For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
A wave of fire rushes from you, sweeping over all before it. Each creature in a 10-foot cone must make a Dexterity saving throw, taking 1d6 fire damage on a failed save or half as much on a successful one.
+ Ignite: Ignites objects that are not being worn or carried and creatures that fail their save catch fire; for 1 minute or until someone takes an action to douse the fire, the creature takes 1d6 fire damage per focus spent and must save against fear at the start of its turn.
+ Stream: You extend your hand and emit a continuous stream of blazing fire. While maintaining this effect your speed is reduced by half, your hand is fully occupied, the sign's base range becomes a 15-foot by 5-foot line and it's duration becomes Concentration, up to 1 minute. Creatures of size Large or smaller treat the stream as difficult terrain and a creature that enters the stream for the first time or end's it's turn there takes 1d6 fire damage per focus spent. This sign ends at the beginning of your turn unless you use your action to maintain it. When you maintain the sign, you may redirect the stream up to 90 degrees and any targets within the final placement must save versus the initial casting again.
- You may cast Agni at no focus cost to instantaneously light or snuff out a candle, a torch, or a small campfire within range.
* Agni's damage increases by 1d6 at 5th, 11th, and 17th level.
You extend your hand and trace a sigil of warding in the air, surrounding yourself in swirling streaks of light. You gain a magical shield of force that provides 6 temporary hit points for the duration. Until you end your turn without this shield, you have resistance to bludgeoning, piercing and slashing damage dealt by weapon attacks.
* Quen's temporary HP increases by 6 at 5th, 11th, and 17th level.
- Cantrip: You gain resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks until the end of your next turn.
+ Explode: Creatures within 5 feet that strike your shield in melee take 1d8 force damage per focus spent and must make a Strength saving throw against knockback.
+ Persist: Duration becomes Concentration, up to 10 minutes. At the beginning of your turn, your shield consumes 1 focus and gains 4 temporary HP per focus spent, up to it's original maximum. If you have no focus to fuel it, the sign ends.