Flame Blade
Flame Blade
A scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it.
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.
Healing Word
Healing Word
Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.
Infernal Weapon
Infernal Weapon
A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.
When you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you. On a hit, you deal 5d8 damage of a type determined by the weapon’s form. On a critical hit, you inflict an additional effect.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Lemure Transformation
Lemure Transformation
Duration: 1 turn
Magic Weapon
Magic Weapon
Until the spell ends, the target becomes +1 magic weapon.
Mass Healing Word
Mass Healing Word
Healing energy flows from you in a wash of restorative power and each target regains hit points equal to 1d4 + your
Mental Grip
Mental Grip
You conjure extensions of your own mental fortitude to keep your foes at bay.
Misty Step
Misty Step
You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.