Divine Word
Divine Word
You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.
Earthquake
Earthquake
Range: Special (500 feet)
You create a seismic disturbance in the spell’s area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.
Enhance Ability
Enhance Ability
You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.
Enrage Architecture
Enrage Architecture
You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants.
Etherealness
Etherealness
Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane.
Find the Path
Find the Path
Range: Same Plane
Find Traps
Find Traps
This spell reveals whether there is at least one trap within range and within line of sight. You don’t learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.
Flame Strike
Flame Strike
Area: 10-foot radius, 40-foot high cylinder
A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.
Forbiddance
Forbiddance
You protect the target area against magical travel. Creatures can’t teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell’s area can’t overlap with another forbiddance spell.
Force of Will
Force of Will
Casting Time: 1 reaction, which you take in response to being damaged