extended to 5 miles.
Type: Conjuration, Occult 5
Casting time: full round action
Components: Somatic, Verbal
Duration: 1 minute
Range: self
Effect: As a full round action, sacrifice either 1d4 HP, a phial of blood worth 1d4 hp, or a small or medium creatures remains with blood in them, to conjure an orb of hemomantic blood that levitates in your palm for up to a minute, or as long as there are charges temaining. It contains 2d4 + casting bonus charges. Charges can be used to trigger any of the following effects while wielding the hemomantic blood sphere:
Blood spike - at the cost of one charge, make a ranged spell attack as a bonus action or action, dealing 3d6 + casting bonus piercing damage.
Frozen veins- at the cost of one charge, as an action or bonus action you can force a creature within 30ft to make a constitution save. On a failure, the target is stunned for 1 round. On a critical failure it is stunned for 1d3 rounds and takes 1d4 + casting bonus cold damage, and on a save the creature is shaken and weakened for 1 round instead.
Blood talons - at the cost of 2 charges, make a melee spell attack vs every creature within a 10ft cone as an action, dealing 3d12 + casting bonus necrotic damage. On a critical strike it applies bleed to all creatures affected. The spell attack is treated as and modified by abilities and features that affect unarmed attacks.
Lifesteal - At the cost of 2 charges, force a creature within 10ft to make a constitution save, taking 1d6 acid damage on a successful save, and 4d10 + casting bonus necrotic damage on a failed save, healing yourself for half the amount.
Bloodmute - At the cost of 3 charges, force a creature within 30ft to make a constitution save. On a failure, it cannot heal for the next 1d3 rounds.
Bloodboil - At the cost of 3 charges, force a creature within 30ft to make a constitution save, taking 4d12 + casting bonus fire damage on a failed save, and half on a success.