Avatar of Magic

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a relic of pure weave, which is consumed) - **Duration:** Concentration, up to 10 minutes
You transform into a living embodiment of magic. For the duration: - You gain immunity to all nonmagical damage. - You have advantage on all saving throws. - You may cast one spell of 5th level or lower as a free action on each of your turns (no components required). - You are immune to *counterspell*, *dispel magic*, and *antimagic field*. - You automatically succeed on all concentration checks. - Once per round, when a spell targets only you, you may absorb its energy instead: the spell has no effect and you regain hit points equal to twice the spell’s level.
If you are reduced to 0 HP in this form, you become untargetable and incorporeal for 1 round, then return with 1 hit point as the spell ends.
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cantrip

Ashes of the Unwritten

  • casting time
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  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (the target’s ashes or a treasured item once carried by them) - **Duration:** Instantaneous
You reach into a creature's soul and unwrite its place in the cycle. Choose one creature you can touch. The effects depend on its state: - **Living (unwilling):** The creature must succeed on a Charisma saving throw or forget one defining loyalty or belief, its alignment shifting one step toward neutrality. - **Living (willing):** The creature shifts its alignment to one of your choosing and forgets a chosen memory, trait, or emotional tie. - **Dead:** You restore the soul to life. The creature returns with a cleansed spirit and no memory of its past life, its alignment reset to neutral. - **Undead (unwilling):** If the creature is CR 20 or lower, it must succeed on a Charisma saving throw or be destroyed instantly. On a success, it takes 10d10 spirit damage instead. - **Undead (willing):** The creature’s curse is lifted. If a body is available, it is returned to life with 1 hit point, no memory of its undeath, and a neutral alignment.
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cantrip

Anchor the Soul

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes
You call upon a heavy, spiritual gravity to bind a creature's soul in place, preventing its passage between worlds. Choose one creature within range. - **Willing Target:** The creature becomes anchored against manipulation. For the duration, the creature cannot be banished, teleported, or moved against its will by any magical means. It also gains advantage on saving throws against being frightened, charmed, or possessed. - **Unwilling Target:** The creature must succeed on a Charisma saving throw or be spiritually anchored, preventing it from teleporting or leaving its current plane by any magical effect for the duration.
This spell does not require concentration.
: \column

cantrip

Arcane Ward

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour
You touch a creature to imbue it with a magical ward. For the duration, the creature gains a +1 bonus to saving throws against spells and magical effects, and 10 temporary hit points that are only depleted by damage from spells or magical effects.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd. For every two slot levels above 2nd (4th, 6th, 8th), the saving throw bonus increases by 1.
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cantrip

Avatar of the Arcane Thesis

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a crystal prism etched with a formula, worth 100 gp) - **Duration:** Concentration, up to 1 minute
You summon a hovering projection of structured arcana—a luminous figure of glyphs and fractals. This avatar is not a creature; it is a mobile extension of your spellwork. While active, it grants you the following effects: - **Glyph Pulse:** Once per turn when you cast a spell, you may have the avatar pulse. One creature within 10 feet of it has disadvantage on its saving throw against that spell. - **Theorem Echo:** If you cast the same school of magic two turns in a row, the avatar briefly replicates the first spell at its base level, targeting the same area or creature. This can occur once per round. - **Rune Barrier:** While the avatar is within 10 feet of you, you gain +1 to your AC and saving throws against spells.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you may maintain concentration for up to 10 minutes.
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cantrip

Aspect of Chaos

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a shard of a shattered mirror and a drop of your blood, worth 125 gp) - **Duration:** Concentration, up to 1 minute
You embrace your true nature as an avatar of raw chaos. Your body twists into a luminous form stitched from shadow, starlight, and fragmented memories. For the duration: - You gain resistance to all damage types except force and radiant. - You are immune to being charmed, frightened, stunned, paralyzed, and restrained. - Once per turn, you may cast a spell of 5th level or lower without expending a spell slot. - Each time you are targeted by a spell or ability, roll a d4: 1. You teleport 30 feet in a direction of your choice. 2. You gain temporary hit points equal to twice your spellcasting modifier. 3. The attacker suffers 2d12 force damage. 4. You gain an additional action this turn (usable only for a cantrip, Dash, or Disengage).
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cantrip

Axiom Reversal

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute
You reshape the fundamental rules of magic for a brief moment. The next spell you cast that forces a saving throw can use a different ability score for that save (e.g., Strength instead of Wisdom). You must choose the alternate saving throw type when you cast *Axiom Reversal*. The effect ends after one use. :::::::::::::::: \column

cantrip

Aspect of Blood Form

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a drop of divine or ancient blood) - **Duration:** Concentration, up to 1 minute
You transform into a living avatar of blood power, your flesh becoming translucent and veined with pulsing crimson light. For the duration: - You gain resistance to all non-magical damage. - You may use your reaction once per round to reduce incoming damage by an amount equal to twice your spellcasting ability modifier. - Your melee weapon attacks deal an additional 2d8 necrotic damage. - When you reduce a creature to 0 HP, you may immediately move up to half your speed and make one melee weapon attack as a bonus action.
***At Higher Levels.*** When cast using a 7th-level slot or higher, the bonus necrotic damage increases by 1d8 for each slot level above 6th.
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cantrip

Aspect of Death Form

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a symbol of the Aspect of Death worth at least 25 gp) - **Duration:** Concentration, up to 1 minute
You assume the grim form of an Aspect of Death. For the duration, you gain the following benefits: - You are resistant to Force and Radiant damage and immune to Necrotic damage. - You are immune to the Charmed and Frightened conditions. - A coat of black raven feathers on your back gives you a flying speed of 40 feet. - You have a +2 bonus to AC. - All your weapon attacks are magical, and you can use your spellcasting ability modifier for attack and damage rolls. - You can attack twice, instead of once, when you take the Attack action. This doesn't stack with features like Extra Attack. - Any undead witnessing this form must succeed on a Charisma saving throw or be turned for 1 minute (damage ends the effect). - All weapon damage and spell effects deal an additional die of damage to fiends and undead.
This spell can also be cast on a willing target who is a follower or blessed by a God of Death.
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cantrip
:(

Arcane Reflection

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 reaction, which you take when you see a creature within 30 feet casting a spell - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous
You twist the surrounding arcane currents into a reactive weave mirror. When a creature within range casts a spell, you may attempt to unravel and redirect it. Make a spellcasting ability check against a DC of **15 + the spell’s level**. On a success, choose one: - The spell is countered and has no effect. - The caster must succeed on a Wisdom saving throw or become the new target of their own spell. \column

cantrip

Adamant Persona

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 Reaction, which you take when you see a target being affected by a spell or magical effect that causes it to be charmed, frightened or stunned - **Range:** Sight - **Components:** V, S - **Duration:** Instantaneous
Your voice becomes an anchor for a fractured mind, restoring the tethers between soul and psyche. When you see a creature being affected by a spell or magical effect that causes it to be charmed, frightened, or stunned, you can use your reaction to end that effect. Once the target's mind is protected, it cannot suffer from the same type of effect for the next 10 minutes. This spell also ends effects that altered or damaged the target's memories, such as the spell *Modify Memory*. However, if this is a result of a continuous effect like a curse, the curse must first be lifted for the restoration to be permanent.
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cantrip

Arcane Fracture

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S - **Duration:** Instantaneous
You strike a creature with a fracture of raw arcane potential. Make a melee spell attack against a creature within range. On a hit, the target takes 2d10 force damage and cannot take reactions until the start of its next turn. If the target is concentrating on a spell, it makes the concentration saving throw with disadvantage.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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cantrip

Baron Samedi's Bargain

  • casting time
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  • components
  • duration

- **Casting Time:** 1 hour - **Range:** Self - **Components:** V, S, M (an offering worth at least 100 gp) - **Duration:** Special
You spend an hour praying to the Gods of Death, pleading for a specific soul's fate. If the soul exists and its body is intact, it can be pulled back, regardless of how long it has been dead. If the soul is cursed, has passed its natural lifespan, or is otherwise not normally resurrectible, you are granted an audience with Baron Samedi. You must present a payment of value that the Baron would accept. The DM determines the price. If you accept, the Bargain is struck, and the soul is returned to its body.
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cantrip

Bound by Blood

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 10 minutes - **Range:** 10 feet - **Components:** V, S, M (a drop of blood from each participant) - **Duration:** Until dispelled or both creatures die
You perform a solemn, blood-infused ceremony to forge a sacred bond. Choose one of the following rites: - **Oath:** A creature takes a Sacred Oath, becoming eligible to be a Paladin. Requires a DC 20 Religion check by the officiant and a DC 20 Charisma save by the target. - **Final Rite:** You touch a corpse and sever its connection to the afterlife, preventing its resurrection except by a *Wish* spell or Divine Intervention. - **Bind:** Two creatures forge a pact. If either betrays it, they are slain and their soul is cast into the Nine Hells. - **Bound by Blood:** You and one willing creature link your life forces. You share a combined hit point pool; any damage taken by one is taken by the other, and if one dies, the other does as well. \column

cantrip

Blade of the Shattered Mind

  • casting time
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  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a sliver of broken obsidian) - **Duration:** Concentration, up to 1 minute
You conjure a spectral weapon from fragments of your fractured psyche, crackling with chaotic energy. For the duration, you can use this weapon to make melee spell attacks. It is a martial melee weapon with the finesse and light properties, and it deals 3d8 psychic damage on a hit. When you hit a creature, roll a d6: - **1–2:** The creature can’t take reactions until the start of its next turn. - **3–4:** The creature has disadvantage on its next saving throw. - **5–6:** You may teleport to an unoccupied space within 10 feet of the target.
The weapon disappears if you let go of it.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
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cantrip

Blood Resurgence

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a thread of sinew and a drop of your own blood) - **Duration:** Concentration, up to 1 minute
Choose up to three creatures in range. For the duration, each target gains the following benefits: - When they take damage, they can use their reaction to spend Hit Dice to heal. - Once per turn, when they deal melee damage, they regain hit points equal to half the damage dealt. - If a target would be reduced to 0 HP, they remain at 1 HP until the start of their next turn, during which they have disadvantage on all rolls and cannot heal.
At the end of each of your turns, you take 2d6 irreducible necrotic damage for each living target still under the effect. \column

cantrip

Body and Soul

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour
You touch the very essence of a willing creature within 30 feet, allowing its soul to reshape its physical form. For the duration, the target's statistics are affected in one of the following ways, chosen by you when you cast the spell: - Its Strength score becomes equal to its Charisma score. - Its Dexterity score becomes equal to its Charisma score. - Its Constitution score becomes equal to its Charisma score. - Its Charisma score becomes equal to its Strength score. - Its Constitution score becomes equal to its Intelligence score.
Any temporary hit points gained as a result of this spell are lost when the spell ends. The spell ends if either the caster or the target falls unconscious.
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cantrip

Blood Oath Rite

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 10 minutes - **Range:** 10 feet - **Components:** V, S, M (a drop of blood from each participant) - **Duration:** Until dispelled or fulfilled
You perform a solemn ritual binding two or more willing creatures into a sacred blood pact, defined by spoken terms. If any bound creature breaks the terms, they suffer a consequence chosen during the ritual: take 6d10 psychic damage, be blinded and deafened for 1 minute, or be marked by a visible, magical rune.
***At Higher Levels.*** With a 7th-level slot or higher, you may bind up to twice as many participants and choose two consequences instead of one.
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cantrip
:(

Blades of Severing

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (four runed slivers of silver worth 200 gp) - **Duration:** Concentration, up to 1 minute
You conjure four hovering blades of sharp arcane geometry. When the spell is cast, you may make one immediate attack with each blade against creatures within 5 feet. On subsequent turns, you may use a bonus action to command up to two blades to move 30 feet and strike. The blades use your spell attack modifier to hit and deal 3d10 force damage. On a hit, a blade also attempts to sever a magical effect on the target (make a dispel check, DC 15 + spell's level). On a successful dispel, the blade vanishes.
***At Higher Levels.*** When cast with a 7th-level slot or higher, the damage increases by 1d10. : \column

cantrip

Bloodletting Thread

  • casting time
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  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You conjure a thin red thread of blood that links you to a creature you can see. While you maintain concentration and the target remains in range, you can use a bonus action to transfer 1d4 damage or magical healing between you and the target. You choose whether to give or take the hit points. The thread breaks if either of you moves more than 30 feet apart or drops to 0 hit points.
The amount of hit points transferred increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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cantrip

Cleanse

  • casting time
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  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous
You purge chaotic corruption from a creature you touch. This spell removes one non-permanent magical effect or corruption-based affliction. The target gains one level of exhaustion as the chaotic energies are violently expelled from its body.
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cantrip

Chronoshift Coordination

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You synchronize the movements of up to three creatures. For the duration, when one affected creature takes the Attack or Cast a Spell action, any other affected creature within 30 feet may use their reaction to move up to 15 feet or make one weapon attack. Each creature may only benefit from this reaction once per round. \column

cantrip

Cometfall

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet (15-foot-radius sphere) - **Components:** V, S - **Duration:** Instantaneous
You conjure a radiant comet and hurl it to a point you can see. Each creature in a 15-foot radius must make a Dexterity saving throw. On a failed save, a creature takes 7d6 radiant damage, is blinded until the end of its next turn, and knocked prone.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 4th. \column

cantrip

Crimson Blade

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a sharpened bone) - **Duration:** Concentration, up to 1 minute
You conjure a blade of condensed blood magic. It counts as a magical shortsword and deals 3d8 necrotic damage on a hit. While holding it, you can use a bonus action to mark a creature you've damaged. The marked target takes an additional 1d8 necrotic damage from this weapon and bleeds for 1d8 necrotic damage at the start of its turn until it receives magical healing or succeeds on a DC 15 Constitution save.
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cantrip

Crimson Armor

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small shard of bone and a drop of your own blood) - **Duration:** Concentration, up to 1 hour
You form a living barrier of coagulated blood. You gain 20 temporary hit points and resistance to necrotic damage. While you have these temporary hit points, any creature that hits you with a melee attack from within 5 feet takes 2d8 necrotic damage. When you regain hit points, you may restore the same amount to your Crimson Armor's temporary hit points.
***At Higher Levels.*** The temporary HP increases by 5 and the retaliation damage increases by 1d8 for each slot level above 4th. \column

cantrip

Chaotic Displacement

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You forcefully displace a creature through a burst of chaotic energy. The target must make a Constitution saving throw. On a failed save, it takes 6d8 force damage and is teleported to a random unoccupied location within 100 feet.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 6th. \column

cantrip

Chaos Infusion

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You infuse a creature with unstable magic. For the duration, the target adds 1d6 force damage to each of its damaging spells. However, if any damage die rolled by the target shows a 1, the target takes 1d6 force damage and must succeed on a Constitution save or lose concentration.
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cantrip
:(

Crimson Mirror

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 12 hours - **Range:** Touch - **Components:** V, S, M (blood from the target, powdered ruby worth 1,500 gp, and a vessel of flesh or bone) - **Duration:** Until destroyed
You create a blood-formed duplicate of a creature you touch. The clone has half the original’s current HP, retains all class features, and is visibly formed from coagulated crimson strands. The clone has limited spellcasting, able to cast spells the original knows up to 5th level, regaining one use of each spell level on a long rest. It is friendly to you and obeys your commands.
***At Higher Levels.*** With an 8th-level slot, the simulacrum has 75% of the target's HP. At 9th level, it retains all spellcasting up to 7th level. \column

cantrip

Call of the Blood

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60-foot radius - **Components:** V, S, M (your own blood and a symbol of kinship) - **Duration:** Concentration, up to 1 minute
You release a surge of ancestral power. Choose a number of creatures in range equal to your spellcasting ability modifier. Each target must make a Constitution saving throw. On a failure, the creature is overwhelmed by visions of its bloodline’s history and trauma, taking 6d10 psychic damage and becoming stunned until the end of its next turn.
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cantrip

Control Blood

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You seize control of a creature’s circulatory system. Choose one creature you can see. It must make a Constitution saving throw. On a failed save, you can impose one of the following effects, and you may change the effect at the start of each of your turns: - **Constrict:** The target is restrained until the end of its next turn. - **Spasm:** The target falls prone and can’t take reactions until the start of its next turn. - **Pulse Leak:** The target takes 4d8 necrotic damage and cannot regain hit points until the end of its next turn.
The creature may repeat the saving throw at the end of each of its turns. \column

cantrip

Combined Spell

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (two material components from the spells being combined) - **Duration:** Instantaneous
You attempt a high-risk fusion of arcane threads, casting two spells in a single burst. Choose two spells you know of 2nd level or lower. You cast both spells simultaneously using this spell slot and a single action. The spells must have a casting time of 1 action, target different creatures or areas, and not require concentration. As part of this fusion, you take 2d8 force damage that cannot be reduced or prevented.
***At Higher Levels.*** When cast using a 7th-level slot or higher, you may combine spells of 3rd level or lower.
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cantrip

Chaos Armor

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a shard of colored glass) - **Duration:** 1 hour
You surround yourself with a swirling mantle of chaotic energy. Until the spell ends, whenever a creature hits you with a melee attack, roll a d6 to determine the damage type: 1. Fire, 2. Cold, 3. Lightning, 4. Acid, 5. Psychic, 6. Necrotic. The attacker takes 3d8 damage of the rolled type and must succeed on a Constitution saving throw or have disadvantage on its next attack roll. This effect triggers once per round.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 3rd. \column

cantrip

Cone of Frostfire

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** Instantaneous
You exhale a blast of chaotic cold-fire. Each creature in the area must make two separate saving throws: a Dexterity save against fire and a Strength save against cold. - **Dexterity Failure:** The target takes 4d8 fire damage and burns for an additional 1d8 fire damage at the start of its next turn. - **Strength Failure:** The target's movement speed is reduced to 0 until the end of its next turn.
A creature takes half fire damage on a successful Dexterity save.
***At Higher Levels.*** The initial fire damage increases by 1d8 for each slot level above 3rd. \column

cantrip

Disrupt

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You fire a crackling lance of unstable energy at a creature. It must succeed on a Constitution save or, for the duration, it cannot cast spells that require concentration and automatically fails concentration checks. If the target is concentrating, it immediately makes a Constitution save with disadvantage, taking 4d10 force damage on a failure.
***At Higher Levels.*** The damage increases by 1d10 for each slot level above 4th. \column

cantrip

Dark Sentry

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 reaction, which you take when you are hit by an attack - **Range:** Self - **Components:** V - **Duration:** Until the start of your next turn
An invisible barrier of dark energy appears and protects you. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack.
\column

cantrip

Detect Life

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30-foot radius - **Components:** V, S - **Duration:** Concentration, up to 10 minutes
You heighten your senses, allowing you to detect nearby life signs. For the duration, you are aware of the presence and direction of all living creatures within 30 feet, even if they are invisible or disguised. If a creature in range is bleeding, you also learn its exact location. \column

cantrip

Echoblade

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (5-foot melee weapon attack) - **Components:** V, S - **Duration:** Instantaneous
As part of casting this spell, you make a melee weapon attack. On a hit, the target suffers the weapon’s normal effects and takes an additional 1d6 spirit damage + your spellcasting ability modifier. It must also succeed on a Charisma saving throw or be unable to target you with direct attacks on its next turn.
The spell’s spirit damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th. \column

cantrip

Equality

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You select one creature with a soul. It must succeed on a Constitution save or be spiritually bound to you. While bound, one of the following occurs: - You gain all resistances and vulnerabilities of the target, and 1d10 temporary HP. - The target loses its resistances/vulnerabilities and gains yours, taking 1d10 spirit damage.
***At Higher Levels.*** The temporary HP or damage increases by 1d10 for each slot level above 3rd.
\column

cantrip

Exsanguinate

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous
You rupture a creature's circulatory system. It must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage and is stunned until the end of its next turn. You regain hit points equal to half the damage dealt, bypassing effects that prevent healing.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 5th. \column

cantrip

Echoing Spell

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 reaction, which you take when a creature within 30 feet casts a spell - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous
When a creature in range casts a spell, you may use your reaction to recreate it. Make an Intelligence (Arcana) check (DC 15 + the spell’s level). On a success, you instantly cast the same spell, choosing new targets. You must recognize the spell to attempt this. If the check fails, the reaction is wasted but the slot used for *Echoing Spell* is not.
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cantrip

Essence Sever

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You unravel a fragment of a creature’s soul. Choose one creature in range. It takes 2d8 spirit damage and must succeed on a Charisma saving throw or become unable to benefit from healing until the end of its next turn.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 1st. \column

cantrip

Ethereal Step

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous
You briefly phase into the Ethereal Plane. You may move up to 5 feet without provoking opportunity attacks, ignoring difficult terrain and passing through non-magical creatures or objects. This can be used once per turn.
\column

cantrip

Eater of All Things

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet (line) - **Components:** V, S, M (a 5 gp obsidian shard) - **Duration:** Instantaneous
You conjure a roaring void current in a 5-foot-wide, 60-foot-long line. Each creature and unattended object in the line must make a Dexterity saving throw, taking 10d10 force damage on a failed save. Creatures reduced to 0 HP are utterly obliterated.
***At Higher Levels.*** The damage increases by 1d10 for each slot level above 5th.
\column

cantrip

Equation of Remembrance

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 minute - **Range:** 60 feet - **Components:** V, S, M (a silver thread wrapped in a circle, worth 250 gp) - **Duration:** Concentration, up to 10 minutes
You inscribe a radiant diagram in the air and observe the magical history of that location from the past 24 hours. The reconstruction appears as a constellation of arcane equations. For the duration, you can identify all spells cast in the area, their school and effects, and receive a brief visual echo of the caster. You may also ask three questions about the magical history of the area. \column

cantrip

Engulf

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet (20-foot cube) - **Components:** V, S, M (a vial of fresh blood) - **Duration:** Concentration, up to 1 minute
You cause blood to surge and consume those in a 20-foot cube. Creatures in the area must succeed on a Strength save or be engulfed. While engulfed, a creature is blinded, restrained, and begins drowning, taking 4d10 necrotic damage at the start of each of its turns.
***At Higher Levels.*** The damage increases by 1d10 for each slot level above 4th. \column

cantrip

Fragmented Step

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 reaction - **Range:** Self - **Components:** V, S, M (1 beer donated to Fate) - **Duration:** Instantaneous
When a dangerous situation befalls you, you can use your reaction to briefly halt time and move up to half your movement speed without provoking opportunity attacks. If you are still in range of the triggering effect, you suffer its effects as normal.
***At Higher Levels.*** With a 4th-level slot or higher, you can cast this on a willing creature in range.
\column

cantrip

Flash Strike

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute
You channel fractured temporal energy into your weapon. The next time you hit with a melee weapon attack, the target takes an additional 1d8 force damage. If the target is affected by a harmful spell with a duration, that duration resets.
***At Higher Levels.*** The force damage increases by 1d8 for each slot level above 1st.
\column :::::::::::::::::

cantrip

Field of Echoes

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous
You unleash a wave of tormented echoes from a point you can see. Creatures of your choice in a 30-foot radius must make a Charisma save, taking 8d8 spirit damage and becoming frightened on a failure. If a creature dies from this spell, all creatures of your choice within 10 feet of the corpse take 4d8 spirit damage at the start of your next turn.
***At Higher Levels.*** The initial damage increases by 1d8 for each slot level above 5th. \column

cantrip

Fracture Bolt

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You unleash a bolt of unstable energy. Make a ranged spell attack. On a hit, the target takes 2d6 force damage and must succeed on a Constitution save or suffer a random effect (roll a d4): Deafened, Blinded, Knocked Prone, or Pushed 10 feet.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 1st. \column

cantrip

Fated Strike

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round
You launch a sphere of spiritual magic. Make a ranged spell attack; on a hit, it deals 1d4 spirit damage, and the target can't regain hit points until the start of your next turn. The spirit damage cannot be resisted.
The damage increases by 1d4 at 5th level (2d4), 11th level (3d4), and 17th level (4d4).
\column

cantrip

Greater Arcane Barrier

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (10-foot-radius sphere) - **Components:** V, S, M (a platinum-inlaid crystal sphere worth at least 250 gp) - **Duration:** Concentration, up to 10 minutes
You conjure a sphere of formulaic energy. While inside, you and allies gain resistance to spell damage and advantage on saving throws against spells. When a spell cast from outside the barrier fails to affect a creature inside, the caster takes force damage equal to twice the level of the failed spell.
\column

cantrip

Ghostwalk

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Until the end of your next turn
You phase partially into the spiritual realm. Until the end of your next turn, you can move through creatures and objects as if they were difficult terrain (taking 2d10 force damage if you end your turn inside one). Each creature you pass through must succeed on a Charisma save or become frightened of you for 1 minute (save ends). This spell does not require concentration.
\column

cantrip

Gaze of the Three Fates

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Unlimited - **Components:** V, S, M (a crystal ball or artificial eye worth 25 gp) - **Duration:** Until dispelled or triggered
You invoke the wisdom of past, present, and future to peer into a creature's timeline. Choose one thread to link to: - **Past:** Receive a vision of a consequential moment from their history, granting you advantage on your next social check against them. - **Present:** Learn their current location, status, and any immediate threats, granting them advantage on their next saving throw. - **Future:** Gain a vision of a likely future. The next time they enter combat, they gain the effects of *Foresight* for one round. If they fight against you, you gain the effect instead. \column

cantrip

Grand Puppeteer

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a puppet string soaked in the blood of a sentient creature) - **Duration:** Concentration, up to 1 minute
You seize control of the blood and will of up to three creatures. Each must make a Charisma save or be dominated, as per *dominate monster*. Once per round, you may use your bonus action to force one dominated target to use its reaction to move or make an attack. If all targets are humanoids with blood, you may control up to five. \column

cantrip

Glyph of Remembrance

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a fragment of quartz or old parchment) - **Duration:** Concentration, up to 10 minutes
You touch an object or location and conjure an arcane glyph that reveals echoes of magic. While concentrating, you can sense the last spell cast within 10 feet, receive a brief visual echo of the caster, and attune to their magical signature to recognize it again. \column

cantrip

Heart of the Blooming Ruin

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a blackened seed wrapped in silk worth 100 gp) - **Duration:** Concentration, up to 1 minute
You plant a seed of chaos that erupts into a 30-foot-radius sphere of fractal black flowers and writhing shadow. At the start of each of your turns, roll a d6 to determine a random chaotic effect that lasts for that round (e.g., random teleportation, inverted healing, reality snare).
\column ::::::::::::

cantrip

Heartshatter

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a crystal phial containing your own heartblood, which is consumed) - **Duration:** Instantaneous
Choose one creature you can see. You invoke the collapse of their circulatory essence. The target must make a Constitution saving throw, taking 12d10 necrotic and 12d10 psychic damage on a failure. If this reduces the target to 0 HP, its heart is transmuted into a crystallized blood core. While you possess this core, your next three Blood Magic spells are cast without spell slots and have advantage. \column

cantrip

Hel's Soul Reap

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a symbol of Hel worth at least 1500 gp, not expended) - **Duration:** Instantaneous
Make a spell attack against one creature. On a hit, it takes 10d12 spirit damage, with an additional effect based on type: - **Undead:** Save or be instantly destroyed. - **Outsiders:** Save or be permanently banished. - **Possessing Entities:** Expelled from the host, which must then save or have its soul reaped.
\column

cantrip

Hastened Recovery

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a silver leaf or hourglass bead) - **Duration:** 10 minutes
You accelerate the natural recovery process for yourself and up to three willing creatures. Over the course of 1 minute, each may spend hit dice as if completing a short rest and recover one ability that recharges on a short rest. A creature can only benefit once per long rest.
***At Higher Levels.*** You may target one additional creature for each slot level above 2nd. \column

cantrip

Hungering Bolt

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous
You hurl a bolt of vampiric blood. Make a ranged spell attack. On a hit, the target takes 4d6 necrotic damage and cannot regain HP until the end of its next turn. If this spell reduces a creature to 0 HP, you regain HP equal to the damage dealt. \column

cantrip

Impale

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a drop of enemy blood) - **Duration:** Instantaneous
You cause sharpened spikes of blood to erupt from the ground beneath a creature. It must make a Dexterity save, taking 6d8 piercing damage and being restrained on a failure.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 3rd. \column

cantrip

Law of Uncasting

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a black sapphire cracked in half, worth at least 1,000 gp) - **Duration:** Instantaneous
You retroactively negate a spell cast within the last minute. The original caster must make an Intelligence saving throw (which cannot be affected by Legendary Resistance). On a failure, the spell is undone as if it never happened, and the caster takes force damage equal to 20 times the erased spell's level. This spell cannot target *Wish* or divine miracles.
\column

cantrip

Locate Essence

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (an item belonging to the target) - **Duration:** Instantaneous
You touch an item that belonged to another soul. You can attempt to learn its owner's name, whether they are dead, if the item is soulbound, or the direction to the current owner. \column

cantrip

Lifeblood Link

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a thread soaked in blood) - **Duration:** Concentration, up to 10 minutes
You create a conduit of life force between yourself and a willing creature. While linked: - When one takes damage, the other may use their reaction to take half of it. - When one regains HP, the other regains half as much. - If one drops to 0 HP, the link severs and the other takes 2d8 psychic damage. \column

cantrip

Mnemonic Brand

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 10 minutes
You brand a creature’s mind with an arcane glyph. The next time the creature fails an Intelligence, Wisdom, or Charisma saving throw, it may reroll it, using the second result. The spell ends after one use. \column

cantrip

Marked By Death

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (pieces of sharpened silver worth 25 gp) - **Duration:** 1 minute
You mark a creature’s spirit. For the duration, once per turn when the marked creature takes spirit damage, it must succeed on a Constitution save or be stunned until the end of its next turn. Does not require concentration.
\column

cantrip

Manifestation of Sloth

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60-foot radius - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You suffocate urgency. Choose any number of creatures in a 60-foot radius. Each must make a Wisdom save or be afflicted with apathy: no bonus actions or reactions, halved speed, its first action is delayed until its next turn, and it cannot move closer to you. \column

cantrip

Manifestation of Wrath

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet (20-foot-radius sphere) - **Components:** V, S - **Duration:** Instantaneous
A streak of black flame explodes. Each creature in a 20-foot radius must make a Dexterity save, taking 10d6 chaotic bludgeoning damage on a failure. If an affected creature has damaged you in the last minute, it must also make a Charisma save or take 4d6 psychic damage and be frightened.
***At Higher Levels.*** Initial damage increases by 2d6 for each slot level above 5th. \column

cantrip

Minor Rewind

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous
You undo your movement for the current turn, instantly returning to the space you occupied at the start of your turn without provoking opportunity attacks. \column

cantrip

Moment Break

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
A creature you choose must succeed on a Constitution save or become temporally unstable. At the start of each of its turns, roll a d6: on a 1-2 it loses its action, on a 3-4 it loses its movement.
***At Higher Levels.*** You can target one additional creature for each slot level above 4th.
\column

cantrip

Manifestation of Greed

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You summon grasping shadow-vines in a 20-foot square. The area becomes difficult terrain. A creature entering or starting its turn there must make a Strength save or be restrained, taking 2d10 chaotic bludgeoning damage at the start of each of its turns. Each turn a creature is restrained, there's a chance (1 on a d6) that a random item is stolen from it and appears in your hand.
***At Higher Levels.*** Damage increases by 1d10 for each slot level above 3rd.
\column

cantrip

Manifestation of Rage

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You touch a creature and induce a berserker trance (willing creatures can fail their save). For the duration, the target cannot cast or concentrate on spells, has advantage on all attack rolls, and all attacks against it have advantage. Its melee attacks deal one additional damage die, and it reduces all melee damage taken by 3.
\column

cantrip

Manifestation of Envy

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 reaction, taken when a creature within 60 feet casts a healing or beneficial spell - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You sever and steal a magical boon. When a creature in range casts a spell that restores HP or grants a benefit, you can redirect it to a new target. If the original spell was area-based, you absorb one instance of its effect, and the caster takes 2d8 psychic damage and must save against losing concentration.
\column

cantrip

Manifestation of Pride

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a cracked golden mask worth 1000 gp, not consumed) - **Duration:** Concentration, up to 1 minute
You crown up to three creatures with blinding pride. While affected, they cannot accept help or healing, must target the strongest visible creature, and may lash out at allies who help them. If they miss an attack or fail a save, they must save against being stunned. \column

cantrip

Morrigan's Awakening

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 8 hours - **Range:** Touch - **Components:** V, S, M (a symbol of Morrigan worth at least 500 gp) - **Duration:** Concentration, up to 1 minute
You return a dead creature to life, provided it's been dead no longer than 10 days (soul's willingness not required). It returns with 1 temporary HP. You can attempt to bind the resurrected soul to your will (Charisma save to resist). The target has a -4 penalty on all rolls, which reduces by 1 after each long rest, at which point it must make a death save. It cannot heal magically for the duration. If at 0 HP when the spell ends, it dies permanently. \column

cantrip

Manifestation of Lust

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a cracked silvered mirror worth 1000 gp, not consumed) - **Duration:** Concentration, up to 1 minute
You overwhelm up to six creatures with compulsive desire. Each must make a Charisma save or be charmed by you (ignoring immunity), unable to harm you, and forced to move closer. You can use a bonus action to command one of them. If one dies, you gain temporary HP. \column

cantrip

Moments Recovered

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You create a temporal healing loop. For the duration, as a bonus action, you may choose one creature in range. That creature regains hit points equal to the damage it took since the end of your last turn, up to a maximum of 20.
***At Higher Levels.*** The max healing increases by 10 for each slot level above 3rd. \column

cantrip

Manifestation of Gluttony

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Instantaneous
Spikes of dark energy erupt from you. Each creature within 10 feet must make a Strength save, taking 2d6 piercing damage and losing its reaction on a failure. You gain temporary HP equal to half the total damage dealt.
***At Higher Levels.*** Damage increases by 1d6 for each slot level above 1st. \column

cantrip

Nal'Shar’s Starfall

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (a moonstone worth at least 100 gp) - **Duration:** Concentration, up to 1 minute
You call forth five radiant meteors, each targeting a separate 10-foot square. Each turn for the duration, a new meteor strikes each square. Any creature in a targeted square must make a Constitution save, taking 6d10 radiant damage and being knocked prone on a failure. \column

cantrip

Omnislash

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a symbol of the Aspect of Time worth 1000 gp, not consumed) - **Duration:** Until triggered or dispelled
You layer your next strike across multiple realities. The next time you make a weapon attack or cast a damaging cantrip, you instead unleash four simultaneous iterations of it against the same target. Each is resolved separately. \column

cantrip

Oblivion Lance

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a drop of blood from your own finger) - **Duration:** Instantaneous
You conjure a lance of anti-reality. The target must make a Constitution save, taking 8d12 piercing damage and being unable to regain HP until the end of your next turn on a failure. If this reduces it to 0 HP, its body is annihilated.
***At Higher Levels.*** The damage increases by 1d12 for each slot level above 5th. \column

cantrip

Oath Unwoven

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a broken seal or holy symbol worth 150 gp) - **Duration:** Concentration, up to 1 minute
You sever a creature's metaphysical bonds. It must succeed on a Charisma save or lose all active magical effects, become unable to be targeted by beneficial spells, and lose access to Paladin, Warlock, or Cleric class features until the end of its next turn. \column

cantrip

Prime Anchor

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a carved obsidian shard worth 50 gp) - **Duration:** 1 hour
You create a stable anchor of arcane energy in a 30-foot-radius sphere. For the duration, ritual spells can be cast as normal actions in the area, all creatures have advantage on Arcana checks, and a creature casting a spell can reroll one damage or healing die once per turn. \column

cantrip

Persephone's Wrath

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S, M (a religious artifact worth at least 50 gp) - **Duration:** Concentration, up to 1 minute
Spirits of the Underworld assail a living creature. Each turn, it must make a Constitution save. On a failure, it takes 4d6 + 20 necrotic damage and its HP maximum is reduced by the same amount. If killed, its soul is imprisoned in Hades. \column

cantrip

Prime Glyph

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** 1 round
You inscribe a glyph on a willing creature or object. Choose one effect: - The next time the target takes damage, reduce it by your spellcasting modifier. - The target's next saving throw is made with advantage. - The target's next Intelligence-based check is made with advantage.
***At Higher Levels.*** The duration increases by 1 round for each slot level above 1st. \column

cantrip

Prime Collapse

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet (60-foot radius) - **Components:** V, S, M (a sliver of unworked weave crystal worth at least 500 gp) - **Duration:** Instantaneous
You invoke an unbinding equation, collapsing all arcane structures in a 60-foot radius. All spells of 8th level or lower end, all summoned creatures are banished, magical environmental effects are disjoined, and magic items must save or become inert for 1 minute.
\column

cantrip

Ritual of Severance

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a dagger coated in the target’s blood, consumed) - **Duration:** Permanent
You perform a dark rite on an incapacitated or willing creature, severing its connection to a source of power. Choose one: Divine Cut (loses divine spells), Pact Break (loses Warlock features), Bloodline Blockade (loses racial/subclass features), or Memory Fracture (loses features requiring proficiency). The effect is permanent until removed by a high-level *remove curse* or *Wish*. \column

cantrip

Rain of Chaos

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet (30-foot-radius sphere) - **Components:** V, S, M (a black garnet shattered in your palm) - **Duration:** Instantaneous
A cloud of chaotic magic rains razor-like fragments. Each creature in the area must make a Constitution save, taking 8d8 piercing damage and starting to bleed on a failure (2d8 piercing damage at the start of its turns for 1 minute, save ends).
***At Higher Levels.*** Initial damage increases by 2d8 per level above 6th. Bleeding damage increases to 3d8 at 8th level and 4d8 at 9th. \column

cantrip

Reverse Momentum

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You forcibly invert a creature’s movement. It must make a Strength save. On a failure, it's launched 30 feet in the opposite direction it last moved. If it collides with a surface, both take 4d10 force damage and are knocked prone. If it didn't move, it takes 6d10 force damage instead. \column

cantrip

Reshape

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (the material to be reshaped) - **Duration:** Instantaneous
You convert raw materials into simple objects of the same material. You must know the exact form. On a failed DC 10 Intelligence (History) check, the material is destroyed. The final object can't exceed 5 feet in length or 25 pounds. \column

cantrip

Rain of Blood

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 150-foot radius - **Components:** V, S, M (a vial of blood from a sentient creature) - **Duration:** Concentration, up to 1 minute
You call forth a crimson storm in a 40-foot radius. Creatures of your choice in the area must make a Constitution save at the start of each of their turns, taking 6d8 necrotic damage and gaining disadvantage on attacks and saves until their next turn on a failure. The area becomes difficult terrain.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 6th.
\column

cantrip

Rune Word – Protection

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a drop of your blood traced in a rune) - **Duration:** 1 hour
You trace a rune of shielding onto a creature’s aura. It gains resistance to the next instance of damage it takes.
***At Higher Levels.*** With a 3rd-level slot or higher, it can resist damage twice. \column

cantrip

Siphon Energy

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous
You touch a creature. It must make a Charisma save or lose its highest spell slot. If it has none, it's incapacitated for a turn. You restore a spell slot of the same level. If the slot is higher than you can cast, you take 10 damage per level difference and restore your highest slot. \column

cantrip

Soul Shear

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (5 gp) - **Duration:** Instantaneous
You hurl a blade of soul energy. Make a spell attack. On a hit, the target takes 8d6 spirit damage and cannot cast spells until the end of its next turn.
***At Higher Levels.*** The damage increases by 2d6 for each slot level above 5th.
\column

cantrip

Symmetry Shift

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
You rewrite arcane coordinates. Choose up to three creatures you can see. You may teleport each creature to one of the other targets' current spaces, effectively swapping their positions. Unwilling creatures can make a Charisma saving throw to resist.
\column

cantrip

Split Step

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** Until the start of your next turn
You fracture your presence. Choose an unoccupied space within 30 feet. Until your next turn, you occupy both your current space and the chosen one. You can act from either space, enemies must choose which to target, and you have advantage on Dexterity saves. \column

cantrip

Shared Chronology

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a loop of interwoven silver thread) - **Duration:** Concentration, up to 1 minute
You link the timelines of up to four willing creatures. When one succeeds on a saving throw, the others gain a +2 bonus to that same save type for a short time. When one regains HP from a single-target effect, the others regain half that amount.
***At Higher Levels.*** You may affect one additional creature for each slot level above 5th.
\column

cantrip

Siphoning Prison

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** None - **Duration:** Concentration, up to 1 minute
A creature with a soul must make a Charisma save or be paralyzed. Each turn, it takes 2d10 force damage and loses its lowest spell slot. On a successful initial save, it takes 4d10 force damage and the spell ends. \column

cantrip

Sethra's Chaos Bolt

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous
You hurl a bolt of chaotic energy. Make a ranged spell attack. On a hit, it deals 1d10 piercing damage and bypasses the *Shield* spell. Roll a d6—on a 6, it deals an extra 1d10 piercing damage (2d10 at 11th level).
\column

cantrip

Sanguine Mark

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 hour
You etch a glowing blood rune on a surface or willing creature. You always know its direction and distance. The next time it takes or deals damage, the rune explodes, dealing an extra 1d6 necrotic damage to it or its attacker. \column

cantrip

Soul Spear

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous
You summon and hurl a spectral spear from your soul. Make a spell attack. On a hit, it deals 3d8 spirit damage. If this kills the target, it is slain instantly, and you gain 1d6 HP.
***At Higher Levels.*** The damage increases by 1d8 and the healing by 1d6 for each slot level above 1st. \column

cantrip

Spirit Beacon

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Until dispelled or triggered
A flash of light streaks toward a creature. Make a ranged spell attack. On a hit, it takes 2d6 necrotic damage and must make a Charisma save or be marked. The next single-target spell cast within 60 feet is redirected to the marked target instead.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 1st.
\column

cantrip

Sandstorm

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S, M (a pinch of scorched sand from an ancient ruin) - **Duration:** Instantaneous
A storm of sand and temporal grit explodes from you. Each creature of your choice within 30 feet must make a Strength save. On a failure, it takes 10d6 bludgeoning damage, falls prone, and is unable to take actions or reactions until it uses its movement to stand.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 5th. \column

cantrip

Spell Erasure

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a blank spell scroll sealed with gold thread) - **Duration:** Instantaneous
You attempt to excise a spell from a creature's mind. Choose one spell it can cast. The target must make an Intelligence save. On a failure, you make an Arcana check (DC 10 + spell level). On a success, the spell is erased from its memory for 1d4 days.
***At Higher Levels.*** With a 9th-level slot, the erasure is permanent. \column

cantrip

Spirit Scythe

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour
You summon a spectral scythe. Attacks with it use your spell attack modifier and deal 4d6 necrotic damage. If it kills a target, the target must make a Constitution save. On a failure, you gain temporary HP equal to 1/4 of its max HP.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 3rd. \column

cantrip

Severing Cascade

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous
Target one creature. It must make a Constitution save, taking 8d8 force damage and losing concentration on a failure. If it fails, the cascade continues: choose a new creature within 30 feet of the last, which must then make the same save. The cascade continues until a creature succeeds.
***At Higher Levels.*** The damage increases by 1d8 for each slot level above 6th. \column

cantrip

Sacrifice

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous
You take 1d8 + your spellcasting modifier in irreducible damage, and one creature you can see regains HP equal to twice the damage you took.
***At Higher Levels.*** The damage you take increases by 1d8 for each slot level above 1st.
\column

cantrip

Twisted Fate

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S, M (a symbol of a God of Time or a masterwork doll worth at least 1000 gp, not expended) - **Duration:** Instantaneous
You manipulate the threads of fate. Choose one creature in range. It must succeed on a Charisma save, or you swap your current hit points with its current hit points. Any excess HP you gain becomes temporary HP.
\column

cantrip

Tempus Fugit

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (120-foot aura) - **Components:** V, S, M (a small topaz worth at least 50 gp) - **Duration:** Concentration, up to 1 minute
You pull momentum from those around you. Choose up to 10 creatures in range; each loses 5 feet of movement for the duration. For every 10 feet of total movement stolen, your speed increases by that amount, your AC increases by 1 (max +5), and for every 20 feet stolen, your spell attack bonus increases by 1 (max +2). \column

cantrip

Time's Fracture

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet (30-foot line or 20-foot radius) - **Components:** V, S, M (a sliver of crystal from a broken timepiece) - **Duration:** Instantaneous
You tear open a fault in time. Choose a 30-foot line or a 20-foot radius. Each creature in the area must make a Constitution save, taking 10d10 force damage and being stunned until the start of your next turn on a failure.
***At Higher Levels.*** The damage increases by 1d10 for each slot level above 6th.
\column

cantrip

Temporal Strike

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous
You channel temporal energy into your strike. Make a melee weapon attack. On a hit, it deals 5d6 force damage + your spellcasting ability modifier. If the attack roll was 18 or higher, you may immediately make another attack against the same target for another 5d6 force damage.
***At Higher Levels.*** The initial hit deals an additional 1d6 force damage for each slot level above 3rd. \column

cantrip

True Awakening

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (an offering of blood from the target and 1,000 gp in ritual components) - **Duration:** Instantaneous
You awaken the dormant essence within a willing, unconscious, or recently deceased creature. It is restored to full hit points and cured of all curses. Additionally, it gains permanent benefits: +2 to one ability score (max 22), resistance to necrotic damage, and the ability to cast *Bloodletting Thread* and *Sacrifice* once per long rest. \column

cantrip

Tempore Turris

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a piece of rock from a collapsed structure) - **Duration:** Concentration, up to 1 minute
You pull fragments of ruined fortifications from across time to form a shimmering temporal wall around you. For the duration, you can use your reaction to gain a +5 bonus to AC against an attack, and you gain temporary HP equal to twice your character level. \column

cantrip

Temporal Stasis

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You lock a creature in suspended time. It must succeed on a Strength save or be paralyzed for the duration. While affected, it is immune to all damage and spell effects, and any ongoing effects on it are paused.
***At Higher Levels.*** You can target additional creatures at higher levels.
\column

cantrip

Temporal Restoration

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** None - **Duration:** Instantaneous
You restore a portion of a target's state to its natural form, removing one negative condition inflicted within the last minute. This spell cannot affect constructs or undead.
***At Higher Levels.*** The spell can remove conditions inflicted further in the past: 1 hour (3rd), 1 day (4th), 1 month (5th), 1 year (6th), 100 years (7th), 1000 years (8th), or anytime (9th). \column

cantrip

Time Travel

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 8 hours - **Range:** Self - **Components:** V, S, M (a symbol of a God of Time worth at least 1000 gp and temporal dust worth 50 gp, consumed) - **Duration:** Instantaneous
You and selected willing creatures or objects travel through time, up to 1,000 years in the past or future. Roll a d10 to determine outcome: on a 1 you are pulled before a divine court, on a 2-3 you arrive off-target, and on a 4-10 you arrive at the exact moment. After 24 hours, you return to your original timeline unless displaced. \column

cantrip

Twisting Sands

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a pinch of sand) - **Duration:** Concentration, up to 1 minute
You form a sandstorm around a creature. Make a ranged spell attack. On a hit, it takes 2d6 bludgeoning damage, and you can use your bonus action on subsequent turns to deal the damage again. The target can use its action to make a Strength save to break free (first success halves damage, second ends the spell).
***At Higher Levels.*** The damage increases by 1d6 at 3rd level, and for every two slot levels thereafter. \column

cantrip

Temporal Insight

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous
You touch a creature or object and learn one temporal fact: its exact age, when it was last affected by magic, or if it has traveled through time or space in the last 24 hours. \column

cantrip

True Evocation

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Until dispelled or triggered
You channel raw, unstable arcana into your body. The next spell you cast that deals damage deals the maximum possible damage. Afterward, you take 2d10 irreducible force damage for each level of the spell you empowered. If this damage reduces you to 0 HP, you die instantly. \column

cantrip

Tether the Cycle

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute
You bind up to five creatures into a shared cycle. For the duration, when a tethered creature is reduced to 0 HP for the first time, it drops to 1 HP instead. A tethered creature may also use its reaction to redirect a condition or single-target attack from a connected ally to themselves. \column

cantrip

Time Lapse

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Touch - **Components:** None - **Duration:** Instantaneous
You touch a creature and return it to the space it occupied at the start of its last turn. The target is restored to the state it was in at that moment, removing any damage, conditions, or spell effects received during the last round. It does not regain any expended resources.
\column

cantrip

Time Echo

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a symbol of a God of Time or a mastercrafted doll worth at least 1000 gp, not expended) - **Duration:** Concentration, up to 1 minute
You summon a mirrored projection of yourself from a fractured timeline. It shares your AC and saves but has no HP and is destroyed if hit by a disintegrating effect. Whenever you cast a spell, the Echo also casts the same spell at the same targets, but its damage is halved and saves against it are made with advantage. When the spell ends, you gain 1 level of exhaustion. \column

cantrip

Umbasis's Judgement

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S, M (a statuette of Umbasis worth at least 200 gp) - **Duration:** Instantaneous
You rip the soul from a living creature. It takes 8d6 + 50 necrotic damage (Constitution save for half). If it fails the save and is reduced to 0 HP, it dies and its soul shatters into 2d6 spirit shards that inhabit random life forms within 10 miles. \column

cantrip

Unraveling Spiral

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous
You release a thread of counterweave magic. Choose one magical effect in range. Make an ability check using your spellcasting ability (DC 15 + the spell’s level). On a success, the effect is dispelled, and you regain your lowest expended spell slot and heal HP equal to 5 times the dispelled spell's level. \column

cantrip

Volatility Surge

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous
You channel volatile magic into a creature. It gains advantage on its next attack roll, but also takes 1d6 force damage. \column

cantrip

Vestige of the Abyss

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a sliver of charred bone or cracked horn) - **Duration:** 1 minute
You channel a fragment of demonic ancestry. For the duration, you are considered a fiend, gain immunity to being charmed or frightened, can reroll one damage die from a spell once per turn, and gain 20 temporary HP. When the spell ends, roll a d20. On a 1, you suffer a minor permanent mutation. \column

cantrip

Valense's Spirit Wrath

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (an inscribed bell worth 200 gp) - **Duration:** Concentration, up to 1 minute
A 10-foot-wide, 60-foot-long beam of shimmering light flashes from your hand. Each creature in the line must make a Charisma save, taking 8d6 spirit damage and being Frightened on a failure. Undead and spirits take an extra 4d6 damage. You can create a new line as your action on subsequent turns. \column

cantrip

Veilshatter

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous
You tear open the Veil at a point you can see. Creatures of your choice in a 30-foot radius must make a Charisma save. On a failure, they are banished to the Underworld for 1 minute. If no such realm intersects, they instead take 12d8 spirit damage and are frightened.
\column

cantrip

Veil of Thorns

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute
Crimson thorns sprout from your skin. While active, any creature that hits you with a melee attack takes 3d6 piercing damage that cannot be reduced. In addition, once per turn when hit by a melee attack, you can use your reaction to force the attacker to make a Dexterity save or be restrained.
***At Higher Levels.*** The thorn damage increases by 1d6 for each slot level above 5th. \column

cantrip

Weave Redistribution

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous
You unravel a higher-tier spell slot to redistribute its power. You expend a spell slot and regain expended spell slots in any combination whose total levels are equal to or less than 3. You cannot restore a slot of a higher level than the one used to cast this spell. \column

cantrip

Wither and Rust

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (5 gold or one beer donated to Fate) - **Duration:** Instantaneous
You accelerate entropy. Choose a target: - **Object:** Any non-magical object in a 10-foot cube with a hardness below 20 breaks or becomes useless. - **Creature:** The target must make a Constitution save or take 6d10 force damage and be unable to take actions or reactions until the end of its next turn. If a creature is reduced to 0 HP by this spell, it crumbles into dust.
\column
\column

cantrip

Wave of Rupturing Weave

  • casting time
  • range

  • components
  • duration

- **Casting Time:** 1 action - **Range:** 30 feet (20-foot wide wave) - **Components:** V, S - **Duration:** Instantaneous
You release a wave of raw arcana in a 20-foot-wide, 30-foot-long rectangle. It ignores cover. Each creature in the area must make a Dexterity save. On a failed save, it takes 6d6 force damage and loses its lowest available spell slot.
***At Higher Levels.*** The damage increases by 1d6 for each slot level above 3rd.
\column

cantrip