Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell’s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.
A jet of acid streaks towards the target like a hissing, green arrow.
The target is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage.
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.
You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.
Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
You summon an insubstantial yet deadly sword to do your bidding.
Area: Wall, varies
A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
Funeral: You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR ¼ or less. A corpse can only benefit from this effect once.
You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.