recursal/Fanatic-Fandom huggingface dataset:
Carnage

### *Blood will rain upon the battlefield, and a single warrior will stand alone before the armies of heaven and hell.*

When you cast this spell, you teleport 120 feet and make a melee weapon attack against all creatures within your reach. Roll a single attack for all targets. If you hit a creature, it takes an additional 6d12 force damage. On your subsequent turns, you can use your action to continue your deadly assault. Each time you use this action, it has a different effect:

* **2nd Use:** You teleport up to 60 feet and make a melee weapon attack against all creatures within a 20-foot cone. Each creature you hit is knocked prone and takes an additional 6d12 force damage.
* **3rd Use:** You teleport up to 30 feet and make a single melee weapon attack against a creature within reach. If the creature is above half its maximum hit points, this attack inflicts an additional 6d12 force damage. If you hit, the creature is then paralyzed until the end of your next turn.
* **4th Use:** You teleport up to 60 feet into the air and descend, smashing into the ground at a point of your choosing that you can see within 120 feet of your starting point. You take no falling damage, but each creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 6d12 force damage. You then make a melee weapon attack targeting a creature within reach. If you hit, the target takes an additional 8d12 force damage.
Funeral Pyre

### *The dead do not feat the flame, for within its embrace they may return to the light. The living, however, often feel differently.*

You call forth spikes of burning wood from the ground around a target of your choosing within range, attempting to trap them. The target must make a Dexterity saving throw. Creatures that are Huge or larger make this saving throw with advantage. If they fail, the target is impaled by the spikes and restrained until the start of your next turn, taking 2d8 fire damage and 3d8 piercing damage. If the target succeeds, they take half as much damage and are not restrained. The spikes fade into ash at the start of your next turn. If the target is slain by this spell, the spikes do not fade, but instead remain and become impossible to dispel.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the fire damage or the piercing damage (your choice) increases by 1d8 per slot level above 3rd.
Creeping Dark

### *There are nightmares that cannot be slain with fire, only truth.*

You infuse yourself with dark energies and corporeal shadow, twisting your form into a terrible caricature. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured. While you are under the effects of this spell, you can move through spaces as small as one square inch without squeezing. While in this form, you cannot take actions other than the Attack action. The first time you take the Attack action, you unleash a deadly spike of shadow against a target within your weapon’s reach in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage. Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of the current turn.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 per spell slot level above 3rd.
Crimson Cloak

### *Blood is the currency of life, and it is natural to covet this wealth.*

You pull blood from the open wounds of those around you into your cloak, infusing it with stygian magic. Whenever you or a creature within 15 feet of you loses hit points, your cloak gains a blood value equal to the amount of hit points lost, to a maximum total of 30. Whenever you would take damage from a spell while your cloak has reached the maximum blood value, you can use your reaction to gain resistance to the damage you would take from the spell. Once you do this, the cloak’s blood value returns to zero.

***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, the maximum decreases by 5 per spell slot level above 4th.
Fallen Soul

### *The dead do not rest easily when the clash of steel rings loudly.*

You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 per spell slot level above 3rd.
Forgotten Pain

### *Suffering felt, even long ago, is easily magnified. A cut hand becomes a severed arm, and a broken bone becomes a broken mind.*

You call back to dark times, inflicting an ancient magical torture upon a foe. The creature takes 4d6 damage of the type most recently inflicted upon it if it fails a Charisma saving throw. While you maintain concentration on this spell, you can use a bonus action to force the target make a Charisma saving throw, taking 4d6 damage of that type if they fail.
Sonic Screwdriver

The Sonic Screwdriver is The Doctor's most used gadget, excluding the TARDIS. The Sonic Screwdriver has been used by almost every Doctor.

## Sonic Screwdriver Variations

There are many different sonic screwdrivers, here is a list of them all.

* Sonic Shades
* Tenth Doctor's Sonic Screwdriver
* Eleventh Doctor's Sonic Screwdriver
* Fourth Doctor's Sonic Screwdriver
* Seventh Doctor's Sonic Screwdriver
* Twelth Doctor's Sonic Screwdriver
* Romana's Sonic Screwdriver
* Spaceblock's Sonic Screwdriver
* DrWho's Sonic
* 3rd/12th Sonic Screwdriver Hybrid
* Laser Screwdriver
* 7th Doctor's Umbrella
* Ed's Screwdriver
* Wooden Sonic
* YBlocks's Sonic Screwdriver
* Killer\_Komix's Sonic Screwdriver
* Screwdriver (Still Sonic)
* GZR's Sonic Screwdriver

## Crafting

There are too many different crafting recipes to list. I recommend JEI .

Here are the crafting recipies for the Sonic Shades.
Break

### *The world is a brittle thing in the hands of a god.*

You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 10 thunder damage to an unattended object that you can see within range. Even if the object remains intact, it flings small shards of shrapnel at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.

This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s thunder damage also increases by 10 at each of these levels.
Mend Flesh

### *The body is a vessel for the soul, and the soul calls to itself.*

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.

***At Higher Levels:*** When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.
Otherworldly Lair

### *Beyond the world, there are things that wait and things that watch. Call to them, greet them, and invite them in. Beware, for they may accept your invitation.*

You invoke the power of the Alrisen whose token you bear to transform an area around you. The area can be as small as a 30-foot cube or as large as 120-foot cube. If you can cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. Creatures that have been marked by the Alrisen whose token you have used are also immune to the effects, as are creatures who you choose to allow at the time of their entry.

The entire lair pulses with eldritch power. *Dispel magic* cast on the area removes only one of the following effects if it succeeds, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

* **Difficult Terrain.** You can fill any number of 5-foot squares on the ground with difficult terrain. This terrain appears in a manner fitting for the Alrisen, such as the grasping hands of the dead, eerie tentacles, burning stakes of wood, or semisolid bars of radiant light. The obstacles move aside for and close behind creatures that are immune to this effect.
* **Otherworldly Inscriptions.** You can fill any number of 5-foot squares on the ground that aren’t filled with difficult terrain with murals, runes, scratchings, etchings, or other sigils. A creature that steps on a sigil takes 1d6 damage of a type fitting to the Alrisen patron, as the defensive magic unleashes scorching fire, chilling ocean water, radiant energy, or the cruel necrotic power of the grave. To a creature immune to this effect, the inscriptions whisper in eerie voices or recount the stories of heroes from distant worlds.
* **Eldritch Servants.** You can call forth up to eight servants from the Alrisen whose token you’ve used to cast the spell. These servants are the potential familiars listed for warlocks who’ve chosen the Pact of the Chain feature, or other creatures with a CR of 1 or lower. If any creature not immune to this effect enters the warded area, the eldritch servants fight until they have drive off or slain the intruders. The servants also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the servants do nothing other than patrol and dwell within the lair. The servants can’t leave the otherworldly lair. When the spell ends, they disappear.
* **Deadly Trap.** Choose one spell that you can cast with a duration of “Instantaneous” that deals damage and has a casting time of one action or bonus action. You can decide on a trap that will cause the spell to be cast, triggering when a creature takes an action that you specify when you create the lair, such as touching a certain object or speaking a certain phrase. Once the trap triggers, it cannot do so again until at least one hour has passed.
Cage of Briars

### *To make a mortal crave freedom, give them a cage. To make a mortal crave order, set them free.*

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.
Irreversible Smite

### *Be sure the blade is swung with purpose and intent, for it cannot be in error without consequence.*

The first time you hit with a melee weapon attack during this spell’s duration, cruel shadows creep down your weapon and into your target’s wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 per spell slot level above 3rd.
Forbidden Obelisk

### *Before paper, man wrote upon stone of the things that could not be spoken using a script that cannot be misunderstood. Many could not handle the truth, and wrote in blood.*

You summon forth 10-foot-tall pillar 5 feet across covered in runic inscriptions from the depths of the earth. Any creature that can see and moves into a space within 10 feet of the obelisk cannot help but read from it. The reader must make a Wisdom saving throw. If they succeed, they gain advantage on Wisdom ability checks and saving throws for one minute. If they fail, they are struck blind for one minute. Once a creature has read from a forbidden obelisk, they cannot do so again until at least one hour has passed.

***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, the duration of the blindness or advantage increases to 10 minutes.
Heartripper

### *A plant fed with blood does not mourn, nor does it show mercy.*

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.

***At Higher Levels:*** When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd.
Fox's Fangs

### *The fox is a trickster, and those with many tailes have many tales to tell.*

You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.
Nemesis

### *A vow to kill another must be sworn in blood, and held close to an icy heart. When the fire dies, so must one’s mercy.*

You declare a challenge, and describe a creature that you have damaged or has damaged you within the past year. That creature becomes marked by your magic, and it feels a sense of impending doom that grows the closer you get to it. You become supernaturally alert towards any sign of your quarry or information that would aid your search, gaining advantage on all checks made to discern the target’s location or path of travel. The first time the target sees you, they must make a Wisdom saving throw. If they fail, they are frightened until the end of their next turn, and must attempt to flee via the safest route they are aware of during their next turn. Once the target has seen you, the spell ends.
Fresh Paint

### *Ink is the blood of the imagination.*

You create a magical paint that runs from your fingertips or fills a small container. You can use this paint in any way you could use ordinary paint, though it only remains tangible for one hour. For each additional minute you spend coating a surface in this paint, the paint remains on that surface for twice as long as before. You can create any color of paint you choose each time you cast the spell.
Coldfire Blast

### *The freezing cold of the desert night compares favorably to the burning sunlight.*

You unleash a burst of frozen fire at a target you can see within range, which manifests as a missile of ever-changing ice glowing with a crackling heart. Each creature in a line 5 feet wide and 120 feet long must make a Dexterity saving throw, starting with the creature closest to you. The spell impacts the first creature in the line that fails their saving throw, inflicting 2d8 cold damage. If all targets succeed, the projectile continues in a straight line until it impacts a surface. Once the projectile impacts something or reaches the end of the line, it detonates in a blast of fire. All objects and creatures within 10 feet of the detonation take 1d8 fire damage, and unattended flammable objects are ignited.

***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, either the cold or fire damage (your choice) increases by 1d8 per slot level above 2nd.
Blackened Heart

### *Corruption waits for the perfect moment to strike.*

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.
Dark Empowerment

### *Beyond material world, there are mysteries terrible to behold. Draw them in, and take them for your own.*

You channel dark energy into your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d8 damage of their normal type and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell.
Blood Cartography

### *The blood always remembers.*

You draw blood from the vial or corpse and cast it upon the parchment. The blood flows together, forming a clear map of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings. The blood-map dries within one minute, and becomes permanent and impossible to dispel.
Almighty Assault

### *And so the wrath of the righteous shall shatter mountains.*

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell’s range. Depending on the damage type the weapon deals, the spell has a different area of effect:

* **Slashing:** A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
* **Piercing:** A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
* **Bludgeoning:** Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by your attack has disadvantage on the saving throw.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 per slot level above 3rd.
Corruption (COFSA)

### *Slow and insidious, yet deadly nevertheless.*

Your inflict a withering curse upon a 5-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruptive curse grows 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Charisma saving throw. If it fails, it takes 1d6 necrotic damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 per spell slot level above 1st.
Armageddon

### Components

Verbal, Somatic, Material (A heart of broken glass, defiled with the blood of an innocent humanoid)

### *The prophets spoke of the day that the world would stand upon a precipice and stare into the abyss. They did not foresee this.*

You chant a series of commands, calling upon every favor and every force that you can muster, preparing to break reality. You cannot move while you are casting this spell. Every creature within range knows that you are casting this spell, is aware of the consequences, and is aware of your exact location for the entire time that it is being cast. Choose a point that you can see within range. A 1-mile-radius sphere centered on that point erupts in a singular explosion of unspeakable fire. Any creature, including you, that can see that point at the time that the spell is cast is permanently blinded. Nonmagical structures and objects within the radius are destroyed instantly. Creatures in the radius are knocked prone and take 10d10 force damage, 10d10 radiant damage, and 10d10 fire damage. If they die, they are reduced to ash. A massive crater is carved into the ground, and is left burning with sickening energy. Any creature that starts its turn within the crater takes 2d10 radiant damage and 1d10 fire damage. The crater burns for one month. You immediately gain 5 levels of exhaustion after casting this spell, and if this kills you, you cannot be resurrected by any means.
Flashing Blades

### *In the silence of the night, the moon holds sway over the ocean waters. In the silence of the night, the blade holds sway over the river of blood.*

You set an eerie shine to your weapon, coating it with luminous shadow and causing it to inflict an additional 1d8 radiant damage. Whenever you make an attack with this weapon, your target and all hostile creatures within 5 feet of your target must make a Wisdom saving throw. If they fail, they are blinded until the end of your next turn. Once a creature has been blinded by this spell, it can’t be blinded again by this spell for one minute.
Grim Scythe

### *The harvestman has a duty to the harvest, as the inevitable caress of the scythe must be clean and painless.*

A hooded figure wielding a massive scythe appears at your shoulder, and strikes with smooth certainty at a creature within range. The creature must make a Charisma saving throw. If they fail, the scythe cleaves into their soul, inflicting 10d4 necrotic damage. If this damage reduces the creature to 20 hit points or fewer, they are instantly slain. Once the attack is made, the figure vanishes.

***At Higher Levels:*** When you cast this spell using a slot of 4th level or higher, the necrotic damage increases by 1d4 and the hit point threshold increases by 5 per slot level above 3rd.
Lightning Shard

### *The wrath of storm-scarred steel is fearsome to behold.*

The first time you take the Attack action during your turn, you can cast this spell to infuse your melee weapon with elemental lightning, scorching and honing it to a razor edge. The first time you hit with this weapon, the target takes an additional 1d6 slashing damage, and the static within the blade discharges. The target must make a Constitution saving throw. If they fail, the target and up to two creatures of your choice within 10 feet of the target take 1d6 lightning damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the either the slashing or lightning damage (your choice) increases by 1d6 per slot level above 1st.
Dark Secret

### *Truth can be even more deadly than a knife to the heart.*

You whisper a phrase into the mind of the target, unknown to you but clear and terrifying to them. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect.

***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target per spell slot level above 2nd.
Punishing Smite

### *Those that have done wrong are not always fully aware of their guilt. Correct this error.*

The first time you hit with a melee weapon attack during this spell’s duration, radiant fire and chilling shadow pours forth from opposite sides of your weapon. The attack deals an extra 2d10 necrotic damage and 2d10 radiant damage to the target. Additionally, if the target is a creature, a terrible judgment descends upon them, leaving them vulnerable to attack. Whenever the target takes damage from an attack before the spell ends, they take an additional 1d10 force damage.
Defiant Smite

### *None shall turn you from your task, nor break your resolve.*

The first time you hit with a melee weapon attack during this spell’s duration, wrathful energy rushes through your weapon. The attack deals an extra 1d6 force damage to the target. Additionally, if the target is a creature, its ability to attack is hindered. Whenever the creature would make an attack roll before the spell ends, roll 1d4 and subtract the result from their attack roll.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 per spell slot level above 1st
Bloodthorn

### *A leaf on the wind is free, but a thorn on the wind means to flee.*

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

***At Higher Levels:*** When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.
Luring Light

### *In the darkest depths, there is always something waiting for the curious and the foolhardy to make one final mistake.*

You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to being charmed is immune to this effect. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per spell slot level above 3rd.
Power Word Crush

### *The material world is fragile.*

You speak a word of overwhelming power. Choose an object or construct that you can see within range that is Large or smaller. If you choose a non-magical object, it instantly crumples and disintegrates into dust. If you choose a magical object, it temporarily loses any magical properties for one minute, but it cannot be destroyed by a second casting of this spell. If you choose a construct, it takes 30 force damage. Artifacts and other incredibly powerful magical objects are immune to this effect. If the spell has no effect, you regain the spell slot or resource expended to cast it.
Malice of Arachia

### *The first of the Arachi developed a clever toxin that turns the weak upon their former friends.*

You coat a weapon in a deadly enchanted venom. The first time this weapon inflicts damage to a creature, the venom enters the target’s veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its reaction to make a single melee weapon attack targeting the creature. Once it lands a successful attack caused by this effect, the effect ends. A creature that is immune to the poisoned condition is immune to this effect.

***At Higher Levels:*** When you cast this spell using a slot of 2nd level or higher, the effect on the cursed target lasts for one additional successful hit using its reaction per slot level above 1st.
Haunt

### *With a shriek, the horror disappeared. I knew it was not gone.*

You curse a hostile creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target’s line of sight. On a subsequent turn, you can use your bonus action to teleport to location within 30 feet of the target as long as the location isn’t in the target’s line of sight. If the location is occupied or is in a solid material, such as a wall, the teleportation fails. It also fails if you and the creature aren’t on the same plane.
Constriction

### *The crushing grasp and merciless gaze displays an ambition that cannot be quenched with gold, but can be sated with blood.*

Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, your grapple your target and squeeze them, inflicting 5d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 5d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

***At Higher Levels:*** When you cast this spell using a spell slot of 6th level or higher, each instance of bludgeoning damage increases by 1d10 per spell slot level above 5th.
Falling Spider's Spite

### *Enemies that cannot stand before you are worthy of your scorn.*

You instantly leap at the creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
Devilish Hunt

### *A favorite of torturous fiends and hungry fishermen.*

You conjure three barbed harpoons of intricately twisted silver. They float in the air above your head for the spell’s duration, and fade when it ends. When you cast the spell, and as an action on each of your subsequent turns, you can make a ranged spell attack to hurl a harpoon at a target within 90 feet of you. If you miss, the harpoon fades. If you hit, the target takes 2d6 piercing damage and must make a Dexterity saving throw. If they fail, the harpoon lodges in their flesh. While a creature has been skewered by a harpoon, its speed is halved, and you can use a bonus action to cause an invisible chain to pull taut, hauling the creature 10 feet towards you for each harpoon lodged in it. The target can use an action to pull any number of harpoons out, taking 3d6 necrotic damage for each harpoon removed and causing the harpoon to fade. Once all three harpoons have faded, the spell ends.

***At Higher Levels:*** When you cast this spell using a spell slot of 3rd level or higher, either the piercing or necrotic damage (your choice) increases by 1d8 per slot level above 2nd.
Zygons

Zygons are a shapeshifting race that will disguise themselves as Nitwits to survive. If you attack or uncover a zygon they will become hostile. When they are hit they will call any other zygons nearby to attack you. You can detect any zygons nearby with a Zygon Detector. When a zygon is killed it will drop a Zygon Tounge, ew.
Douse

### *The ocean's spray conceals a cold and callous nature.*

You gesture, summoning a splash of saltwater to fall upon a creature or object within range. Flames are instantly quenched, and objects targeted by this spell cannot be ignited for at least one minute. If you target a creature, you can choose to have the saltwater be bone-chillingly cold. The target must make a Constitution saving throw. If they fail, they take 1d8 cold damage.

This spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Falling Star

### *The light shall not be denied, and the fire shall not cease.*

You create a fraction of the celestial power of a star above a point within range and cause it descend, crashing into the ground in a 40-foot radius. All creatures within the area must make a Constitution saving throw. If they fail, they take 6d6 radiant damage, or half as much damage if they succeed. This spell creates bright light that shines in a 100-foot radius until the end of your next turn, and this light counts as natural sunlight.

***At Higher Levels:*** When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d6 per spell slot level above 5th.
Accursed Wish

### *There is always a price for power.*

You speak aloud, demanding a boon from one of the darkest planes. You instantly replicate the effects of any spell of 1st level with a casting time of 1 action or bonus action that deals damage, or any cantrip from any spell list. Each time you cast this spell, roll a d20. If the result is 1, you are struck by an unholy force, reducing you to 0 hit points and causing you to fail your first and second death saving throws immediately after the spell is cast. If you are struck down a second time due to this spell before you finish a long rest, you die and cannot be resurrected by a spell cast using a spell slot lower than 8th level.

***At Higher Levels*:** When you cast this spell using a spell slot of 3rd level, you can replicate a spell of 2nd level or lower, and the threshold for being struck down increases to a result of 2 or lower. When you cast this spell using a spell slot of 4th level, you can replicate a spell of 3nd level or lower, and the threshold for being struck down increases to a result of 3 or lower. This pattern continues until the spell is cast using a slot of 7th or higher level, where no additional effect is gained and the threshold is not increased.
Black Lotus Assault

### *The black lotus only blooms during the solar eclipse, when the nearest star understands its own mortality.*

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your does and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you've made three weapon attacks, the spell ends.

* **1st Hit:** If the target fails their saving throw, their movement speed is halved until the end of their next turn.
* **2nd Hit:** If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.
* **3rd Hit:** If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd-level or higher, the psychic damage of the 2nd hit increases by 1d6 per spell slot above 1st.
Mark of Objection

### *It is the duty of a judge to see that the guilty are punished and the innocent left unharmed.*

You touch an allied creature and place a mark upon them, granting them your protection. Whenever the target would take damage, you can use your reaction to instantly teleport and swap places with them, taking that damage in their stead. If this would reduce you to 0 hit points, you are reduced to 1 hit point instead, and the spell ends. You can place this mark upon multiple creatures at the same time, provided you expend an appropriate spell slot for each.
Assassin's Burial

### *Hiding in plain sight is something all the best will boast of, but few can conceal the results.*

You touch a single corpse that died within the last hour, and imbue it with a foul enchantment. If a creature discovers the corpse that was unaware of it when the spell was cast, they must make a Charisma saving throw. If they fail, they are frightened of the corpse for one minute and will attempt to move so that they can no longer see it. If the subject attempts to reveal the presence the corpse to any other creature, they immediately forget that they have detected the corpse for one hour. Each time this happens, the target can make a Wisdom saving throw. If they succeed, the spell ends after this instance of temporary memory loss.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 week per spell slot level above 1st.
End of Days

### Components

Verbal, Somatic, Material (a sphere of obsidian the size of a human head worth at least 1,000 gp.)

### *One day will be the final day, but we will not know it until it has already ended.*

When you cast this spell, you summon a massive sphere of magical darkness far above the world that moves perfectly in tune with the rise and set of the sun. In effect, it is always night within the range of this spell, and all natural sunlight that would be cast upon that area is blocked by the sphere. The material component used to cast this spell must be placed at a point where the sky is clearly visible, and if it is moved more than 5 feet in any direction, the spell immediately ends.
Hellfire Lash

### *The fiends below are fond of this spell, but the heavens above do not hesitate to make use of it.*

The first time you take the Attack action during your turn, you can cast this spell to transform your whip into a flaming lash, striking out with scorching fury. The first time you hit with this weapon, the target takes an additional 1d8 fire damage, and you can use a bonus action to hurl the target to a location of your choosing within 10 feet of their starting location. If they impact a surface or another creature, both take an additional 1d8 bludgeoning damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, either the fire or bludgeoning damage (your choice) increases by 1d8 per slot level above 1st.
Replenish

### *With the turn of seasons, the cycle of life renews.*

When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 2d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

***At Higher Levels:*** When you cast this spell using a slot of 3rd level or higher, the temporary hit points gained increases by 1d6 per slot level above 2nd.
Angelic Rebuke

### Casting Time

1 Reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

### *Even the darkest fiend cannot withstand the light of heaven.*

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.
Scorch

### *Even a single spark can start a wildfire.*

You snap your fingers, attempting to light an unattended object within range on fire. If you target a flammable object, it immediately combusts in a gout of flame. Choose up to two creatures within 5 feet of the burning object. Each must make a Dexterity saving throw. If a creature fails, it takes 1d8 fire damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hunter's Pace

### *The hunter does not tire or slow, for the prey has yet to be caught.*

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

***At Higher Levels:*** When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.
Defy Ruin

### *Preserve stability, for the world must persist.*

You point to an object that you can see, filling it with preservative magic. The object gains resistance to all damage, and cannot be damaged by any effect that would inflict less than 5 damage. You can touch the object as a bonus action to remove this magical effect.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 hours per spell slot level above 1st.
Eldritch Barrier

### *The horrors beyond can be defied, if one's soul is strong.*

When you cast this spell, you shield yourself from unnatural energies. You gain advantage on saving throws against the frightened and charmed conditions. You gain resistance to force damage and psychic damage, and whenever you take damage from an attack that deals force or psychic damage, you can use your reaction to inflict 1d8 force damage to your attacker.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the retaliatory force damage increases by 1d8 per spell slot level above 3rd.
Hungering Hate

### *Fire can be a deadly, forever hungry and malicious*

You enrage your target with a burning curse, igniting a fire within them and upon their flesh. The creature must make a Wisdom saving throw. Each time the target fails their saving throw against this spell, the target and all creatures within 10 feet of the target take 3d8 fire damage. The target must repeat their saving throw at the end of each of their turns, ending the effect on a success. If the target takes the Attack action or casts a cantrip that deals damage, they automatically fail their saving throw but they are not subject to the fire damage they would take from failing, though it still applies to creatures around them.
Perfect Toxin

### *The pen is mightier than the sword, at least when one is writing in this ink.*

When you cast this spell, you touch an object, such as the blade of a weapon, a tankard, or a door handle, and coat it in a strange and powerful poison conjured from elemental chaos. Each time a creature touches this object, the creature becomes poisoned for one minute. At the start of each of their turns, the poisoned creature can make a Constitution saving throw, ending the effect on a success.
Jolt

### *A fraction of the storm's power can give life, or take it.*

Sparks fly from your fingertips, shocking a creature within range. If the target is unconscious and reduced to 0 hit points, they gain advantage on their next death saving throw, and any ability check made to aid them also gains advantage. If you target a hostile creature, they must make a Constitution saving throw. If they fail, they take 1d8 lightning damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blasphemy

### *Defy those who create life, for their life is equally false.*

You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage. You can end this spell as an action.
Animate Skull

### *The saying "Dead men tell no tales." isn't always true.*

You imbue a skull with necromantic magic, granting it an eerie semblance of life. When you cast this spell, you can speak a phrase of 10 words or fewer. Whenever a creature touches the skull or enters a space within 5 feet of it, the skull speaks the phrase.You can also choose to infuse the skull with malicious energy. When you do, once per turn when a creature other than you touches the skull, it will snap at them with its teeth. The creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage. An animated skull has 6 AC and 1 hit point.

This spell's piercing damage increases by 1d4 when you reach 5th-level (2d4), 11th-level (2d4), and 17th-level (4d4)
Rimesworn Blade

### Components

Verbal, Somatic, Material (a martial weapon that deals slashing or piercing damage)

### *Ice can be sharper than steel, and splinters like a sap-filled tree in winter cold clutches.*

The first time you take the Attack action during your turn, you can cast this spell to infuse your weapon with chilling cold and coat the exterior with brittle ice. The first time you hit with this weapon, the target takes an additional 1d8 cold damage, shattering the ice on your weapon. The target and creatures within 10 feet of the target other than you must make a Dexterity saving throw. If they fail, they take 1d8 piercing damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 2nd level or higher, either the cold or piercing damage (your choice) increases by 1d8 per slot level above 1st.
Glimmer

### *It's far easier to conceal by revealing than to reveal by concealing.*

You flick a coin into the air and make it sparkle with shimmering light, drawing the attention of all creatures within 30 feet of you. Each creature must make a Wisdom saving throw. A creature that is in combat has advantage on this saving throw. If a creature fails, it suffers disadvantage on ability checks until the start of your next turn.
Crushing Tide

### *The sea is a baleful mistress, and all must bow to her.*

You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they are not knocked prone and take half as much damage.

***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 per spell slot level above 3rd.
Fell Onslaught

### *A death by one thousand cuts is still a death, painful as it is to see.*

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.