Volatility Surge
You channel volatile magic into a creature. It gains advantage on its next attack roll, but also takes 1d6 force damage.
True Evocation
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.
Weave Redistribution
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.
Vestige of the Abyss
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.
Wither and Rust
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.
Valense's Spirit Wrath
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.
Veilshatter
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.
Umbasis's Judgement
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.
Twisted Fate
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.
Temporal Insight
*Time Magic Cantrip (Divination)*
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.