TEXT: Arcane Incantations
  Arcane Incantations
  Arcane Incantations
  Arcane Incantations
  Arcane Incantations
  
  Arcane Incantations
  Version 1.5
  A conversion of over 800
  4th Edition Arcane Powers
  into 5th Edition Abilities
  Conversion work done by DM_Steel
  Special thanks to everyone who gave feedback
  and inspired me to do this in the first place:
  My Wife, Abby
  Alistair “TurkeyGuy” McNear
  Brian Casey
  The Angry GM
  2
  
  Table of Contents
  4
  5
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  108
  Back
  Introduction
  What is an Incantation?
  How to use Incantations in Your Game
  How Players can Acquire Incantations
  Reading an Incantation
  New Rules & Terms
  Conditions ................................................................................
  Bleeding
  Dazed
  Rules ...............................................................................................
  Marked
  Saving Throws
  Tags ..................................................................................................
  Charm
  Conjuration
  Enchantment
  Evocation
  Fear
  Focus
  Hex
  Illusion
  Necromancy
  Offensive
  Polymorph
  Skill or Tool
  Stance
  Summoning
  Utility
  Weapon
  Terms ..............................................................................................
  “Attacks and abilities”
  Charging Attack
  Expending Hit Dice
  Incantation
  Movement and Safe Movement
  “When you hit a creature with an attack”
  Converting Incantations into Spells ..............
  Incantations
  Rank 1 Incantations .......................................................
  Rank 2 Incantations .......................................................
  Rank 3 Incantations .......................................................
  Rank 4 Incantations .......................................................
  Rank 5 Incantations .......................................................
  New Monsters
  Change Notes
  Credits and Legal
  3
  
  Introduction
  This document is part of a larger series converting 4th
  edition powers into 5th edition abilities. This particular
  document presents Artificer, Bard, Sorcerer, Swordmage,
  Warlock, and Wizard themed incantations. Any incantation in
  this document is not intended to be only for these classes. It
  is intended to add a little dash of magical arcane flavor to any
  character.
  That being said, there are abilities presented here that
  benefit certain classes more. Those incantations often refer
  to marking, a variant combat option in the DMG, and marks
  make the most use out of the Aegis of… Rank 1
  Incantations:. Some may reference familiars, though they do
  not require it. Finally, there are a number of incantations that
  reference the hex spell.
  What is an Incantation?
  Incantations are abilities converted from 4th edition Arcane
  Powers, taken from Artificer, Bard, Sorcerer, Swordmage,
  Warlock, and Wizard.
  They are Arcane which means they are fueled by the
  arcane magic that permeates the multiverse.
  These incantations are divided by Rank, with each rank
  about equal in power to a spell of the same level or a
  permanent magic item of equal rarity. See the incantation
  Rank and Rarity table for comparison.
  How to use Incantations in your
  game
  These incantations are intended to be used as either special
  abilities for NPCs to use to make them unique, or as rewards
  for players in place of magic items. They do not take up an
  attunement slot, but are also more limited in function than a
  magic item.
  Each rank is intended to have a minimum character level
  to acquire, but that is ultimately up to the DM to decide.
  How Players can Acquire
  Incantations
  It is up to you to decide how they are introduced into your
  game, and which ones are available. Here are a few examples
  of how you could allow players to acquire them.
  You could have NPCs reward them as special training
  instead of treasure. Similar in the way Boons are awarded.
  The players find a magical scroll that when studied is
  consumed as it bestows the knowledge of the incantation
  on the character.
  You could use the "Buying a Magic Item" Downtime
  Activity from Xanathar's Guide to Everything as a
  framework for spending downtime to train an incantation
  from a teacher.
  If using the training method or rewarding them instead of
  treasure, it is unlikely that an instructor knows all of the
  incantations. I would recommend picking 3-5 incantations
  that the instructor is willing to teach, and allowing the
  players to pick from that list.
  Incantation Rank and Rarity Comparison
  Rank
  Spell Level
  Magic Item Rarity
  Level Range
  1
  1st
  Common
  1-4
  2
  2nd
  Uncommon
  5-8
  3
  3rd
  Rare
  9-12
  4
  4th
  Very Rare
  13-16
  5
  5th
  Legendary
  17-20
  Reading an Incantation
  Name of Incantation
  Rank of Incantation • Tags (How often the Incantation
  recharges)
  Incantation text. This section describes the activation
  requirements and mechanical benefits of the incantation.
  Flavor text. This section describes how the incantation
  appears in the world
  How often the Incantation recharges
  Turn. The incantation recharges at the start of your turn.
  Short. The incantation recharges after a short or long
  rest.
  Long. The incantation recharges after a long rest.
  "As an action / bonus action /
  reaction, ..."
  Whenever an incantation starts with one of these,
  it means that you are using your action, bonus
  action, or reaction to activate the incantation. If
  another creature must use it's an action to do
  something, it will always appear later. If an
  incantation doesn't require one of these action
  types to activate, it will list a different trigger, such
  as, "When you hit a creature...".
  Incantations and Wizard Schools
  All incantations have magic schools listed as tags. I
  allow that school's Savant class feature to apply to
  learning these incantations. So if an incantations
  has the Evocation tag, then an Evocation Wizard
  could learn that incantations in half the time for
  half the cost (when using the training method). It is
  up to you how much you want incantations to act
  as spells. I personally, make them susceptible to
  anti-magic and counterspell, so that they aren't an
  always "better" option. This also makes Martial
  Exploits feel different, since those are not magical
  at all.
  4
  
  New Rules & Terms
  Conditions
  Bleeding
  Bleeding is a new condition. A creature that is bleeding takes
  the listed amount of damage (usually a die amount) at the
  beginning of its turn. Bleeding can be stopped by a using an
  action to make a DC 15 Wisdom (Medicine) check or through
  the application of any effect that allows the creature to regain
  hit points.
  GMs can choose to have bleed damage stack with itself or
  not, depending on the type of campaign they wish to play.
  Variant: A bleeding creature can make a DC 15
  Constitution saving throw at the end of each of its
  turns, ending the bleeding on a success.
  Dazed
  This is a new condition that means a creature may not take
  reactions, and on its turn, it can use either an action or a
  bonus action, not both. Regardless of the creature’s abilities
  or magic items, it can’t make more than one melee or ranged
  attack during its turn.
  Rules
  Marked
  This is the variant rule presented on page 271 of the
  Dungeons Masters Guide. When a creature marks a target,
  the mark lasts until the end of the attacker’s next turn unless
  specified otherwise, and any opportunity attack it makes
  against the marked target has advantage. The opportunity
  attack doesn’t expend the attacker’s reaction, but the attacker
  can’t make the attack if anything, such as the incapacitated
  condition or the shocking grasps spell, is preventing it from
  taking reactions. The attacker is limited to one opportunity
  attack per turn.
  Saving Throws
  Some incantations require your target to make a saving
  throw to resist its effects. The saving throw DC is calculated
  as follows:
  Incantation Save DC = 8 + your proficiency bonus +
  your Intelligence or Charisma modifier (your choice)
  Attacking Objects
  With your DM's permission, you can use an incantation to
  target an object when it would normally target a creature.
  Tags
  Abjuration
  Abjuration incantations are protective in nature, though some
  of them have aggressive uses. They create magical barriers,
  negate harmful effects, harm trespassers, or banish creatures
  to other planes of existence. Abjuration incantations gain the
  benefits of a Wizard’s Abjuration Savant class feature.
  Charm
  A charm incantation controls a creature's actions in some
  way. This control is often represented by the creature being
  forced to attack its ally or being subjected to the dominated
  condition. This tag is mostly used to identify which
  incantations ally to creatures that are resistant or immune to
  charm effects.
  Conjuration
  Incantations that have the conjuration tag create
  conjurations, objects or creatures of magical energy.
  Conjuration incantations gain the benefits of a Wizard’s
  Conjuration Savant class feature. A conjuration you create
  uses these rules, unless an incantation description says
  otherwise;
  Occupies no Spaces: The conjuration can be moved
  through by allies and enemies alike, and movement can
  end in its space.
  Unaffected by the Environment: Terrain and
  environmental phenomena have no effect on the
  conjuration. For example, a conjuration that is an icy hand
  functions in an inferno without penalty. The conjuration
  does not need to be supported by a solid surface, so it can
  float in the air.
  Your Defenses: Normally, a conjuration cannot be
  attacked or physically affected. If a conjuration can be
  attacked or physically affected, it uses your saving throw
  modifiers and its AC is 10 + the incantations rank + your
  spellcasting ability modifier. Unless an attack specifically
  targets conjurations, only the attack’s damage (not
  including ongoing effects) affects the conjuration.
  Attacking with a Conjuration: If you can attack with a
  conjuration, you make the attack, or it uses your saving
  throw DC. You determine line of sight normally, but you
  determine line of effect from the conjuration.
  Movable Conjurations: If the incantation you use to
  create a conjuration allows you to move it, it’s a movable
  conjuration. At the end of your turn, the movable
  conjuration ends if you are not within range of at least 1
  space it’s in (using the incantation’s range) or if you don’t
  have line of effect to at least 1 space it’s in.
  When you move a conjuration, you can’t move it through a
  solid obstacle.
  Death Ends: If you die, the conjuration ends immediately.
  Divination
  Incantations with the divination tag reveal information,
  whether in the form of secrets long forgotten, glimpses of the
  future, the locations of hidden things, the truth behind
  illusions, or visions of distant people or places. Divination
  incantations gain the benefits of a Wizard’s Divination
  Savant class feature.
  5
  
  Enchantment
  Enchantment incantations alter creatures’ emotions,
  thoughts, and actions, including beguiling onlookers,
  terrifying foes, and encouraging allies. Enchantment
  incantations gain the benefits of a Wizard’s Enchantment
  Savant class feature.
  Evocation
  Evocation incantations bring various magical effects into
  being, including explosions, rays of magical energy, and
  lingering environmental effects. This is the most widely
  practiced school of magic. Scholars have various theories
  about the connection, if any, between this school of magic and
  primal incantations, which are sometimes called rites. Both
  evocation incantations and primal rites involves calling on
  magical energy in the cosmos. Evocation incantations draw
  on the very fabric of existence, whereas primal rites call on
  the spirits found throughout the world. Evocation
  incantations gain the benefits of a Wizard’s Evocation
  Savant class feature.
  Familiar
  Familiar incantations require you to have an active familiar
  like that summoned by the find familiar spell in order to gain
  the incantations effects, unless otherwise specified in the
  incantations description.
  Fear
  A fear incantation inspires fright. This fright is often
  represented by a creature being forced to move, taking a
  penalty to attack rolls, or granting advantage on attack rolls.
  Creatures immune to fear effects will be immune to parts of
  an incantation, if not the whole thing.
  Focus
  A focus normally refers to a spellcasting focus, items wielded
  by certain characters to channel their magical abilities. Your
  class description or a special feature tells you which focuses
  you can wield, if any. Any incantation that has the focus tag
  essentially has the material component requirement of a
  spellcasting focus. Incantations count as spells for the
  purpose of spellcasting foci that increase spell save DCs and
  spell attack rolls.
  Hex
  To use an incantation with the hex tag, you must know either
  the hex spell, possess the "Hexblade's Curse" class feature, or
  any similar effect with DM approval.
  Illusion
  An illusion incantation deceives the mind or the senses.
  Illusions often obstruct vision or redirect attacks. If an
  illusion incantation deals damage, the damage itself is not an
  illusion. Illusion incantations gain the benefits of a Wizard’s
  Illusion Savant class feature.
  Necromancy
  Necromancy incantations generally deal with the forces of
  life and death. Necromancy is actually made up of two
  schools, necromancy being the more commonly known one,
  but also nethermancy. Nethermancy magic focuses more of
  the negative energy that permeates realms like the
  Shadowfell. Necromancy incantations gain the benefits of a
  Wizard’s Necromancy Savant class feature.
  Offensive
  You can only activate one incantation per turn with the
  “Offensive” tag. This is intended to prevent stacking damage
  dealing incantations on a single trigger, and to prevent
  offensive incantations from triggering off of each other.
  Variant: Offensive could also be limited to once per
  round, depending on if you want to make players
  choose between using an offensive incantation to
  attack, or hold back and be able to activate an
  offensive incantation during a reaction.
  Polymorph
  Polymorph powers change a target’s physical form in some
  way. You use these rules when you’re affected by a polymorph
  incantation;
  One Polymorph at a Time: If you are affected by more
  than one polymorph effect, only the most recent one has
  any effect. The other effect remain on you and their
  durations expire as normal, but those effects don’t apply.
  However, when the most recent effect ends, the next most
  recent one that is still active applies to you.
  Changing Size: If a polymorph effect reduces your size,
  you do not provoke opportunity attacks for leaving spaces
  as you shrink.
  If a polymorph effect makes you too large to fit in the
  available space, the effect fails against you, but you are
  stunned. While stunned in this way, you can make a
  Constitution saving throw at the end of each of your turns,
  ending the effect on a success. For example, if you are
  crawling through a narrow tunnel and a polymorph effect
  tries to turn you into a creature that is too large for the
  tunnel, the effect fails, but you are stunned until you save.
  Death Ends: If you die, polymorph effects end on you
  immediately.
  Stance
  When an incantation has the "Stance" tag, the stance lasts for
  1 minute, until you are knocked unconscious, or until you
  enter another stance. You can end a stance on your turn (no
  action required).
  The DM might also decide that certain environmental
  phenomena, such as a wave crashing over you while you’re on
  a storm-tossed ship, could require you to succeed on a DC 10
  Constitution saving throw to maintain your stance.
  6
  
  Summoning
  Incantations that have the summoning tag bring creatures
  from elsewhere, often other planes, to serve you in a variety
  of ways. Unless the summoning incantation states otherwise,
  the summoned creature lasts for 1 hour and then disappears.
  As a bonus action, you can dismiss the summoned creature.
  Susceptibility
  Being susceptible to a damage type means you take extra
  damage from that damage type. If you have a 1d6
  susceptibility to fire, then any time you take fire damage, you
  take an additional 1d6 fire damage.
  Transmutation
  A transmutation incantation magically transforms its target
  in some way, changing the target’s form, composition, or
  both. Damage caused by such an incantation is usually the
  result of the trauma brought about by the transformation.
  Transmutation incantations sometimes cause such extensive
  changes that they are also polymorph incantations, but the
  incantation might also keep a target’s form intact. For
  instance, a transmutation incantation that slows a creature
  by turning its feet to stone is not subjecting the creature to a
  polymorph effect. The creature’s original form remains,
  though the material of its body has been altered.
  Transmutation incantations gain the benefits of a Wizard’s
  Transmutation Savant class feature.
  Utility
  Utility incantations are generally buffs for the user or their
  allies, and generally don't interact with enemies in any way.
  Sometimes these incantations have no combat application at
  all.
  Weapon
  Weapon incantations apply any special properties of that
  weapon to the incantation. If the incantation requires a
  saving throw, you can apply your weapon’s enhancement
  bonus to the save DC, and any special on hit effects of your
  magic weapon apply on a failed save, such as dealing extra
  fire damage, or causing a bleeding wound.
  Teleportation Effects and Rules
  Instantaneous: Teleportation is instantaneous.
  The target disappears and immediately appears
  in the destination space you choose. The
  movement is unhindered by intervening
  creatures, objects, or terrain.
  Destination Space: The destination of the
  teleportation must be an unoccupied space that
  the target can occupy without squeezing. If
  arriving in the destination space would cause
  the target to fall or if that space is hindering
  terrain, the target can make a saving throw. On
  a save, the teleportation is negated.
  Line of Sight: You must have line of Sight to the
  destination space.
  No Reactions: The target doesn't provoke
  opportunity attacks for leaving its starting
  position.
  Terms
  “Attacks and abilities”
  This wording refers to pretty much any damaging effect
  originating from you. So, a damage dealing attack, ability,
  spell, or incantation would fall under this, but throwing
  someone off of a cliff would not count since it's gravity doing
  the damage.
  Charging Attack
  If an incantation refers to a charging attack and you don't
  have rules for that in your game. Consider using the
  following:
  Charging Attack. As an action, move up to your speed and
  make a melee weapon attack, with advantage, against a
  creature within reach. All attack rolls against you have
  advantage until the start of your next turn.
  Spending Hit Dice
  When an incantation has you "spend a hit die" it will always
  specify what the benefit is. The benefit is often to recover hit
  points, but not always. If you are recovering hit points using a
  hit die, it is just like during a short rest. You roll your die and
  add your Constitution modifier. This means you do no regain
  hit points for spending hit dice unless the effect tells you to
  do so.
  Some incantations will reference "as if you had spent a hit
  die" which refers to rolling the die and adding your
  Constitution modifier without actually needing to expend the
  die. These effects can be used even if you have no hit dice
  remaining.
  Incantation
  Drawing on magical energy that permeates the cosmos, the
  arcane power source can be used for a variety of effects, from
  fireballs to flight to invisibility. Wizards and Warlocks are
  examples of arcane magic users. Arcane powers are called
  incantations.
  Lesser Hex
  A *"lesser hex" acts just like the hex spell except that it does
  not require concentration, does not cause a penalty on an
  ability checks, and only lasts for 1 minute or until the target is
  reduced to 0 hit points.
  Movement and Safe Movement
  When an incantation allows you to move, this is normally in
  addition to any other movement on your turn. Unless
  specified otherwise, this bonus movement is only available as
  part of the incantation. Meaning, if an incantation allows you
  to move 20 feet, you must use that movement then, you can’t
  use 10 feet and save the other 10 feet for later.
  If an incantation allows you to safely move, jump, fly, etc., it
  means the movement does not provoke opportunity attacks.
  The disengage action is another example of safe movement.
  The Sentinel feat interacts with safe movement in the same
  way it interacts with the disengage action.
  7
  
  Converting Incantations into
  Spells
  This section will be a rough outline on how to convert the
  incantations into normal spells. I'll give a sample spell block
  with descriptions of where to find the info you need for each
  field. I will then give examples of various kinds of
  incantations being converted. Hopfully, you will be able to
  deduce your own conversions from the examples.
  Sample
  This is based on the Rank and Tags
  Casting Time: This is usually the first thing in the mechanics
  block
  Range: Often found within the first two sentenses
  Components: When it doubt use V, S, M (a spellcasting
  focus), but this can easily change based on how you
  envision the incantation interacts with the world. If it is just
  speaking, this might only require a verbal component.
  Duration: If the effect is resolved right away it's
  "Instantaneous", by the end of the next round is "1 round"
  and anything longer should be "Concentration, up to X
  minute/s"
  This can be a mix of flavor text and mechanics, but I find it's
  simple enough to just list the flavor followed by the
  mechanics.
  Acid Claw
  Rank 1 Incantation • Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 acid
  damage, and each creature within 5 feet of the target takes
  1d4 acid damage.
  Also on a hit, the target takes 1d4 acid damage at the start
  of its next turn.
  You contort your hand as if mimicking a monstrous claw. A
  black talon of acid then bursts from thin air and swipes at
  your foe.
  Acid Claw
  1st-level evocation
  Casting Time: 1 action
  Range: 50 feet
  Components: V, S, M (a spellcasting focus)
  Duration: 1 round
  You contort your hand as if mimicking a monstrous claw. A
  black talon of acid then bursts from thin air and swipes at
  your foe. Make a ranged spell attack against one creature
  within range. On a hit, the target takes 2d10 acid damage,
  and each creature within 5 feet of the target takes 1d4 acid
  damage.
  Also on a hit, the target takes 1d4 acid damage at the start
  of its next turn.
  Ballad of the Zombie King
  Rank 1 Incantation • Fear, Focus, Offensive (Short)
  As an action, choose any number of creatures within 10
  feet of you who can hear you. Each target must succeed on a
  Wisdom saving throw or take 2d6 psychic damage and until
  the end of your next turn, suffer a -2 penalty on attack rolls.
  The mere mention of the zombie king sends chills down
  the spine of even the most fearless.
  Ballad of the Zombie King
  1st-level enchantment
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, M (a spellcasting focus)
  Duration: 1 round
  The mere mention of the zombie king sends chills down the
  spine of even the most fearless. Choose any number of
  creatures within range who can hear. Each target must
  succeed on a Wisdom saving throw or take 2d6 psychic
  damage and until the end of your next turn, suffer
  disadvantage on attack rolls.
  Bardic Lore
  Rank 1 Incantation • Utility (Long)
  When you make an Intelligence check for knowledge,
  instead of rolling a d20, resolve the check as if your total
  check had been 20.
  Using your magic to sharpen your memory, you recall an
  important piece of information that you picked up in a story
  or a song you heard during your travels.
  Bardic Lore
  1st-level divination
  Casting Time: Reaction, which you take when you make an
  Intelligence check to recall knowledge
  Range: Self
  Components: V
  Duration: Instantaneous
  Using your magic to sharpen your memory, you recall an
  important piece of information that you picked up in a story
  or a song you heard in your travels. Instead of rolling a d20,
  resolve the check as if your total check had been 20.
  8
  
  Blastback Swipe
  Rank 1 Incantation • Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 thunder damage,
  and you push the target up to 10 feet.
  Your weapon rings against your foe like a clap of thunder,
  sending your enemy careening away.
  Blastback Swipe
  1st-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a melee weapon attack
  during the spell's duration, your weapon rings against your
  foe like a clap of thunder, dealing an extra 1d10 thunder
  damage, and the target must succeed on a Strength saving
  throw or be pushed up to 10 feet as it's sent careening away.
  Bolster Armor
  Rank 1 Incantation • Utility (Long)
  As a bonus action, touch yourself or one willing ally within
  reach. The target gains a +1 bonus to AC for 1 minute. When
  the target is hit by an attack roll, the target can end this bonus
  (no action required) to gain a +4 bonus to AC against the
  triggering attack.
  You touch some armor, causing it to glow as you enhance
  its defenses.
  Bolster Armor
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (a set of clothes or a suit of armor)
  Duration: Concentration, up to 1 minute
  You touch yourself or one creature within range, causing the
  target's clothing or armor to glow as you enhance its
  defenses. The target gains a +1 bonus to AC for the duration.
  When the target is hit by an attack roll, the target can end this
  bonus (no action required) to gain a +4 bonus to AC against
  the triggering attack.
  Dance of the Sword
  Rank 1 Incantation • Charm, Offensive, Weapon (Long)
  As an action, while you are wielding a melee weapon,
  choose any number of creatures within 10 feet of you. Each
  target must succeed on a Wisdom saving throw or take 2d6
  psychic damage and for 1 minute, the target is unable to
  make opportunity attacks or disengage. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  Your dazzling display of swordplay and magic captivates
  your foes and causes them to neglect combat tactics and
  opportunities.
  Dance of the Sword
  1st-level enchantment
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, S, M (a melee weapon)
  Duration: Concentration, up to 1 minute
  Your dazzling display of swordplay and magic captivates your
  foes and causes them to neglect combat tactics and
  opportunities. Choose any number of creatures you can see
  within range. Each target must make on a Wisdom saving
  throw. On a failed save, a target takes 2d6 psychic damage
  and for 1 minute, the target is unable to make opportunity
  attacks or disengage. On a successful save, the target takes
  half as much damage and suffers no additional effects. While
  under an effect from this spell, the target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Spell Schools
  Many incantations fall under more than one spell
  school, so I mostly just picked the one that seems
  to apply more. You are more than welcome to
  change the school tags to something you feel is
  more appropriate, or even just give them multiple
  schools.
  9
  
  Rank 1 Incantations
  Acid Bolt
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 100 feet. On a hit, the target takes 2d6 acid
  damage, and each creature within 5 feet of the target must
  succeed on a Dexterity saving throw or take 2d6 acid
  damage.
  Any creature that took acid damage from this incantation is
  also covered in acid for 1 minute. While covered in acid, the
  target takes 1d4 acid damage at the start of each of its turns.
  The target can make a Dexterity saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  A shimmering bolt of green, glowing liquid streaks to your
  target and bursts in a spray of sizzling acid.
  Acid Claw
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 acid
  damage, and an additional 1d4 acid damage at the start of its
  next turn. Also on a hit, each creature within 5 feet of the
  target takes 1d4 acid damage.
  You contort your hand as if mimicking a monstrous claw. A
  black talon of acid then bursts from thin air and swipes at
  your foe.
  Aegis of Assault
  Rank 1 Incantation • Conjuration, Utility (Turn)
  As a bonus action, you mark one creature you can see
  within 10 feet. The target remains marked for 1 minute or
  until you use this incantation against another target. If you
  mark other creatures using other means, the target is still
  marked. A creature can be subject to only one mark at a time.
  A new mark supersedes a mark that was already in place.
  If a creature marked by this incantation makes an attack
  roll against a creature other than you, it suffers a -1 penalty
  on the attack roll. If that attack hits and the marked target is
  within 50 feet of you, you can use your reaction to teleport to
  a space within 5 feet of the target and make a melee weapon
  attack against it. If no unoccupied space exists within 5 feet
  of the target, you cannot use this reaction.
  You create an arcane link between you and a foe, allowing
  you to instantly respond to its attacks with a counterassault.
  Variant "Aegis of..." incantations
  Add the following line at the end of the aegis
  incantations:
  "The attack penalty of this incantation increases
  at level 9 (-2) and level 17 (-3)."
  This can keep them a little more useful
  throughout a character's career, otherwise the
  attack penalty, while helpful, becomes rather
  irrelevant.
  Aegis of Ensnarement
  Rank 1 Incantation • Conjuration, Utility (Turn)
  As a bonus action, you mark one creature you can see
  within 10 feet. The target remains marked for 1 minute or
  until you use this incantation against another target. If you
  mark other creatures using other means, the target is still
  marked. A creature can be subject to only one mark at a time.
  A new mark supersedes a mark that was already in place.
  If a creature marked by this incantation makes an attack
  roll against a creature other than you, it suffers a -1 penalty
  on the attack roll. If that attack hits and the marked target is
  within 50 feet of you, you can use your reaction to teleport
  the target to a space within 5 feet of you. In addition, the
  target grants advantage on all attack rolls against itself until
  the end of your next turn. If no unoccupied space exists
  within 5 feet of you, you cannot use this reaction, and the
  target does not grant advantage as a result of this effect.
  You create an arcane link between yourself and a foe,
  allowing you to ensnare that creature.
  Aegis of Shielding
  Rank 1 Incantation • Abjuration, Utility (Turn)
  As a bonus action, you mark one creature you can see
  within 10 feet. The target remains marked for 1 minute or
  until you use this incantation against another target. If you
  mark other creatures using other means, the target is still
  marked. A creature can be subject to only one mark at a time.
  A new mark supersedes a mark that was already in place.
  If a creature you have marked makes an attack roll against
  a creature other than you, it suffers a -1 penalty on the attack
  roll. If that attack hits and the marked target is within 50 feet
  of you, you can use your reaction to reduce the damage dealt
  by that attack by 2d4.
  The damage reduced by this incantation increases when
  you reach 5th level (2d6), 11th level (2d8), and 17th level
  (2d12).
  You create an arcane link between you and an enemy,
  allowing you to blunt its attacks against your allies.
  Altered Luck
  Rank 1 Incantation • Divination, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 force
  damage, and suffers a -2 penalty on all saving throws until the
  end of your next turn.
  Additionally, one creature of your choice within 10 feet of
  the target gains temporary hit points equal to the damage
  dealt to the target, and a +2 bonus on one attack roll, ability
  check, or saving throw before the end of your next turn. The
  ally can use the bonus after determining the result of a roll.
  Your magic blasts an enemy and transfers its luck to a
  nearby ally.
  Arcane Bolt
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target takes 3d4 force damage.
  A silver arrow of force appears next to you. You gesture
  toward a foe, sending the arrow on an unerring path toward
  that enemy.
  10
  
  Arcane Springboard
  Rank 1 Incantation • Conjuration, Utility (Long)
  As an action, you conjure an arcane springboard in a space
  you can see within 50 feet. The springboard persists for 1
  minute. You and your allies who enter the space can make a
  high jump or long jump with a +10-foot bonus to their
  maximum distance. The distance jumped does not count
  toward a character’s movement for that turn. A character can
  benefit from this conjuration’s effect only once per turn.
  Infusing small square of prepared cloth with arcane energy,
  you create a bouncy surface that launches any who step on it.
  Arcane Whirlwind
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 2d6 thunder
  damage and you can move the target up to 5 feet.
  The sphere creates a zone of rushing winds that lasts for 1
  minute. As a bonus action, you can either move one or two
  creatures within the zone up to 5 feet, or you can move the
  zone up to 30 feet.
  Howling winds straight from the Elemental Chaos whip
  your foes around the battlefield.
  Armor of Winter’s Grasp
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature within 5 feet of you.
  Each target must succeed on a Constitution saving throw or
  take 2d6 cold damage and for 1 minute, its speed is reduced
  by 5 feet. At the end of each of its turns, the target can repeat
  the saving throw, ending the speed reduction on itself on a
  success.
  Additionally, you gain a +1 bonus to AC and a +2 bonus to
  Constitution saving throws for 1 minute.
  You create a vicious, icy wind that scythes through your
  enemies before settling on you as a shell of frozen air.
  Ashen Scourge
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a melee spell attack against one
  creature within 25 feet. On a hit, the target takes 2d10 fire
  damage, and its flesh is withered by ash for 1 minute. While
  withered, attack rolls against the target gain advantage, and it
  takes 1d4 necrotic damage at the start of each of its turns.
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the effect on a success.
  Additionally, you can pull the target up to 5 feet.
  You lash at your foe with a whip of fire, dragging it close.
  The whip leaves behind a residue of necrotic ash that withers
  your foe’s flesh.
  Assassin’s Bane
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, you create a 15-foot radius sphere
  centered on you until the end of your next turn. Your enemies
  within the radius cannot disengage, teleport, benefit from
  invisibility, or benefit from being obscured.
  The ground blackens as coruscating energy swirls around
  you, hindering your foes’ movements and revealing any
  hidden enemies.
  Astral Wasp
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you conjure an astral wasp in the space of
  one creature you can see within 50 feet. The target must
  succeed on a Constitution saving throw or take 2d10 magical
  piercing damage.
  The wasp persists until the end of your next turn, and if the
  target moves away from the wasp, the target takes 2d4
  magical piercing damage.
  A crystalline wasp with gossamer wings appears next to
  your foe and stings it, then buzzes about, waiting for another
  opening to attack.
  Ballad of the Zombie King
  Rank 1 Incantation • Enchantment, Fear, Focus, Offensive
  (Short)
  As an action, choose any number of creatures within 10
  feet of you who can hear you. Each target must succeed on a
  Wisdom saving throw or take 2d6 psychic damage and until
  the end of your next turn, suffer a -2 penalty to attack rolls.
  The mere mention of the zombie king sends chills down
  the spine of even the most fearless.
  Bardic Lore
  Rank 1 Incantation • Divination, Utility (Long)
  When you make an Intelligence check related to
  knowledge, instead of rolling a d20, resolve the check as if
  your total check had been 20.
  Using your magic to sharpen your memory, you recall an
  important piece of information that you picked up in a story
  or a song you heard during your travels.
  Beguiling Ballad
  Rank 1 Incantation • Illusion, Utility (Long)
  As a reaction, when an enemy you can see within 50 feet of
  you deals damage to your ally, you prevent the triggering
  enemy from seeing the triggering ally for 1 minute. The
  triggering enemy can make an Intelligence saving throw at
  the end of each of its turns, ending the effect on a success.
  Additionally, the triggering ally can teleport up to 10 feet
  (no action required).
  Just as your foe thinks victory is assured, you weave a
  curtain of fey magic that makes it think its enemy was never
  there.
  Beguiling Tongue
  Rank 1 Incantation • Enchantment, Utility (Short)
  As a bonus action, you gain advantage on the next
  Charisma (Deception, Intimidation, or Persuasion) check you
  make within the next 10 minutes.
  You channel the grace and glibness of the fey for a time.
  Your voice gains great power and eloquence.
  11
  
  Bewitching Charm
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Wisdom saving throw or be dazed for 1 minute.
  A dazed target must repeat the saving throw at the end of
  each of its turns. On a failed save, the target’s speed become
  0 until the daze ends. On a successful save, the daze ends.
  You chant twisting words of the bewitching charm, lulling
  your foes into a waking dream.
  Binding Aegis
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet who is marked by you. The target’s speed becomes 0 for
  1 minute. The target can make a Strength saving throw at the
  end of each of its turns, ending the effect on a success.
  When the effect ends, you can use your reaction to teleport
  up to 50 feet to an unoccupied space within 5 feet of the
  target and make a melee weapon attack against it.
  Your enemy is held fast by invisible magic bonds. If it
  manages to escape, your retribution is swift.
  Blade of Judgment
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Long)
  As a reaction, when an ally within 25 feet of you is hit by an
  enemy you have marked, you can teleport the triggering
  enemy to a space within 5 feet of you and make a melee
  attack using a weapon against it. On a hit, your attack deals
  an extra 1d10 lightning damage, and the target becomes
  electrified for 1 minute. While electrified, the target takes 1d4
  lightning damage at the start of each of its turns. The target
  can make a Constitution saving throw at the end of each of its
  turns, ending the effect on a success.
  You pour arcane energy into improving your aegis.
  Blastback Swipe
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 thunder damage,
  and you can push the target up to 10 feet.
  Your weapon rings against your foe like a clap of thunder,
  sending your enemy careening away.
  Blazing Pursuit
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 fire damage, and if
  the target is within 25 feet of you at the end of its next turn,
  you can teleport to an unoccupied space within 25 feet of the
  target (no action required).
  You envelop your blade in fire and then strike. The flames
  create a lingering path that you can travel along to catch your
  escaping foe.
  Blinding Bolt
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  radiant damage, and the target is blinded until the end of
  your next turn. When the blinded condition ends, for 1
  minute, the target treats each creature more than 25 feet
  away from it as being lightly obscured. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on a success.
  You shoot a ray of white light at your foe. The beam sears
  flesh and eyes, and it takes time for your enemy’s vision to
  fully return.
  Blissful Ignorance
  Rank 1 Incantation • Charm, Enchantment, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target's
  speed is reduced by 10 feet and it can’t take reactions until
  the end of your next turn.
  A tangle of fey magic soothes and distracts your enemies,
  leaving them open as they chase after pleasant dreams.
  Blunder
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and must use its reaction, if
  available, to move up to 15 feet in a random direction.
  Opportunity attacks provoked by this movement gain a +2
  bonus to the attack roll.
  You fog your foe’s mind, causing it to stumble past your
  allies.
  Bolster Armor
  Rank 1 Incantation • Transmutation, Utility (Long)
  As a bonus action, you touch yourself or one willing ally
  within 5 feet of you. The target gains a +1 bonus to AC for 1
  minute. When the target is hit by an attack roll, the target can
  end this bonus (no action required) to gain a +4 bonus to AC
  against the triggering attack.
  You touch some armor, causing it to glow as you enhance
  its defenses.
  Burdening Dirge
  Rank 1 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 2d10 psychic damage.
  Additionally, for 1 minute, when an ally hits the target with
  an attack roll, the target’s speed is reduced by 10 feet until the
  end of its next turn.
  Your dire lament is a heavy weight on your foe’s mind,
  binding that enemy when your allies cause it pain.
  12
  
  Burning Blade
  Rank 1 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 fire damage, and for
  1 minute, all your melee weapon attacks deal an extra 1d4
  fire damage on a hit.
  Your fiery weapon lunges toward your enemy, and its
  arcane warmth seeks to flare again in the wounds of your
  foes.
  Burning Blast
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 fire damage.
  A fierce blast of flame erupts from your hands and
  scorches nearby foes.
  Burning Weapons
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 fire damage, and until the
  end of your next turn, you and any ally you can see within 10
  feet of you deal an extra 1d4 fire damage when hitting with
  attacks using weapons or attacks that deal fire damage.
  Flames dance across the weapons that you and your
  comrades wield.
  Caiphon’s Leap
  Rank 1 Incantation • Conjuration, Hex, Utility (Short)
  As a reaction, when a creature hexed by you deals damage
  to you with a melee attack, you reduce the damage from the
  triggering attack by 2d10, and then teleport up to 10 feet.
  You call upon Caiphon the Dream Whisperer, and with his
  aid, you move out of harm’s way.
  Call the Night Winds
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 2d6 cold damage.
  The cone creates a zone that lasts until the end of your
  next turn. The zone is heavily obscured to creatures other
  than you, and any creature but you that starts its turn in the
  zone has its speed reduced by 10 feet until the end of its next
  turn.
  Howling night winds spiral around you, blotting out light,
  chilling your foes, and heeding your every command.
  Canon of Avoidance
  Rank 1 Incantation • Abjuration, Utility (Long)
  As an action, choose one ally you can see within 50 feet.
  The target gains a +1 bonus to AC and saving throws for 1
  minute.
  Until the effect ends or 1 minute has passed, you can use a
  bonus action on your turn to transfer the bonus to another
  ally you can see within 50 feet of you.
  Your song of protection travels from ally to ally, cloaking
  each one in a magical shield.
  Caustic Rampart
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Long)
  As an action, you conjure a 5-foot thick, 25-foot long wall of
  acidic fumes within 50 feet. The wall can be up to 10 feet
  high and must rest on a solid surface. The wall persists for 1
  minute, is difficult terrain, and its spaces are lightly obscured.
  Any creature that starts its turn inside the wall or within 5
  feet of it takes 2d6 acid damage.
  You spill some liquid and infuse it with energy, creating a
  defensive wall of acidic fumes.
  Chains of Levistus
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 cold
  damage. Also on a hit, if the target moves before the end of
  your next turn, it takes an additional 2d10 cold damage, and
  you gain a +2 bonus on the next attack roll you make against
  the target before the end of your next turn.
  Spectral chains of ice leap from your hands and lash
  around your enemy. They pulse with cold each time your
  enemy moves.
  Chameleon’s Mask
  Rank 1 Incantation • Illusion, Utility (Short)
  When you make a Dexterity (Stealth) check to become
  hidden, you can make an Intelligence (Arcana) check instead,
  using that result to determine the outcome of the check to
  become hidden.
  You pull strands of shadow, blending your colors and
  sounds with your surroundings to help you hide from your
  enemy’s sight and hearing.
  Channeling Shield
  Rank 1 Incantation • Abjuration, Utility (Short)
  As a reaction, when an attack hits you or an ally you can
  see within 50 feet of you, you reduce the damage the target
  takes from the triggering attack by 2d10, and the next
  successful attack roll you make before the end of your next
  turn deals an extra 1d4 force damage.
  You throw up a temporary shield to absorb some of the
  power of a foe’s attack.
  Chaotic Pulse
  Rank 1 Incantation • Focus, Offensive (Long)
  As an action, you target each creature within 5 feet of you.
  Each target must make a Dexterity saving throw. On a failed
  save, a target takes 2d6 acid damage if its saving throw was
  even or 2d6 radiant damage if its saving throw was odd. Also
  on a failed save, the target is pushed up to 5 feet. If you have
  an active familiar, targets that are also within within 5 feet it
  take an extra 1d4 damage.
  On a successful save, a target takes half as much damage
  and is not pushed.
  You close your eyes and release your magic, relying on
  chaos to guide it.
  13
  
  Charger’s Call
  Rank 1 Incantation • Enchantment, Offensive, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and each of
  your allies within 25 feet of you who can hear you gains a +3
  bonus to attack rolls with charging attacks until the end of
  your next turn.
  You weave a song of fearless knights and mighty chargers,
  encouraging your allies to throw themselves into the fray.
  Charm of Forbiddance
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and for 1 minute, the target is
  tormented. While tormented, the target takes 1d4 psychic
  damage whenever it hits or misses with an attack. The target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on a success.
  Your voice tremulous with thunder, you invoke the charm of
  forbiddance on your enemy. With each further attack it makes
  against you, it howls its torment.
  Charm of Hearts
  Rank 1 Incantation • Charm, Enchantment, Utility (Long)
  As a bonus action, for 1 minute, you do not provoke
  opportunity attacks, you gain a +1 bonus to AC, and a +2
  bonus to Dexterity saving throws.
  Your enemies might not love you, but thanks to this charm
  crafted by the Prince of Hearts, they do not attack when you
  give them the opportunity.
  Charm of Misplaced Wrath
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  become dazed until the end of your next turn and you can
  move the target up to 5 feet. Also on a failed save, after the
  movement the target must use its reaction, if available, to
  make a melee weapon attack against one creature of your
  choice within its reach. The target gains a +1d4 bonus to the
  damage roll on a hit.
  You bend your foe’s mind, filling it with wrath even as you
  twist its senses.
  Charm of Protection
  Rank 1 Incantation • Abjuration, Utility (Short)
  As a reaction, when you are hit by an attack, you gain a +2
  bonus to AC against the triggering attack, and gain 1d4 + 2
  temporary hit points.
  The instant before a blow connects, your spell interposes a
  spectral object in its path.
  Chill Claws
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 cold
  damage, and suffers a -2 penalty to attack rolls until the end
  of your next turn.
  Skeletal hands appear around your target, ripping into
  them with icy claws and sapping their will to fight.
  Chill Strike
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 cold
  damage, and must succeed on a Constitution saving throw or
  become dazed until the end of your next turn.
  You create a bolt of frigid purple energy around your hand
  and send it hurtling toward your foe.
  Chilled Weapon
  Rank 1 Incantation • Evocation, Utility (Short)
  As a bonus action, touch one weapon within reach. Until
  the end of your next turn, the next time the weapon hits a
  target, the attack deals an extra 1d10 cold damage, and the
  target’s speed is reduced by 5 feet until the end of its next
  turn.
  Frost forms along the edge of the weapon as you lay your
  hand on it, a fine mist falling off it toward the ground.
  Chilling Blow
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 cold damage, and
  the target takes 1d4 cold damage each time it makes an
  attack roll until the start of your next turn.
  Your weapon rips into your foe and cold pulses from the
  wound, enveloping your enemy’s body in a crust of frost.
  Cinderfall
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 3d6 fire damage.
  Additionally, you deal 1d4 fire damage to one target within
  the sphere.
  A thousand motes of fire momentarily linger in the air in
  front of you before streaking toward a single foe.
  Clarion Call
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature within 15 feet of you.
  Each target must succeed on a Constitution saving throw or
  take 2d6 thunder damage and until the end of your next turn,
  the target is deafened. You gain 1d4 temporary hit points for
  each target that fails this saving throw.
  You invoke Yuri the Hunter, and the sound of his bellowing
  horn blasts your enemies into submission while inspiring
  you.
  14
  
  Clockwork Precision
  Rank 1 Incantation • Enchantment, Utility (Long)
  As an action, choose any number of creatures within 50
  feet of you who can hear you. For 1 minute, each target gains
  a +2 bonus to attack rolls and ability checks while they are
  benefiting from the help action. If multiple characters help on
  the same action, this bonus stacks to a maximum of +4.
  You hum a simple tune of unity, allowing you and your
  allies to better work together.
  Cloud of Flies
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 acid damage and until the end of your next turn,
  the target grants advantage on attack rolls against itself.
  You breathe out a cloud of acidic black flies that streak
  across the battlefield, swarming your foe and attempting to
  enter its body.
  Conduit of Ice
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 cold damage and until the end of your next turn,
  you create a zone of sudden cold in a 10-foot radius centered
  on the target. The zone moves with the target, it is difficult
  terrain, and any enemy that ends its turn in the zone takes
  1d4 cold damage.
  If you have an active familiar in the zone, any enemy that
  ends its turn in the zone is also knocked prone.
  You turn your enemy into a conduit to an ice storm from
  the Elemental Chaos. [BM]
  Cordon of Bones
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  centered on a point on the ground within 50 feet. Each target
  must succeed on a Strength saving throw or take 2d6
  bludgeoning damage.
  The area creates a zone that persists until the end of your
  next turn. Creatures suffer a -2 penalty to attack rolls while
  within the zone, and the first time each turn a creature enters
  the zone or starts its turn there they take 1d4 bludgeoning
  damage. The damage increases by 1d4 for each creature
  reduced to 0 hit points by the initial saving throw.
  Bones tear from your enemies and spring up from the
  ground to form a jagged cordon.
  Corrosion
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 acid damage and until the end of your next turn,
  creatures more than 25 feet away from the target are lightly
  obscured against it.
  You tap your focus on the ground, and acid boils up to
  envelop your target in a caustic haze.
  Corrosive Ruin
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 3d6 acid damage.
  You spin your focus in a tight circle in front of you, assailing
  foes with a spray of flesh-melting acid.
  Cosmos Call
  Rank 1 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  psychic damage, and roll a d6 to determine the incantation’s
  additional benefit.
  1–2: The target takes 1d4 radiant damage at the start of
  each of its turns for 1 minute.
  3–4: The target’s speed is reduced by 5 feet for 1 minute.
  5–6: The target is dazed for 1 minute.
  The target can make a Wisdom saving throw at the end of
  each of its turns, ending the incantation on a success.
  You access the variety of cycles within the cosmos,
  randomly pulling out a fundamental force to blast your
  enemy’s mind.
  Crackling Burst
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature within 5 feet. Each
  target must succeed on a Dexterity saving throw or take 2d6
  lightning damage and if the target moves before the end of its
  next turn, it takes an additional 1d4 lightning damage.
  Your focus sends out sprawling arcs of lightning that hit
  nearby creatures, making movement agonizing for them.
  Cruel Bounty
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, a sigil appears above one creature you can
  see within 25 feet and moves with it. The sigil sheds bright
  light in a 10-foot radius and dim light for an additional 10
  feet. The creature below the sigil must succeed on a
  Constitution saving throw or take 2d10 radiant damage and
  until the end of your next turn, your allies gain a +2 bonus to
  attack rolls against it.
  You create a blazing sigil that flares with unwholesome
  light, scouring your foe and promising an obscene blessing to
  any of your allies who bathe in its radiance.
  Cunning Ferocity
  Rank 1 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and each of
  your allies within 25 feet of you gains a +1d4 bonus to
  damage rolls against the target until the end of your next
  turn.
  The mark of your weapon on your target’s hide gives
  strength to your allies’ attacks against the same foe.
  15
  
  Curative Admixture
  Rank 1 Incantation • Utility (Short)
  As a bonus action, touch one empty vial within reach. You
  infuse the vial with a curative admixture for 1 hour.
  A creature can drink the contents of the vial as a bonus
  action, regaining hit points as if they had spent a hit die plus
  an additional 1d10 hit points.
  This incantation’s additional healing increases when you
  reach 5th level (2d10), 11th level (4d10), and 17th level
  (7d10).
  The magic of your infusion heals wounds and aches.
  Curse of the Dark Dream
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Wisdom saving throw. On a
  failed save, target takes 2d10 psychic damage and for 1
  minute, the target is is subjected to the dark dream. While
  under the effects of the dark dream, you can use a bonus
  action to move the target up to 5 feet. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  You inflict a waking nightmare upon your enemy so that it
  can no longer tell what is real and what exists only in its
  mind. Under the dream’s influence the target staggers about,
  trying to avoid falling from imaginary heights or stepping on
  unreal serpents.
  Cursebite
  Rank 1 Incantation • Focus, Hex, Necromancy, Offensive
  (Short)
  As an action, you target each creature within 100 feet of
  you that is hexxed by you. Each target must succeed on a
  Constitution saving throw or take 2d6 necrotic damage.
  The shadowy aura of your hex grows teeth, long enough to
  take a deep bite.
  Dance of the Sword
  Rank 1 Incantation • Charm, Enchantment, Offensive,
  Weapon (Long)
  As an action, while you are wielding a melee weapon,
  choose any number of creatures within 10 feet of you. Each
  target must succeed on a Wisdom saving throw or take 2d6
  psychic damage and for 1 minute, the target is unable to
  make opportunity attacks or disengage. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Your dazzling display of swordplay and magic captivates
  your foes and causes them to neglect combat tactics and
  opportunities.
  Dancing Lightning
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 lightning damage and each creature within 5 feet
  of the target takes 1d4 thunder damage.
  As lightning strikes your foe, thunder batters creatures
  around it.
  Darkening Flame
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose any number of creatures you can see
  within 50 feet. Each target must succeed on a Dexterity
  saving throw or take 2d10 necrotic damage.
  Additionally, each creature in 5 feet of the target takes 1d4
  fire damage.
  You toss a blazing sphere of shadow-infused fire against
  your enemies. Where it detonates, it blackens flesh and soul.
  Darkworm Feast
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d6 necrotic damage and have its speed reduced by
  10 feet until the end of your next turn. On a failed save, the
  target also takes 1d4 necrotic damage at the start of its next
  turn.
  You speak a single, forbidden word, summoning shadowy
  worms that burrow into your enemy’s body.
  Daunting Presence
  Rank 1 Incantation • Fear, Illusion, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a +2 bonus on Charisma (Intimidation) checks and creatures
  within 5 feet of you suffer a -2 penalty to attack rolls against
  you.
  Shadows deepen around you, your voice deepens to a
  rumble, and you appear to grow larger as you confront those
  foolish enough to dispute your wishes.
  Dazzling Ray
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10
  radiant damage.
  Additionally, if you rolled an even number on the attack roll,
  the target suffers a -1 penalty to attack rolls against you for 1
  minute. The target can make a Wisdom saving throw at the
  end of each of its turns, ending the effect on a success.
  A brilliant beam lances out to strike your befuddling it.
  Decree of Khirad
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, you can move each enemy in a 15-foot cone
  originating from you up to 5 feet, then each of your enemies
  within the area must make a Wisdom saving throw. On a
  failed save, the target must make a single melee weapon
  attack against a creature of your choice. If the target misses
  on this forced attack, it takes 2d10 psychic damage. On a
  successful save, the target takes 1d10 psychic damage.
  A pale blue flame appears above your brow as you utter a
  condemnation that makes foes mistake allies for enemies.
  16
  
  Deep Shroud
  Rank 1 Incantation • Necromancy, Utility (Long)
  As a bonus action, you create a shroud of supernatural
  shadow around you. Until the end of your next turn, the space
  you occupy and each space within 5 feet of you is heavily
  obscured. You can see normally through the shadow.
  You raise and then lower your hands, creating an obscuring
  shadow that cloaks you and the area around you.
  Delban’s Deadly Attention
  Rank 1 Incantation • Abjuration, Focus, Offensive (Short)
  As a reaction, choose one creature you can see within 20
  feet that just hit you with an attack. Before damage is dealt,
  the triggering creature must immediately succeed on a
  Constitution saving throw or take 2d10 necrotic damage and
  it chooses to either deal only half damage on the triggering
  attack or to suffer an additional 2d10 necrotic damage from
  this incantation.
  A bolt of frigid starlight shines down and bathes your foe,
  causing the creature to suffer a spasm of agony just as it
  attacks you.
  Devil’s Trade
  Rank 1 Incantation • Necromancy, Utility (Short)
  As a reaction, when you fail a saving throw, you instead
  succeed on the triggering saving throw, but you also suffer a
  1d4 susceptibility to all damage until the end of your next
  turn.
  You call on infernal power to trade a sliver of your soul for
  relief.
  Diabolic Grasp
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a melee spell attack against one Large
  or smaller creature within 50 feet. On a hit, the target takes
  2d10 necrotic damage and you can move it up to 5 feet.
  You crook your hand into the shape of a claw, and a great
  talon of sulfurous darkness forms around your enemy. It
  rakes fiercely at them and drags them a short distance before
  dissipating again.
  Dimensional Thunder
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Long)
  As an action, you can teleport up to 10 feet and make a
  melee attack using a weapon against one creature within
  reach. On a hit, your attack deals an extra 1d10 thunder
  damage.
  Additionally, each enemy within 5 feet of you must succeed
  on a Constitution saving throw or reverberate for 1 minute.
  While reverberating, the target takes 1d4 thunder damage at
  the start of each of its turns. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  As you pass unseen through dimensional space, you leave
  in your wake a thunderous roar that bombards enemies upon
  your arrival.
  Dimensional Vortex
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As a reaction, when an enemy within 50 feet targets an ally
  with a melee attack, before the attack is rolled, you force the
  enemy so make a Wisdom saving throw. On a failed save, you
  teleport the target up to 25 feet. The target then makes its
  melee attack against a creature you choose. If no creatures
  are within range of the target, the attack hits air.
  Lashing out with your focus, you warp space, causing your
  foe to appear a short distance away and unleashing its attack
  elsewhere.
  Dirge of the Damned
  Rank 1 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Dirge of the Damned
  stance. Until the stance ends, allies within 15 feet of you who
  can hear you gain a +1d4 bonus to damage rolls.
  Against targets below half hit points, the damage bonus
  increases to +2d4 damage instead of +1d4.
  You begin chanting a dirge that makes every strike from
  your allies cut just that much deeper into your doomed
  enemies.
  Disorienting Ditty
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature within 25 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 2d10 psychic damage and you can choose a
  space within 5 feet of the target. If the target does not enter
  that space before the end of its next turn, it takes an
  additional 1d4 psychic damage.
  You shake your enemy's senses with a shocking verse,
  causing the foe to move erratically.
  Disrupt Undead
  Rank 1 Incantation • Necromancy, Utility (Turn)
  As a bonus action, one undead creature you can see within
  25 feet loses its resistance to necrotic damage, if any, until
  the end of your next turn.
  A simple gesture causes the darkness powering and
  protecting an undead creature to unravel.
  Dragon’s Teeth
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 force damage and for 1
  minute, the target is subjected to the Dragon’s Teeth. While
  under this effect, the target takes 1d4 force damage if it does
  not end its turn within 5 feet of you. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  When you strike, darts of force explode from your focus.
  The shards dig into your foes’ flesh, goading them to move in
  your direction.
  17
  
  Dragonfang Bolt
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  magical piercing damage, and is poisoned for 1 minute.
  While poisoned, the target takes 1d4 poison damage at the
  start of each of its turns. The target can make a Constitution
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Venomous fangs hurtle toward your foes, piercing their
  flesh and then poisoning them.
  Dragonflame Mantle
  Rank 1 Incantation • Abjuration, Utility (Short)
  As a reaction, when you are hit by an attack roll, until the
  end of your next turn, you gain a +1 bonus to AC and saving
  throws, and any creature that hits you with a melee attack
  takes 1d4 fire damage. These bonuses apply to the triggering
  attack as well, possibly causing it to miss.
  You ward yourself with a mantle of flame.
  Drain Speed
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 necrotic damage and until the end of your next
  turn, the target's speed is reduced by 5 feet. Also on a failed
  save, choose one of your allies you can see within 25 feet of
  the target; that ally gains a +10-foot bonus to speed until the
  end of your next turn and 1d4 temporary hit points.
  You bind the quickness of your enemy to the enchantments
  you placed on your ally, transferring speed from one to the
  other.
  Dread Presence
  Rank 1 Incantation • Fear, Focus, Necromancy, Offensive
  (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a Wisdom
  saving throw or take 2d6 necrotic damage and have its speed
  reduced by 10 feet until the end of your next turn.
  The cone creates a zone that lasts until the end of your
  next turn. Any enemy that ends its turn in the zone takes 1d4
  necrotic damage that ignores resistance to necrotic damage.
  Your shadow lengthen and grows, looming over your
  enemies and overcoming them with dread.
  Dreadful Word
  Rank 1 Incantation • Fear, Focus, Divination, Offensive
  (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and suffer a -2 penalty on
  Charisma and Wisdom saving throws until the end of your
  next turn.
  You whisper one word of an unthinkable cosmic secret to
  your foe. Its mind reels in terror.
  Dread Star
  Rank 1 Incantation • Evocation, Fear, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 radiant damage and their speed becomes 0 until
  the end of your next turn.
  Additionally, the target suffers a -2 penalty on Wisdom
  saving throws for 1 minute. The target can make a Charisma
  saving throw at the end of each of its turns, ending the effect
  on a success.
  You create a fist-sized orb of painful blue-white radiance
  that whirls around your enemy, searing them. Fierce rays
  shoot from it like jabbing daggers of light, fencing them in
  where they stands.
  Dual Lightning Strike
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 lightning damage.
  After the attack is resolved, you can teleport up to 10 feet
  and make a melee weapon attack against one creature within
  reach other than the primary target. On a hit, the target
  suffers the attacks normal effects plus an extra 1d4 lightning
  damage.
  Like a forked bolt of lightning, you seem to strike two
  creatures at once.
  Ebon Claws
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  necrotic damage and until the end of your next turn, the
  target's speed is reduced by 10 feet and you can use a bonus
  action to deal 1d4 necrotic damage to one creature within 5
  feet of the target.
  At your command, claws hands created from shadow wrap
  around your foe.
  Ebony Razors
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Charisma saving throw or take 2d6 psychic damage.
  Additionally, until the end of your next turn, you are lightly
  obscured and when an enemy within 5 feet hits you with an
  attack roll, that enemy takes 1d4 psychic damage.
  You hurl blinding shadows, then solidify them into warding
  shards of psychic energy.
  Echoes of the Guardian
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and until
  the end of your next turn, the target is marked by one ally of
  your choice within 25 feet of you.
  Additionally, for 1 minute, once during each of your turns,
  you can choose an ally within 25 feet of you when you hit an
  enemy. Until the end of your next turn, that enemy is marked
  by the chosen ally.
  You recite a verse from the saga of a great warrior,
  confounding your enemy so that one of your companions can
  more easily protect the others.
  18
  
  Echoing Roar
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Constitution saving
  throw or take 2d10 thunder damage.
  Additionally, the target is affected by an echoing roar for 1
  minute. While affected by the echoing roar, the target takes
  1d4 thunder damage at the start of each of its turns, cannot
  become hidden, and cannot benefit from being lightly
  obscured or from being behind cover (except for total cover).
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the echoing roar on a success.
  Your resounding song hammers your foe, dogging its steps
  and making escape impossible.
  Echoing Weapon
  Rank 1 Incantation • Evocation, Utility (Short)
  As a bonus action, you touch one weapon within reach.
  Until the end of your next turn, the next melee attack made
  using the target weapon deals 2d6 thunder damage to the
  target of the attack, regardless of whether the attack hits or
  misses.
  You place your hand on the weapon, and it begins to
  rumble quietly, as though a booming thunderhead is
  contained within.
  Eldritch Rain
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one or two
  creatures, no more than 25 feet apart from one another,
  within 50 feet of you. On a hit, a target takes 2d6 force
  damage.
  You fire purple rays of eldritch power at your foes.
  Eldritch Speed
  Rank 1 Incantation • Transmutation, Utility (Long)
  When you roll initiative, you gain a +2 bonus to your
  initiative roll and your speed is doubled during your first turn.
  Eldritch power flows in your blood, and when battle is
  joined, the power speeds you on.
  Elemental Aegis
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a reaction, when an enemy within 50 feet attacks an ally,
  choose a damage type: acid, cold, fire, lightning, or thunder.
  Your ally gains resistance to that damage type until the end of
  your next turn.
  You raise an aegis in your ally’s defense, infusing the shield
  with elemental energy to help defend against certain effects.
  Empowering Lightning
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 lightning damage and be pushed up to 5 feet.
  Green and yellow lightning twines around your wand, then
  flashes toward your enemy and explodes in a shower of
  sparks.
  Essence Prism
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 100 feet. On a hit, the target takes 2d10 force
  damage.
  If you rolled an even number on the attack roll, the target
  also loses all damage resistances until the end of your next
  turn.
  Your focus flashes with the colors of the rainbow, and as
  the light touches your foe, chaos distorts the creature’s
  nature.
  Entangling Opening
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 psychic damage,
  and the next time the target is hit by an attack before the end
  of your next turn, it is knocked prone.
  A well-placed shot creates an opening for a follow-up attack
  that knocks your foe prone.
  Ethereal Stride
  Rank 1 Incantation • Transmutation, Utility (Short)
  As a bonus action, you can teleport up to 10 feet, and you
  gain a +2 bonus to AC and saving throws until the end of your
  next turn.
  You shift your body out of phase with the world for an
  instant, teleporting a short distance. When you reappear, you
  are still somewhat out of phase and difficult to harm or
  hinder for a short time.
  Explosive Pyre
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 fire damage and until the start of your next turn,
  any of your enemies that enter a space within 5 feet of the
  target or starts their turns there take 1d4 fire damage.
  Your foe stands at the center of a conflagration of your
  design.
  Eyes of the Spider Queen
  Rank 1 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 10 minutes, you gain darkvision out
  to 60 feet and can see invisible objects and creatures that are
  within 5 feet of you.
  A cluster of dull black eyes appears on your forehead,
  giving you enhanced sight in darkness and the power to see
  the unseen.
  19
  
  Falcon’s Mark
  Rank 1 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you take the attack action on your turn, you can
  forgo one of your attacks to throw your melee weapon (even if
  that weapon does not have the thrown property). Make a
  ranged weapon attack using Strength against one creature
  within 25 feet of you. On a hit, your attack deals an extra
  1d10 force damage.
  After the attack is resolved, your weapon returns to your
  hand.
  You send your weapon flying to seek out an enemy beyond
  your normal reach. Your magic then returns your weapon to
  your hand.
  Familiar Fires
  Rank 1 Incantation • Evocation, Familiar, Focus, Offensive
  (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. If you have an active familiar within 5
  feet of the target, you gain a +2 bonus on the attack roll. On a
  hit, the target takes 2d10 fire damage.
  Your magical flame flows wherever your familiar points.
  Fast Friends
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature within 25 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or become charmed by you or one ally of your choice
  until the end of your next turn, or until you or one of your
  allies attacks the target.
  You sing a tune of false friendship, leaving your foe in a
  reverie.
  Fiendish Resilience
  Rank 1 Incantation • Transmutation, Utility (Long)
  As a bonus action, you spend a hit die and gain temporary
  hit points equal to twice as many as hit points as you would
  have normally regained.
  You call upon infernal entities to protect you with their fell
  power. Your flesh is infused with mystic strength, lessening
  the effect of enemy blows.
  Fiery Bolt
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 fire
  damage and each creature in 5 feet of the target must
  succeed on a Dexterity saving throw or take 1d6 fire damage.
  You call up a bolt of golden flame and hurl it at your foe.
  Anyone standing close to it is burned as well.
  Fire Shroud
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, each enemy within 15 feet. Each target must
  succeed on a Constitution saving throw or take 2d6 fire
  damage and be set on fire. While on fire, a target sheds bright
  light in a 10-foot radius and dim light for another 10 feet, and
  takes 1d4 fire damage at the start of each of its turn. The
  target or a creature within 5 feet of the target can use an
  action to allow the target to repeat the saving throw, ending
  the effect on itself on a success.
  With a subtle gesture, you wreathe nearby enemies in
  flames.
  Firemetal Shot
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and until
  the end of your next turn, whenever one of your allies hits the
  target with an attack, the target takes an extra 1d4 fire
  damage.
  You bury a bolt deep in your opponent’s flesh. The bolt
  begins to glow red-hot.
  Flame Cyclone
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 fire damage.
  Arcane power swirls around your focus and outward
  toward your enemies, engulfing them in an inferno.
  Flame Entanglement
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d6 fire damage and until the end of your next turn, the
  target’s speed is reduced by 5 feet. This damage ignores
  resistance to fire damage.
  If you have an active familiar within 5 feet of the target, the
  target has disadvantage on the saving throw.
  Cords of flame leap from your hands and entwine your
  foe’s body.
  Flame Spiral
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose up to three creatures within 10 feet of
  you. Each target must succeed on a Dexterity saving throw or
  take 2d6 fire damage.
  Additionally, until the start of your next turn, any enemy
  that enters a space within 5 feet of you or starts its turn there
  takes 1d4 fire damage.
  You surround yourself in a vortex of fire, which lashes out
  at nearby foes.
  20
  
  Flameburst Armor
  Rank 1 Incantation • Abjuration, Focus, Utility (Long)
  As a bonus action, you touch yourself or one ally within
  reach. For 1 minute, the target gains resistance to fire
  damage.
  Until the incantation ends, once per round if the target is
  within 25 feet of you, you can use an action to flare the armor
  dealing 2d4 fire damage to each of your enemies within 5 feet
  of the target.
  You inscribe a fiery rune upon your ally’s armor or
  garments, then turn a fire spirit loose on the field of battle as
  you flare the run periodically.
  Flickering Venom
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10 force
  damage, and if you had advantage on the attack roll, it takes
  an additional 1d4 poison damage.
  You deliver a dagger-shaped dose of magical energy that
  wounds and infects your unsuspecting foe.
  Float
  Rank 1 Incantation • Transmutation, Utility (Long)
  As a bonus action, you hover 6 inches above the ground for
  1 minute or until you fall. You ignore movement penalties and
  restrictions due to terrain, do not set off pressure-sensitive
  traps, and cannot be detected with tremorsense. You also
  gain a +2 bonus on Dexterity (Stealth) checks. You can float
  over only a solid surface, or a liquid surface directly beneath
  you. For example, you cannot use this incantation to cross a
  chasm or a pit; if you try to do so, you fall normally.
  You rise a few inches above the ground and glide over
  minor hinderances.
  Focused Sound
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 thunder damage and until the end of your next
  turn, any attack roll against the target can score a critical hit
  on a roll of 18–20.
  With a resounding shout, you rattle your enemy and expose
  a vulnerable spot in its defenses.
  Foesnare
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target must succeed on a Strength saving throw or have its
  speed become 0 until the end of your next turn.
  You cut into your foe, and links of solid eldritch energy
  burst from its flesh, binding its bones to the ground.
  Force Infusion
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 force damage, and
  until the end of your next turn, whenever one of your allies
  hits the target with a melee attack, that ally can push the
  target up to 5 feet.
  Your attack binds energy within your foe’s form. The magic
  reacts with concussive force each time you or an ally strikes
  the creature.
  Force Orb
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet of you. On a hit, the target takes 2d10
  force damage, and each creature in 5 feet of the target must
  succeed on a Dexterity saving throw or take 1d6 force
  damage.
  You hurl an orb of magical force at an enemy. It bursts
  against the target and throws off razor-sharp shards of force
  that cut into nearby enemies.
  Fortune’s Reversal
  Rank 1 Incantation • Divination, Focus, Offensive (Long)
  As a reaction, when an enemy you can see within 50 feet
  scores a critical hit or succeeds on a saving throw, you force
  the triggering creature to succeed on a Wisdom saving throw
  or take 2d10 psychic damage and for 1 minute, the target is
  unlucky. On a successful save, the target takes 1d10 psychic
  damage and does not become unlucky.
  While unlucky, the target suffers a -1 penalty on all saving
  throws, and takes 1d4 psychic damage at the start of each of
  its turns. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on a success.
  With a single word of power, you reverse a creature’s luck,
  turning fortune and happiness into misfortune and sorrow.
  Fountain of Flame
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 10-foot-
  radius, 10-foot-high cylinder centered on a point within 50
  feet. Each target must succeed on a Dexterity saving throw or
  take 2d6 fire damage.
  The cylinder creates a zone of fire that lasts for 1 minute.
  Any enemy that enters the zone or ends its turn there takes
  1d4 fire damage.
  You weave a fiery pillar that spins like a top. With each
  revolution, it douses your enemies with searing heat.
  Freezing Cloud
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 2d6 cold
  damage.
  The sphere creates a zone of cold that lasts for 1 minute or
  until you dismiss it as a bonus action. Any creature that
  enters the zone or ends its turn there takes 1d4 cold damage.
  A pellet shoots from your hand and explodes into a cloud of
  icy mist at the point of impact.
  21
  
  Frigid Darkness
  Rank 1 Incantation • Fear, Focus, Necromancy, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 cold damage and be blinded until the end of
  your next turn.
  You create a freezing black shadow around your foe, a
  small taste of the icy darkness in the depths of the night sky.
  It is unable to see well enough to defend itself while the
  shadows cling to it.
  Frost Backlash
  Rank 1 Incantation • Evocation, Offensive, Weapon (Long)
  As a reaction, when a creature within 5 feet hits you with
  an attack, you can make a melee attack using a weapon
  against the triggering creature. On a hit, your attack deals an
  extra 2d10 cold damage.
  As your enemy swings for the kill, your warding suddenly
  turns it ice and lashes out at your foe with the fury of winter.
  Frostbind
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 2d10 cold damage and until the end of your next turn,
  the target suffers a -2 penalty on Dexterity ability checks and
  Dexterity saving throws.
  Creaking ice envelops and hinders your enemy.
  Ghost Step
  Rank 1 Incantation • Stance, Transmutation (Long)
  As a bonus action, you enter the Ghost Step stance. Until
  the stance ends, as a bonus action, you can disengage and
  increase your speed by 5 feet until the end of your turn.
  Like a ghost, you glide unharmed through the battlefield.
  Glorious Presence
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose any number of creatures you can see
  within 10 feet of you. Each target must succeed on a Wisdom
  saving throw or take 2d6 radiant damage and be pushed up
  to 5 feet.
  Additionally, each ally within 10 feet of you gains 1d4
  temporary hit points.
  Radiant moonlight streams from you in all directions, and
  those who behold you are stricken with awe.
  Glow of Ulban
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Charisma saving throw or
  take 2d10 radiant damage and have disadvantage on the next
  saving throw it makes within 1 minute.
  You call upon Ulban, whose blue-white light pierces the
  mind and interrupts the instinct for self-preservation in those
  caught in its otherworldly glow.
  Good Timing
  Rank 1 Incantation • Divination, Utility (Long)
  As a reaction, when you miss with an attack, you can reroll
  the triggering attack. If you still miss the target even after the
  reroll, you take 1d4 psychic damage and regain the use of this
  incantation at the start of your next turn.
  You must have been in the right place at the right time.
  Grasp of the Iron Tower
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  magical bludgeoning damage, and it cannot willingly move
  closer to you until the end of your next turn. On a hit, you also
  gain resistance to all damage until the end of your next turn.
  If your attack misses, you can take 1d4 psychic damage to
  repeat the attack against a different creature within range.
  A hand of iron appears around your foe and crushes it with
  the sickening sound of popping bones and grinding flesh.
  Grasping Shadows
  Rank 1 Incantation • Focus, Illusion, Offensive (Short)
  As an action, you create a 10-foot radius sphere of shadows
  centered on a point within 50 feet. Each creature in the area
  must succeed on an Intelligence saving throw or take 2d6
  psychic damage and have its speed reduced by 10 feet until
  the end of your next turn.
  Shadows writhe in the designated area and persist until
  the end of your next turn. Any creature that enters the area of
  the grasping shadows takes 1d4 psychic damage and has its
  speed reduced by 10 feet until the end of its next turn.
  At your command, the shadows reach out, grab hold of
  your foes, and wreath the area in darkness.
  Grim Shadow
  Rank 1 Incantation • Fear, Focus, Necromancy, Offensive
  (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a Wisdom
  saving throw or take 2d6 necrotic damage and until the end
  of your next turn, suffer a -2 penalty to attack rolls and
  Wisdom saving throws.
  Reaching into the Shadowfell, you cast a tangible, looming
  shadow that strikes fear into the living.
  Grounding Rebuke
  Rank 1 Incantation • Abjuration, Focus, Offensive (Long)
  As a reaction, when an enemy you can see within 50 feet of
  you hits you with an attack, you reduce the damage you take
  by 1d10. Then the triggering enemy must make a Dexterity
  saving throw. On a failed save, the target takes 1d10 force
  damage, its speed is reduced by 5 feet for 1 minute, and you
  can move the target up to 5 feet. On a successful save, the
  target takes half as much damage, and you can move it up to
  5 feet.
  You take the energy of your enemy’s attack and channel it
  back toward your foe, knocking it aside and binding it to the
  earth.
  22
  
  Guardian Blades
  Rank 1 Incantation • Abjuration, Fear, Utility (Long)
  As a bonus action, for 1 minute or until you become
  unconscious, each enemy within 5 feet of you that makes an
  attack roll takes 1d4 force damage. No enemy can take this
  damage more than once per turn.
  Three spectral blades appear around you, floating in a ring
  that wards away your foes.
  Halo of Thorns
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 poison damage, and
  choose one ally you can see within 25 feet of the target. Until
  the end of your next turn, any creature that hits that ally with
  a melee attack takes 1d4 poison damage.
  You enchant your ammunition with poisoning magic, then
  transfer that enchantment onto one of your allies close to the
  target.
  Hands of Ihbar
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 cold damage and have its speed reduced by 10 feet
  until the end of your next turn.
  This incantation ignores resistance to cold damage.
  Inky black, frigid tendrils emerge as if from your foe’s own
  body. The tendrils curl and wind around their parent so
  tightly that blood flow and movement are hampered.
  Hateful Shade
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 2d10 necrotic damage and for 1 minute, the target is
  restrained. At the end of each of its turns, the target must
  repeat the saving throw. It takes 1d4 necrotic damage on a
  failed save, or ending the incantation on a success.
  With a gesture, you wrap your enemy with a dark shroud
  that threatens to choke the life out of it.
  Hellfire Blast
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must make a Dexterity
  saving throw. A creature takes 2d6 fire damage on a failed
  save, or half as much damage on a successful one.
  Waves of flame roll forth from your extended hand, blasting
  your foes.
  Horrid Whispers
  Rank 1 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on an Intelligence saving throw or take 2d6
  psychic damage and for 1 minute, the target is beset by
  whispers.
  While beset, the target suffers a -1 penalty to attack rolls
  and its speed is reduced by 5 feet. A beset target can repeat
  the saving throw at the end of each of its turns. On a
  successful save, the effect ends and the target is knocked
  prone.
  Your enemies are seemingly beset by dreadful noises.
  Desperate to find the source, they are oblivious to the true
  threat posed by you and your allies.
  Host of Shields
  Rank 1 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Host of Shields stance.
  Until the stance ends, you gain a +1 bonus to AC, and
  Dexterity and Charisma saving throws.
  You produce a few small, glowing shields that orbit your
  body and ward off blows.
  Hound of Dark Omen
  Rank 1 Incantation • Fear, Focus, Necromancy, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and be pushed up to 5 feet. The
  target takes an additional 1d4 psychic damage if it doesn’t
  move before the end of its next turn.
  Shadows and mist swirl around the target, coalescing into
  the form of a snarling hound that emits a dreadful howl.
  Howling Tempest
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 2d6 thunder
  damage and for 1 minute, the target is deafened. Also on a
  failed save, you can move the target up to 5 feet.
  The sphere creates a zone of deafening wind that persists
  for 1 minute. Each creature that starts its turn within the
  zone takes 1d4 thunder damage. As a bonus action, you can
  move the zone up to 15 feet.
  You summon a howling storm on the battlefield. The
  tempest’s thunder deafens your foes, and its winds scatter
  them.
  Ice Javelins
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose up to three creatures you can see
  within 50 feet of you. Each target must succeed on a
  Dexterity saving throw or take 2d10 cold damage and for 1
  minute, the target is chilled. While chilled the target’s speed
  is reduced by 5 feet and it takes 1d4 cold damage at the start
  of each of its turns. The target can make a Constitution
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  A trio of javelins forms around you. One at a time, you send
  each spear shooting toward a different enemy.
  23
  
  Ice Rays
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one or two creatures within 50 feet.
  Make a ranged spell attack against each target. On a hit, a
  target takes 2d6 cold damage and its speed becomes 0 until
  the end of your next turn.
  You fire two bolts of brilliant blue-white energy. A thin path
  of frost appears on the ground below each one before fading
  away.
  Ice Shard Traps
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you conjure two ice shard traps in two
  different unoccupied spaces on the ground within 25 feet of
  you. The traps are invisible to your enemies and last until the
  end of your next turn.
  When an enemy enters a trap’s space, it must succeed on a
  Constitution saving throw or take 2d6 cold damage. Also on a
  failed save, until the end of your next turn, attack rolls against
  the target gain advantage and it suffers a 1d4 susceptibility to
  cold damage.
  You spread invisible patches of ice on the battlefield. When
  your enemies stumble into the traps, a hail of crystals erupts
  around them.
  Icebound Sigil
  Rank 1 Incantation • Utility (Long)
  As a bonus action, you touch one weapon or focus within
  reach. For 1 minute, any attack, spell, or ability that uses the
  target as a weapon or a focus deals an extra 1d4 cold
  damage.
  By etching an arcane sigil upon a weapon or focus, you
  infuse it with icy cold, giving it the power to chill foes.
  Icy Terrain
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 2d6 cold damage
  and be knocked prone.
  The sphere creates a zone that lasts until the end of your
  next turn or until you end it as a bonus action. The area of the
  zone is difficult terrain.
  With frosty breath, you utter a single arcane word that
  creates a treacherous patch of ice on the ground, hampering
  your foes.
  Illusory Obstacles
  Rank 1 Incantation • Focus, Illusion, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on an Intelligence saving throw or become dazed
  and unable to dash or make charging attacks until the end of
  your next turn.
  The image of treacherous terrain appears in the minds of
  your enemies, which become disoriented.
  Impelling Force
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  psychic damage, and you can move it up to 5 feet to a space
  within 5 feet of one of your allies.
  A bolt of force shoves your foe next to one of your allies.
  Incendiary Detonation
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 2d6 fire damage
  and be knocked prone.
  The sphere creates a zone of licking flames that lasts until
  the end of your next turn. Each enemy that enters the zone or
  starts its turn there takes 1d4 fire damage.
  You can spend a hit die when you activate this incantation
  to increase the radius of the sphere to 15 feet, and it doesn’t
  affect you or your allies.
  Gouts of flame pulse from your focus and explode amid
  your enemies, setting the area alight and roasting them as
  they attempt to escape.
  Incendiary Weapon
  Rank 1 Incantation • Abjuration, Focus, Offensive, Weapon
  (Short)
  As an action, you throw your weapon at a point within 25
  feet. Each creature in a 10-foot radius sphere centered on
  that point must succeed on a Wisdom saving throw or take
  2d6 fire damage and be subjected to a warding flame until
  the end of its next turn. While under this effect, the target
  takes 1d4 fire damage each time it makes an attack against a
  target other than you.
  Your weapon ignites with flames as you launch it toward
  your enemies. Upon striking the ground, it explodes and
  consumes the area in flames.
  Inspire Confidence
  Rank 1 Incantation • Enchantment, Utility (Short)
  As a bonus action, choose any number of creatures you can
  see within 25 feet of you and one skill or tool proficiency. For
  1 minute, each target gains a +2 bonus on their next ability
  check that uses that proficiency.
  Your magic channels the skill of ancient experts to help
  with the task at hand.
  Inspiring Refrain
  Rank 1 Incantation • Enchantment, Offensive, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and each of
  your allies within 25 feet of you who can hear you gain a +2
  bonus on the next attack roll they make before the end of
  your next turn.
  Your weapon hums with an arcane song that helps guide
  nearby allies to glory.
  24
  
  Invigorating Infusion
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, you touch one empty vial within reach.
  You infuse the vial with an invigorating infusion for 8 hours.
  A creature can drink the contents of the vial as a bonus
  action to gain 3d10 temporary hit points. Until these
  temporary hit points fade, the imbibing creature can use a
  bonus action to transfer any number of these temporary hit
  points to an ally within 25 feet of them.
  Your infusion invigorates a comrade. That ally can then
  redirect excess vitality to your other allies.
  Lashing Asp
  Rank 1 Incantation • Conjuration, Stance (Long)
  As a bonus action, you enter the Lashing Asp stance. Until
  the stance ends, whenever you hit an enemy with a melee
  weapon attack, each enemy within 5 feet of the target takes
  1d4 poison damage. Also, whenever you hit an enemy
  marked by you with a melee weapon attack, it takes 1d4
  poison damage.
  A spectral asp winds itself around your weapon. With each
  successful strike you make, the asp lunges to attack nearby
  foes.
  Leaden Transformation
  Rank 1 Incantation • Focus, Offensive, Transmutation (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 2d10 force damage.
  Additionally, the target’s speed is reduced by 10 feet and it
  can’t disengage until the end of its next turn.
  You send a bolt of arcane energy at your foe, which deals
  damage and makes your foe’s feet feel like blocks of lead.
  Lesser Dimensional Step
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature within 25 feet of you with an
  attack using a weapon, your attack deals an extra 1d10
  damage, and you and one willing ally you can see within 25
  feet of you can teleport to a space within 5 feet of the target.
  As your weapon strikes, you and one of your allies vanish
  from one spot and appear in another, confusing your
  opponent.
  Lesser Ringing Weapon
  Rank 1 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 thunder damage.
  Additionally, until the end of your next turn, all attack rolls
  against the target gain advantage and the target cannot
  benefit from being lightly obscured.
  You drive your weapon into an enemy and then channel
  magic through it, causing it to ring like a tuning fork and
  drawing the attention of others.
  Life Bind
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 necrotic damage and until the end of your next
  turn, it cannot regain hit points or gain temporary hit points
  and suffers a -2 penalty to saving throws.
  You call upon arcane power to wither your foe’s flesh and
  cut its connection to life
  Life-Tapping Darts
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  necrotic damage, and one ally within 50 feet of you gains 2d4
  temporary hit points.
  You launch magical darts at an ally and a foe. The dart that
  strikes the foe transfers vitality to your comrade in a golden
  flash.
  Lifetaker
  Rank 1 Incantation • Necromancy, Utility (Long)
  As a reaction, when a living creature with a CR or level
  above 0 dies within 25 feet of, you allow yourself or one ally
  within 25 feet of you to gain 2d10 temporary hit points.
  You crook your finger and snatch a soul as it struggles free
  from its body. It screams as you draw forth its energy.
  Lightning Cuts
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  dagger, your attack deals an extra 2d10 lightning damage.
  Your dagger is enveloped by electricity and you move with
  blinding speed, delivering a dozen shallow cuts to your
  opponent before it can even blink.
  Lightning Breath
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must make a Dexterity
  saving throw. On a failed save a target takes 2d6 lightning
  damage or half as much damage on a successful.
  Additionally, for 1 minute, whenever any enemy hits you
  with a melee attack, that enemy takes 1d4 lightning damage
  and is pushed up to 5 feet.
  You exhale a blast of lightning at your foes. The lightning
  then forms a ring around you, repelling nearby attackers.
  Lightning Clash
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and one
  creature you can see within 25 feet of the target must
  succeed on a Dexterity saving throw or take 1d10 lightning
  damage.
  As your weapon strikes home, a sizzling bolt of lightning
  leaps from your reeling foe to strike down its nearby ally.
  25
  
  Lure of Loyalty
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must make a Wisdom saving throw. On a
  failed save, the target is pulled up to 5 feet closer to you and
  charmed until the end of your next turn. While charmed, the
  first time an enemy attacks you before the end of your next
  turn, the charmed target must use its reaction, if available, to
  make a charging attack or a melee weapon attack against the
  attacking creature.
  You lay a wreath of shadowy confusion over your enemy,
  drawing it closer and commanding its temporary loyalty.
  Lure of Minauros
  Rank 1 Incantation • Enchantment, Fear, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 1d10 psychic damage and must use its reaction, if
  available to make a melee weapon attack against itself or a
  creature within 5 feet of it (target’s choice). Also on a failed
  save, until the end of your next turn, whenever an enemy
  attacks you, each other enemy within 5 feet of you must
  succeed on a Wisdom saving throw or take 2d6 psychic
  damage.
  You whisper dark promises on the wind, sending them
  forth to pollute your enemy’s mind with overwhelming terror
  that compels them to lash out in a panic.
  Majestic Word
  Rank 1 Incantation • Utility (Short)
  As a bonus action, choose yourself or one ally within 25
  feet who can hear you. The target can spend a hit die to
  regain hit points. If they do so, the target regains an
  additional 1d10 hit points.
  This incantation’s additional healing increases when you
  reach 5th level (2d10), 11th level (4d10), and 17th level
  (7d10).
  You utter words laden with preternatural inspiration,
  restoring your ally’s stamina and making wounds seem
  insignificant.
  Malicious Shadow
  Rank 1 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Dexterity saving throw or
  take 1d10 cold damage and 1d10 necrotic damage.
  Additionally, you conjure a malicious shadow in an
  unoccupied space within 5 feet of the target. The shadow
  persists for 1 minute and you gain advantage on attack rolls
  against your enemies that are within 5 feet of the shadow.
  While the shadow persists, you can use your reaction to
  lash out at any enemy that willingly leaves a space within 5
  feet of the shadow on its turn. The target must succeed on a
  Dexterity saving throw or take 1d4 cold damage and 1d4
  necrotic damage and its speed becomes 0 until the end of its
  turn.
  Your attack tears a shroud of shadow from your foe,
  wrapping it to hinder its movement.
  Melting Pool
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  centered on a point on the ground within 50 feet. Each target
  must succeed on a Constitution saving throw or take 2d6
  acid damage.
  Additionally, any enemy that takes this acid damage has its
  speed reduced by 10 feet while within 15 feet of your familiar
  until the end of your next turn.
  You create an extradimensional pool of acid beneath your
  enemies’ feet.
  Mists of Madness
  Rank 1 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, you target each creature within 5 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  2d6 psychic damage and must use their reaction, if available,
  to make a melee weapon attack against a creature of your
  choice.
  If every target succeeds on the saving throw, this
  incantation is not expended.
  A thick mist rises around you. Within it, the intoxicating
  power of fey magic overwhelms your enemies’ senses, driving
  those foes to lash out at each other in their madness.
  Moment of Escape
  Rank 1 Incantation • Enchantment, Utility (Long)
  As a bonus action, choose one willing ally you can see
  within 50 feet. You move the target up to 10 feet.
  You distract your enemies with a quick refrain, giving your
  embattled ally a chance to get away.
  Moonstride
  Rank 1 Incantation • Transmutation, Utility (Short)
  As a reaction, when an enemy enters a space within 5 feet
  of you, you become insubstantial until the end of your next
  turn. Then you disengage and move up to 10 feet to a space
  farther from the triggering enemy.
  While insubstantial you gain the following benefits:
  Damage resistance to acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing damage from
  nonmagical weapons.
  Immunity to being grappled, paralyzed, petrified, and
  restrained.
  This trick of the Maiden of the Moon allows you to take a
  form of pure moonlight and to evade your enemies with ease.
  Mystical Debris
  Rank 1 Incantation • Conjuration, Utility (Turn)
  As a bonus action, a 5-foot space you can see on the ground
  within 25 feet becomes difficult terrain for 1 minute. You can
  end this effect as a bonus action.
  You cannot have more than 2 spaces under this effect at
  one time. If you create a 3rd space, you choose which of the
  other two disappears.
  You create a small amount of stone and rubble that clogs
  up the area.
  26
  
  Obedient Servant
  Rank 1 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you create a Medium obedient servant
  in an unoccupied space within 25 feet.
  The servant is friendly to you and your companions. Roll
  initiative for the servant, which has its own turns. It obeys any
  mental commands that you issue to it (no action required). If
  you don’t issue any commands to it, it defends itself from
  hostile creatures and uses its reactions to make opportunity
  attacks.
  The servant’s statistics are listed at the end of this
  supplement.
  You infuse a construct with an elemental animus and then
  throw it into the fray to aid your allies.
  Otherwind Stride
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature within the 5 feet of
  you. Each target must succeed on a Constitution saving
  throw or take 2d6 force damage and its speed becomes 0
  until the end of your next turn.
  Additionally, you teleport up to 10 feet.
  You call up an unseen maelstrom of fey power that lashes
  nearby creatures… and you step into the vortex and emerge
  somewhere a short distance away.
  Outbreak
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or become plagued with disease for 1 minute.
  While plagued, the target is poisoned and takes 2d4 poison
  damage at the start of each of its turns. The target must
  repeat the saving throw at the end of each of its turns. On a
  successful save, the target is no longer plagued. On a failed
  save, the plague spreads to each of your enemies within 10
  feet of the target. Each of these secondary targets must
  succeed on a Constitution saving throw or become plagued
  with lesser disease for 1 minute.
  While plagued with lesser disease, a secondary target
  takes 1d4 poison damage at the start of each of its turns. At
  the end of each of its turns, a secondary target can make a
  Constitution saving throw, ending the effect on itself on a
  success.
  With a word, lesions and angry boils rise on your foe’s
  flesh. Its blood clouds with putrid juices and boils away
  through the air, snaking into the eyes and ears of your other
  enemies.
  Pandorym’s Cry
  Rank 1 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature within 25 feet who can
  hear you. The target must succeed on a Charisma saving
  throw or take 2d10 psychic damage and have its speed
  reduced by 10 feet and attack rolls against it gain advantage
  until the end of your next turn.
  From a distance too far to measure, you evoke an echo of
  Pandorym’s birthing cry: a sound of madness incarnate.
  Phantom Chasm
  Rank 1 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose any number of creatures in a 10-foot
  radius centered on a point on the ground within 50 feet. Each
  target must succeed on an Intelligence saving throw or take
  2d6 psychic damage, be knocked prone, and have its speed
  become 0 until the end of its next turn.
  The sphere creates a zone that lasts for 1 minute. Any
  enemy that enters the zone falls prone.
  Your enemies shriek in terror as, at least in their mind’s
  eye, a bottomless pit opens beneath their feet.
  Pinioning Vortex
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 2d10 bludgeoning damage and you can move the target
  up to 5 feet vertically. The target remains aloft until the start
  of its next turn; while aloft, it is dazed, its speed becomes 0,
  and you and your allies gain advantage on attack rolls against
  it. At the start of its next turn, it lands on its feet in the space
  it formerly occupied or in the nearest unoccupied space of its
  choice.
  A miniature tornado roars forth to batter your enemy and
  lift it into the air.
  Pipes of Winter
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature that can hear you within
  25 feet. The target must succeed on a Constitution saving
  throw or take 2d10 cold damage and until the end of your
  next turn, its speed becomes 0. Also on a failed save, each
  creature within 5 feet of the target must succeed on a
  Constitution saving throw or have its speed reduced by 10
  feet until the end of your next turn.
  With a gesture, a set of glacial pipes appears at your lips.
  Blowing on it, you produce a horrid keening that chills your
  foes to the bone.
  Poisonous Exhalation
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 15-foot
  cone originating from you. Each target must succeed on a
  Constitution saving throw or take 2d6 poison damage and
  until the end of your next turn, the target suffers a -2 penalty
  on Constitution saving throws.
  A cloud of poisonous vapor billows from your mouth to sap
  your enemies; endurance.
  Prophecy of Zhudun
  Rank 1 Incantation • Enchantment, Fear, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 2d10 psychic damage and for 1 minute, the target is
  dazed. While dazed, the target treats all of its enemies as if
  they are lightly obscured. The target can repeat the saving
  throw at the end of each of its turns, ending the daze on a
  success.
  You whisper snatches of prophecy glimpsed in the blank
  face of dead Zhudun. A vision flashes into your foe’s mind
  that is so horrifying that it loses track of its surroundings.
  27
  
  Prophetic Action
  Rank 1 Incantation • Divination, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and until the end of your next
  turn, the first time the target misses you or one of your allies
  with an attack, one target of that attack can use its reaction to
  safely move up to 10 feet.
  You study your enemy and deduce its next move, letting an
  ally dodge its attack.
  Protection from Missiles
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, you create a zone in a 10-foot radius
  sphere originating from you for 1 minute. While in the zone,
  you and your allies gain a +2 bonus to AC against ranged
  weapon attacks.
  A wave of your hand calls forth a protective wind to
  disperse arrows and other missiles headed your way.
  Punishing Eye
  Rank 1 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure an eye in a space within 25 feet.
  It persists for 1 minute. Enemies within 15 feet of the eye do
  not benefit from being obscured, and when an allied creature
  deals damage to an enemy within 15 feet of the eye, that
  enemy takes an extra 1d4 psychic damage. While the eye
  persists, you can use a bonus action to move the eye up to 15
  feet.
  As arcane construct of an eye appears in the air, revealing
  your enemies and striking them when they show weakness.
  Pyre of Phlegethos
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 3d10 fire damage and for 1 minute, the target burns.
  While burning, target sheds bright light in a 10-foot radius
  and dim light for an additional 10 feet. At the end of each of
  its turns, the target must repeat the saving throw. It takes 1d4
  fire damage on a failed save, and the incantation ends on a
  successful one. These magical flames cannot be extinguished
  by nonmagical means.
  Rivulets of clinging liquid fire appear and cascade over
  your target. Anything that is flammable ignites at once and
  burns long after the streams of magic fire fade away.
  Radiant Pillar
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you create a mote of bright sunlight on a point
  within 50 feet. The mote sheds bright light in a 10-foot radius
  and dim light for an additional 10 feet. Creatures are blinded
  while in the bright light. If a creature susceptible to radiant
  damage starts its turn in the bright light, it takes damage
  equal to double its susceptibility.
  You conjure a burst of sunlight that illuminates the
  battlefield, searing the eyes of your foes.
  Rally of the Spectral Host
  Rank 1 Incantation • Necromancy, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and each of
  your allies within 10 feet of you gain a +2 bonus to attack
  rolls and a +1d4 bonus to damage rolls until the end of your
  next turn.
  An aggressive strike calls forth the spirits of fallen warriors
  to stand at your side.
  Ray of Fatigue
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 25 feet. On a hit, the target takes 2d10
  necrotic damage, and must succeed on a Constitution saving
  throw or be weakened for 1 minute. While weakened, it deals
  only half damage with weapon attacks that use Strength. The
  target can repeat the saving throw at the end of each of its
  turns, ending the effect on a success.
  You gain advantage on the attack roll if the target is below
  half hit points.
  A pale gray beam leaps from your fingertip and drains
  strength from your foe.
  Recitation of Foreknowledge
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and until the end of your next
  turn, one ally you can see within 50 feet of you gains
  advantage on attack rolls against the target.
  Additionally, one ally you can see within 50 feet of you
  gains a +4 bonus to AC against opportunity attacks until the
  end of your next turn.
  You recount the tale of a great trickster-warrior, whose
  uncanny awareness flusters opponents and inspires allies.
  Resistive Formula
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, you touch one empty vial within reach
  and choose acid, cold, fire, force, lightning, necrotic, poison,
  radiant, or thunder damage. You infuse the vial with a
  shielding elixir for 1 hour.
  A creature can drink the contents of the vial as a bonus
  action to gain resistance to the chosen damage type for 1
  minute. The creature can end the bonus on their turn (no
  action required) to gain immunity to the chosen damage type
  until the end of their next turn.
  You carefully prepare a formula that inoculates the
  imbiber’s body against damage of a certain type.
  28
  
  Rhyme of the Blood-Seeking Blade
  Rank 1 Incantation • Offensive, Transmutation, Weapon
  (Short)
  As a reaction, when an ally misses with a melee attack,
  make a ranged attack using a weapon against the target of
  the triggering attack. On a hit, your attack deals an extra
  1d10 damage, and the target suffers a -2 penalty to AC
  against the triggering ally’s attack, possibly turning it into a
  hit.
  You swiftly loose a shot while chanting of sundered metal,
  and your foe’s armor no longer withstands your friend’s
  strike.
  Rhyme of the Blood-Seeking Blade
  "The Blood seeking blade moves to slice,
  A cut so deep, a cut so nice
  To tear, to rend, to rip apart,
  Until it all drains from the heart"
  ~Proselus the Kwisatz Caudarach
  Rock Armor
  Rank 1 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Rock Armor stance. Until
  the stance ends, your speed is reduced by 10 feet and you
  gain resistance to all damage except psychic damage.
  You shield yourself with armor shaped from rock, pebbles,
  and earth around you.
  Saga of Rivalry
  Rank 1 Incantation • Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 1d10 damage, and choose
  an ally you can see within 50 feet of you to be the target’s
  rival for 1 minute.
  Until the effect ends, the target takes 1d4 psychic damage
  at the end of its turn if it is not within 5 feet of that ally. The
  target can make a Wisdom saving throw at the end of each of
  its turns, ending the rivalry on a success.
  Additionally, the chosen ally gains a +1 bonus to attack
  rolls against the target for 1 minute.
  As you launch an arrow, you recite a tale of hatred and
  challenge, inciting one of your allies to fight that foe to the
  end.
  Satire of Fortune
  Rank 1 Incantation • Divination, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 2d10 psychic damage.
  Additionally, the next time an ally misses the target with an
  attack roll within the next minute, you roll a d20 and replace
  the ally’s attack roll with yours.
  You mock your foe’s luck, using your verse to make your
  insults come painfully true.
  Scouring Weapon
  Rank 1 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 1d10 acid damage and until the
  end of your next turn, the target suffers a -2 penalty to AC.
  You infuse your weapon with acid, momentarily corroding
  your opponent’s defenses.
  Seek Weakness
  Rank 1 Incantation • Transmutation, Utility (Short)
  As a bonus action, you touch one weapon within reach.
  Until the end of your next turn, weapon attacks made with
  the weapon gain advantage on attack rolls and gain a +1d4
  bonus to damage rolls.
  The weapon you enchant quivers under your fingertips as
  though eager to strike.
  Shield of Flames
  Rank 1 Incantation • Evocation, Utility (Short)
  As a bonus action, you gain a 5-foot aura that lasts until the
  end of your next turn. You are lightly obscured against
  enemies in the aura, and any creature that makes a melee
  attack against you or ends its turn in the aura takes 1d4 fire
  damage. A creature can take this damage only once per turn.
  You conjure a sphere of blazing hot flames, obscuring your
  form and damaging enemies who tarry too close.
  Shocking Magnetism
  Rank 1 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, choose one or two creatures you can see
  within 50 feet. Each target must succeed on a Dexterity
  saving throw or take 2d6 lightning damage and be pulled up
  to 5 feet toward you.
  Additionally, for 1 minute, each creature that starts its turn
  within 5 feet of you takes 1d4 lightning damage. You can
  dismiss this effect at any time (no action required).
  You become a conduit for lightning. The pulsing energy
  accumulates within your body, enabling you to shock those
  who come near.
  Shade Twin
  Rank 1 Incantation • Illusion, Utility (Long)
  As a bonus action, choose one creature you can see within
  50 feet. You adopt the target’s appearance for 1 hour.
  Creatures that observe you using this incantation are aware
  that you have done so. You gain advantage on Charisma
  (Deception) checks related to mimicking the target.
  Whenever you take damage while you have adopted the
  target’s appearance, the target takes psychic damage equal to
  half the damage you take. Whenever the target takes damage
  from this incantation, roll a d20. On a 10 or higher, the
  incantation ends.
  Darkness swirls around you. When it passes, you have
  taken on the guise of creature.
  Shadow Blend
  Rank 1 Incantation • Illusion, Utility (Turn)
  As a reaction, when you end your turn within 10 feet of a
  space with dim light or darkness, you become lightly
  obscured until the start of your next turn.
  You draw forth shadow from the nearby darkness to
  conceal you from your foes.
  29
  
  Shadow Snake Lunge
  Rank 1 Incantation • Necromancy, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and until
  the end of your next turn, the target takes 1d4 poison damage
  for each 5 feet it moves.
  Like the shadow snake, your strike bites with deadly
  venom. With each movement, your foe suffers from the
  poison you inflict.
  Shadow Tentacles
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, tentacles erupt in a 5 foot radius from a point
  you can see within 50 feet. Each creature in the area must
  succeed on a Dexterity saving throw or take 2d6 cold damage
  and have its speed reduced by 10 feet until the end of your
  next turn.
  The ground in the area freezes, creating difficult terrain
  until the end of your next turn.
  Darkness flares to produce a sphere of writhing tendrils
  that crush you foes in their icy grip.
  Shielding Cube
  Rank 1 Incantation • Abjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 force damage.
  Additionally, until the end of your next turn, your allies gain
  a +2 bonus to AC while within 5 feet of the target.
  You direct a minute cube covered in runes into the fray.
  Although small, the cube contains a force that bashes foes
  and shields allies.
  Shielding Elixir
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, you touch one empty vial within reach.
  You infuse the vial with a resistive formula for 1 hour.
  A creature can drink the contents of the vial as a bonus
  action to gain a +1 bonus to AC for 1 minute. The creature
  can end the bonus on their turn (no action required) to gain
  2d10 temporary hit points.
  This incantation’s temporary hit points increase when you
  reach 5th level (3d10), 11th level (5d10), and 17th level
  (8d10).
  The infusion channels energy into your target’s armor,
  providing lasting protection.
  Shock Beetle Swarm
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 2d6 lightning
  damage and you conjure a shock beetle in the target’s space.
  Each beetle lasts until the end of your next turn. Each enemy
  that starts its turn within 5 feet of at least one shock beetle
  takes 1d4 lightning damage.
  A sudden mass of insects limned with lightning crawls over
  your foes. Energy arcs between your enemies as the swarm
  feasts on their flesh.
  Shock Sphere
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  make a Dexterity saving throw. A target takes 2d6 lightning
  damage on a failed save, or half as much damage on a
  successful one.
  You hurl a crackling orb of lighting that explodes at a point
  you designate, engulfing all nearby creatures in its electric
  embrace.
  Shocking Feedback
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Short)
  As a reaction, when an enemy hits one of your allies with
  an attack, you can make a ranged attack using a weapon
  against the triggering enemy. On a hit, your attack deals an
  extra 1d10 lightning damage, and until the end of your next
  turn, the triggering ally gains resistance to all damage
  (including the damage from the triggering attack).
  You quickly fire an enchanted shot at an attacking enemy,
  then cause the magic from the enchantment to leap onto your
  ally as a protective ward.
  Shout of Triumph
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, each enemy within a 15-foot cone originating
  from you must succeed on a Constitution saving throw or
  take 2d6 thunder damage and be pushed up to 5 feet.
  Additionally, each willing ally in the cone can use their
  reaction to move up to 10 feet.
  You unleash a mighty call of battle, scattering your enemies
  while urging your allies forward.
  Shroud of Agathys
  Rank 1 Incantation • Evocation, Utility (Long)
  As an action, you gain 2d10 temporary hit points, and for 1
  minute, any enemy that starts its turn within 5 feet of you
  takes 1d4 cold damage.
  You surround yourself with a sheath of black ice from a
  dark and doleful realm. It protects you from attack and
  radiates fierce cold.
  Simple Animation
  Rank 1 Incantation • Conjuration, Utility (Short)
  As a bonus action, choose one Medium or smaller object
  that is not fastened in place, held, or worn by a creature
  within 50 feet. The target animates for 1 minute, and you can
  move it up to 25 feet. While the target is animated by this
  incantation, you can move it up to 25 feet by using a bonus
  action.
  As your command, an ordinary object springs to life and
  moves where you bid.
  30
  
  Sinister Extraction
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 25 feet. On a hit, the target takes 2d10
  psychic damage, and the next one of your allies who hits the
  target with a melee attack before the end of your next turn
  gains 1d10 temporary hit points.
  Your enemy falters as you tear at its soul. One of your allies,
  seeing the foe’s defiance vanish, can use the opportunity to
  deliver an invigorating attack.
  Skewering Spikes
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose up to three creature within 25 feet.
  Make a ranged spell attack against each target. On a hit, a
  target takes 2d6 magical piercing damage, or 2d10 magical
  piercing damage if you targeted only one creature.
  You call forth floating spikes of metal and stone that rapidly
  streak toward your foes.
  Slayer’s Song
  Rank 1 Incantation • Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  and your allies gain advantage on attack rolls against the
  target for 1 minute. The target can make a Constitution
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Additionally, for 1 minute, whenever you hit an enemy, you
  and your allies gain advantage on attack rolls against that
  enemy until the end of your next turn.
  You sing a tune of war that diminishes your foes’ defenses
  with each blow you strike.
  Slimy Transmutation
  Rank 1 Incantation • Focus, Polymorph, Transmutation,
  Utility (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or be turned into a tiny toad for 1 minute. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  As a toad, the target’s statistics do not change, and the only
  thing the target can do on its turn is move or disengage, but
  not both. All of the target’s equipment transforms with it. If it
  takes damage from any source, this effect ends.
  A billowing cloud of greenish fog surrounds your foe.
  When the fog dissipates, your enemy is gone, and an ugly
  toad stands in its place.
  Song of Courage
  Rank 1 Incantation • Enchantment, Utility (Long)
  As a bonus action, for 1 minute, your allies gain a +1 bonus
  to attack rolls if they are within 25 feet of you and can hear
  you.
  Your magic creates shouts of encouragement, making it
  seem as though an entire army were cheering on your allies.
  Song of Defense
  Rank 1 Incantation • Enchantment, Utility (Long)
  As a bonus action, for 1 minute, your allies gain a +1 bonus
  to AC if they are within 25 feet of you and can hear you.
  You intone a few notes from a battle hymn, and your magic
  bolsters your allies’ ability to parry attacks.
  Song of the New Dawn
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 2d6 radiant damage and your allies within 5 feet of the
  target can make a saving throw with advantage against one
  effect that a save can end.
  You call upon the sun’s light to sear your foe and shine
  hope on your allies.
  Sorcerous Sirocco
  Rank 1 Incantation • Transmutation, Utility (Short)
  As an action, choose yourself and one ally you can see
  within 50 feet. Each target can safely fly up to their speed. If a
  target does not land by the end of the movement, they fall.
  You exhale a magic-enhanced breath that briefly sends you
  and an ally flying through the air.
  Spatial Trip
  Rank 1 Incantation • Conjuration, Utility (Short)
  As a bonus action, can teleport up to 15 feet.
  You spin around, releasing a blaze of golden energy. As you
  finish your revolution, you disappear and reappear a short
  distance away.
  Spectral Fade
  Rank 1 Incantation • Illusion, Utility (Short)
  As a bonus action, you become invisible until the end of
  your next turn.
  You become misty and transparent, fading from your
  enemies’ view for a moment.
  Spellbinder’s Gift
  Rank 1 Incantation • Evocation, Utility (Long)
  As a bonus action, choose one weapon wielded by you or
  an ally within 25 feet, and choose fire, cold, lightning, or
  force. The targeted weapon deals an additional 1d4 damage
  of the chosen type for 1 minute.
  A ring of magical energy washes out from you, clinging to
  an allied weapon.
  Spider Scuttle
  Rank 1 Incantation • Transmutation, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a climb speed equal to your walking speed and crawling does
  not cost you extra movement.
  Shadowy spider legs sprout from your body, allowing you
  to scuttle across the ground and easily scale a nearby surface.
  31
  
  Spike Wire
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 force damage and until the end of your next
  turn, the target suffers a 1d4 susceptibility to all damage.
  You throw a bundle of barbed wire that bites into your
  enemy’s flesh, digging deeper and deeper.
  Spirit Guidance
  Rank 1 Incantation • Familiar, Transmutation, Utility (Short)
  As a bonus action, you gain a +2 bonus to attack rolls
  against any creature within 5 feet of your active familiar until
  the end of your next turn.
  You allow your magic to flow toward your familiar so that
  your next attack is more accurate.
  Spirit War Call
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Dexterity saving throw or
  take 2d10 magical piercing damage and until the end of your
  next turn, its speed is reduced by 10 feet and you gain
  advantage on attack rolls against it.
  An army of sprites flickers into existence, loosening a
  barrage of miniature arrows that stings your enemy and
  induce lethargy into it.
  Sprightly Rhythm
  Rank 1 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, each creature within 10 feet of you who can
  hear you must succeed on a Wisdom saving throw or take
  2d6 psychic damage and be pushed up to 5 feet.
  Additionally, each ally within 10 feet of you who can hear
  you can use their reaction to move up to 10 feet.
  With precision timing, you tap out a beat that forces
  enemies away and allows allies to reorient themselves.
  Star Shackles
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose any number of creatures you can see
  within 10 feet of you. Each target must succeed on a Strength
  saving throw or take 2d6 magical bludgeoning damage and
  for 1 minute, the target is grappled. A creature grappled by
  this incantation is also restrained. A grappled creature can
  use an action on its turn to repeat the saving throw, ending
  the effect on itself on a success.
  Until this incantation ends, you can use an action to deal
  1d4 magical bludgeoning damage to each creature currently
  grappled by this incantation. If you take this action, you can
  then use a bonus action and choose one creature you can see
  within 10 feet of a target this incantation has grappled. The
  target must succeed on a Strength saving throw or become
  grappled by this incantation.
  The incantation ends if it has no targets grappled.
  Invisible force lifts your foes from the ground and squeezes
  the life from them.
  Stirring Shout
  Rank 1 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage.
  Additionally, for 1 minute, whenever one of your allies hits
  the target, that ally regains 1d4 hit points.
  Your shout of wrath stabs into your foe’s mind. Each time
  your allies hit that foe, they draw strength from its weakness.
  Stormy Emotions
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose any number of creature within 10 feet
  of you. Each target must succeed on a Dexterity saving throw
  or take 1d6 cold damage, 1d6 lightning damage, be pushed
  up to 5 feet, and knocked prone.
  Weaving raw emotion into your incantation, you unleash a
  brutal attack against those around you.
  Summon Dretch
  Rank 1 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Small dretch in an
  unoccupied space within 50 feet.
  Roll initiative for the dretch, which has its own turns. You
  can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The dretch persists for 1
  minute or until you dismiss it as a bonus action.
  You are connected to life force of the dretch. While the
  summoned dretch is present, each creature you hit with an
  attack roll takes 1d4 necrotic damage the first time it makes
  an attack roll before the end of its next turn.
  If you didn’t issue any commands to the dretch by the end
  of your turn, on its turn, it attacks or makes a charging attack
  against the nearest creature. If there are no targets within
  range of an attack or charging attack, it dashes and moves
  toward the nearest creature. Additionally, you take 1d4
  psychic damage each time you use an action, bonus action, or
  reaction before the end of your next turn.
  The DM has the creature’s statistics.
  A nauseating stench and puff of brimstone herald the
  arrival of a loathsome, drooling dretch.
  Summon Dust Devil
  Rank 1 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Small dust devil in an
  unoccupied space within 50 feet.
  Roll initiative for the dust devil, which has its own turns.
  You can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The dust devil persists
  for 1 minute or until you dismiss it as a bonus action.
  You are connected to the forces that hold the dust devil
  together. While the summoned dust devil is present, your
  speed increases by 5 feet and you gain a +2 bonus to AC
  against opportunity attacks.
  If you didn’t issue any commands to the dust devil by the
  end of your turn, on its turn, it uses its whirlwind action on
  any creatures within its range. If it can’t do that, it flies
  toward the nearest creature. In addition, you fall prone.
  The creature’s statistics are listed at the end of this
  supplement.
  Loose objects skitter about as the air whips around,
  coalescing into a whirling elemental.
  32
  
  Summon Fire Warrior
  Rank 1 Incantation • Conjuration. Focus, Summoning (Long)
  As a bonus action, you summon a Medium fire warrior in
  an unoccupied space within 50 feet.
  The fire warrior is friendly to you and your companions.
  Roll initiative for the fire warrior, which has its own turns. It
  obeys any mental commands that you issue to it (no action
  required). The fire warrior persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, it defends itself from hostile creatures and uses its
  reactions to make opportunity attacks.
  The creature’s statistics are listed at the end of this
  supplement.
  A soldier of flame strides through a planar veil. It lifts a
  shimmering axe above its head as it moves to attack.
  Sweeping Frostblade
  Rank 1 Incantation • Evocation, Offensive, Weapon (Long)
  As an action, make a melee attack with a weapon against
  any number of creatures you can see within 5 feet of you,
  with a separate attack roll for each target. On a hit, your
  attack deals an extra 1d6 cold damage, and the target’s speed
  becomes 0 for 1 minute. The target can make a Strength
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  You swing your weapon in a wide circle, unleashing a
  freezing wave that numbs nearby foes.
  Sword of Sigils
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and the
  target is marked until the end of your next turn. Until this
  mark ends, whenever the target makes an attack roll against
  a creature other than you, it takes 1d4 force damage after the
  attack is resolved.
  As you sweep your weapon in a wide arc, it glows red and
  leaves arcane runes burning in the air above your foes.
  Tearing Claws
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose any number of creatures you can see
  within 5 feet of you. Each target must succeed on a Dexterity
  saving throw or take 2d6 magical slashing damage and be
  pushed up to 5 feet.
  If the target is below half hit points after taking damage
  from this incantation, you push it up to 10 feet instead of 5.
  Spectral claws strike out from your body, slashing at your
  foes and shoving them backward.
  Teleporting Strike
  Rank 1 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  dagger, you teleport to a different space within 5 feet of the
  target and make one melee weapon attack using the dagger
  with advantage. On a hit, your attack deals an extra 1d10
  damage, and until the end of your next turn, the target’s
  speed is reduced by 5 feet and it deals only half damage with
  weapon attacks that use Strength
  You stab your enemy, then teleport around it and stab it
  again to hamper its actions.
  Tempest Breath
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 acid damage and until the
  end of your next turn, the target can’t gain advantage on any
  attack rolls.
  Additionally, you are lightly obscured until the end of your
  next turn.
  You exhale mist that burns and disorients your foes, and a
  lingering fog obscures you.
  The Lash’s Bite
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  necrotic damage and for 1 minute, the target loses all
  damage immunities and resistances. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on a success. The target has disadvantage
  against the first save against the effect.
  If you miss with the attack, you can choose to take 2d4
  psychic damage to not expend this incantation and gain a +2
  bonus to the next attack roll with this incantation against the
  same target before the end of your next turn. You cannot
  reduce the damage you take in any way.
  By focusing your will, you rip vital energy from one
  creature within range and cause it to ache deeply at the
  resulting loss.
  Thunder Slam
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 thunder damage and be pushed up to 5 feet.
  A shockwave of sound slams into the enemy.
  Thunder’s Calling
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Constitution saving throw
  or take 1d10 thunder damage and you can move the target up
  to 5 feet. If no creatures are within 5 feet of the target at the
  end of this movement, one ally of your choice within 50 feet
  of you can use their reaction to make a ranged weapon attack
  against the target.
  You chant a verse of storm and thunder, sending your foe
  tumbling and leaving it open for a deadly shot.
  Thundering Gust
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 15-foot
  cone originating from you. Each target must succeed on a
  Constitution saving throw or take 2d6 thunder damage and
  you can move the target up to 5 feet.
  If you choose not to move any targets, until the end of your
  next turn, you gain a 15-foot fly speed, and you can hover.
  You call forth the force of the raging storm and shrieking
  gales. Wind howls about your foes, buffeting them and
  moving them.
  33
  
  Thundering Roar
  Rank 1 Incantation • Fear, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 2d6 thunder damage and
  until the end of your next turn, suffer a -2 penalty to attack
  rolls.
  You emit the thundering roar of a hunting lion, deafening
  creatures near you.
  Touch of Hadar
  Rank 1 Incantation • Focus, Offensive, Transmutation (Short)
  As an action, you target each creature within 10 feet of you.
  Each target must succeed on a Dexterity saving throw or take
  2d6 magical bludgeoning damage and be pushed up to 5 feet.
  You call upon Hadar, the Ebon Hunger. Black tendrils erupt
  from your body and batter nearby creatures, pushing them
  from you.
  Twilight Falls
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Wisdom saving throw or take 2d6 psychic
  damage and if the target is within 5 feet of the center of the
  sphere, it is also dazed until the end of your next turn.
  The sphere creates a zone that lasts until the end of your
  next turn. Creatures within the zone are lightly obscured.
  You weave draining shadow energy into an oppressive
  gloom that dims your enemies’ senses.
  Tyranny of Flame
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target falls prone, then must succeed on a Charisma
  saving throw or take 2d10 fire damage and be knocked
  prone. Also on a failed save, the target cannot stand up from
  prone for 1 minute. The target can repeat this saving throw at
  the end of each of its turns, ending the effect on a success.
  Burned by the fires of the Nine Hells, your enemy grovels,
  begging for mercy.
  Unicorn’s Charge
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one ally you can see within 50 feet.
  The target can use their reaction to make a charging attack. If
  the ally hits, your other allies within 5 feet of that ally can
  regain 1d10 hit points or teleport up to 5 feet (no action
  required).
  Your song describes the nobility and magic of a Feywild
  unicorn, inspiring your ally to come to the rescue.
  Unseelie Sprites
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose any number of creatures you can see
  within 10 feet of you. Each target must succeed on a
  Dexterity saving throw or take 2d6 magical piercing damage
  and be poisoned until the end of your next turn.
  You call forth a group of tiny, shadow-winged sprites that
  swarm around your enemies and lash out at them with
  poisoned-tipped spears.
  Unseen Aid
  Rank 1 Incantation • Conjuration, Utility (Short)
  As a bonus action, you gain a +2 bonus on ability checks
  you make this turn.
  Invisible forces aid you in mysterious ways.
  Upsetting Onslaught
  Rank 1 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution or Wisdom
  saving throw (your choice) or take 2d10 psychic damage and
  be dazed until the end of its next turn. At the beginning of its
  next turn, the target can negate being dazed by taking an
  additional 2d10 psychic damage.
  Your incantation leaves your enemy reeling, unable to get
  its bearings without harming itself further.
  Use Magic Item
  Rank 1 Incantation • Divination, Utility (Long)
  As a bonus action, you can activate a magic item. If that
  activation would cost charges, it instead costs no charges.
  Your knowledge unlocks the power in a magic item with
  your energy instead of the items.
  Vampiric Embrace
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 25 feet. On a hit, the target takes 2d10
  necrotic damage and you gain temporary hit points equal to
  half of the damage dealt.
  A ribbon of twisting darkness streams from your hand to
  your target’s heart, feeding on its vital force as you grow
  stronger.
  Vanishing Blade
  Rank 1 Incantation • Illusion, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and you
  can teleport up to 10 feet and become invisible until the end
  of your next turn.
  Additionally, for 1 minute, whenever you hit an enemy with
  a melee weapon attack, you can teleport up to 5 feet (no
  action required).
  Your sudden departure after striking your foe leaving the
  enemy casting about to anticipate your next attack.
  Verse of Triumph
  Rank 1 Incantation • Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 1d10 damage, and for 1
  minute, you and your allies within 25 feet of you who can
  hear you gain a +1 bonus to saving throws and a +1d4 bonus
  to damage rolls. In addition, whenever you or one of your
  allies reduces an enemy to 0 hit points with an attack, you
  and your allies within 25 feet of the enemy who can hear you
  can use their reaction to safely move up to 10 feet.
  Your voice crescendos as you sing of victory. Your
  inspirational words drive allies forward to attack.
  34
  
  Vile Brand
  Rank 1 Incantation • Fear, Focus, Necromancy, Offensive
  (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 psychic damage and the target and any of your
  enemies within 5 feet of it have disadvantage on attack rolls
  against you.
  If the target succeeds on the save, you can choose to take
  1d4 psychic damage. If you do, you do not expend this
  incantation, and if you use the incantation before the end of
  your next turn, the target suffers a -2 penalty on the saving
  throw. You cannot reduce the damage you take in any way.
  With only a word, you cause a distant enemy’s hide to
  blacken and form a brand that decreases your foe’s ability to
  strike against you.
  Void Blast
  Rank 1 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you must succeed on a Wisdom saving
  throw or take 2d6 psychic damage.
  The incantation creates a zone of starry darkness that lasts
  until the end of your next turn. The zone blocks line of sight,
  and any creature other than you that starts its turn in the
  zone takes 1d6 psychic damage.
  A mote of darkness appears before you, then explodes to
  envelope your foes in a field of shadows and madness.
  Ward of Brilliance
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a reaction, when an enemy marked by you hits you with
  a melee attack, you gain a +2 bonus to AC and Dexterity
  saving throws until the end of your next turn, including
  against the triggering attack. If the triggering enemy’s attack
  hits you despite the bonus, the triggering enemy is blinded
  until the end of your next turn.
  A brilliant flash of light shields you and blinds your foe.
  Warding Flourish
  Rank 1 Incantation • Abjuration, Offensive, Weapon (Long)
  As an action, you can make a melee attack using a weapon
  against one or two creatures within reach, with a separate
  attack roll for each target. On a hit, your attack deals an extra
  1d6 force damage, and you can move the target up to 5 feet.
  Additionally, until the end of your next turn, the target
  cannot enter a space within 5 feet of any of your allies. Until
  then, if an ally moves within 5 feet of the target and hits it
  with an attack, the ally can push the target up to 5 feet.
  Fancy bladework creates a magical buffer between your
  foes and your friends.
  Wave of Light
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 radiant damage and until
  the end of your next turn, the target suffers a -2 penalty to AC.
  You can choose your active familiar as the origin of the
  cone instead of yourself.
  A wave of multicolored light washes over your enemies
  highlighting their weak points.
  Web of Shadows
  Rank 1 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, a web of shadows fills a 10-foot radius
  centered on a point within 50 feet. Each enemy in the area
  must succeed on a Dexterity saving throw or take 2d6
  necrotic damage and for 1 minute, the target’s speed
  becomes 0. A target can make a Strength saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  The area persists for 1 minute. Any creature that enters the
  area has its speed become 0 until the end of their its turn.
  Strands of darkness shroud the battlefield around your
  foes, forming a dense web of black tendrils that can hold any
  creature fast.
  Whirling Blade
  Rank 1 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you take the attack action on your turn, you can
  forgo one of your attacks to throw your melee weapon at one
  creature within 25 feet. Make a melee spell attack against the
  target. On a hit, the target takes 2d10 damage of the same
  type as your weapon, and your weapon returns to your hand.
  If you miss, repeat the attack against a second target within
  25 feet of the first. If you miss, repeat the attack against a
  third target within 25 feet of the second. If you miss again,
  repeat the attack against a fourth target within 25 feet of the
  third. Your weapon then returns to your hand.
  You spin and suddenly hurl your sword. Your weapon spins
  in the air, seeking an enemy to slash with mortal
  determination.
  Whirlwind
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Strength saving throw or take 2d6 bludgeoning
  damage and be knocked prone.
  You can choose to not target a creature in the origin space
  of the sphere.
  You create a small whirlwind that buffets creatures and
  knocks them off their feet.
  Wind Blade
  Rank 1 Incantation • Conjuration, Focus, Offensive,
  Transmutation (Long)
  As an action, you conjure a blade of solid wind in an
  unoccupied space within 25 feet. The blade persists for 1
  minute. Attack rolls against your enemies within 5 feet of the
  blade gain advantage. You can use a bonus action to move the
  blade to a different unoccupied space within 25 feet of you.
  When the blade appears, you can make a melee spell attack
  against one creature within 5 feet of the blade. On a hit, the
  target takes 2d10 force damage and you can move the target
  up to 5 feet.
  The moaning wind becomes a shrill whistle as you turn it
  into a blade perfect for slashing through your foes.
  35
  
  Witchfire
  Rank 1 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 2d10 fire damage and until the end of your next turn, the
  target suffers a -2 penalty to attack rolls.
  From the mystic energies of the Feywild you summon a
  brilliant white flame and set it in your enemy’s mind and
  body. Rivulets of argent fire stream up into the air from its
  eyes, its mouth, and its hands; agony disrupts its very
  thoughts.
  Words of Protective Fate
  Rank 1 Incantation • Abjuration, Utility (Long)
  As a bonus action, choose any number of creatures within
  50 feet of you who can hear you. For 1 minute, whenever a
  critical hit is scored on the garget, you roll a d20. If you roll a
  10 or higher, the attack hits, but it is not a critical hit.
  Your voice shields your allies against misfortune, turning
  otherwise deadly blows into less damaging strikes.
  Worms
  Rank 1 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Constitution saving throw
  or take 2d10 acid damage and you regain 1d10 hit points.
  For a moment, your foe is covered in biting, swarming, and
  crushing maggots that make up the infinite extradimensional
  body of the Worm That Walks.
  Wrathful Aspect
  Rank 1 Incantation • Evocation, Fear, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  advantage on Charisma (Intimidation) checks, and any
  creature that hits you with a melee attack takes 2d6 fire
  damage.
  Your eyes glow with power, and a cloak of red fire swirls
  around you as you channel the wrath and fury of your arcana.
  Yan-C-Bin’s Breath
  Rank 1 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 2d6 acid damage and for 1
  minute, the target takes 1d4 acid damage at the start of each
  of its turns. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  The incantation creates a zone for 1 minute. The zone is
  difficult terrain for creatures other than you, and each
  creature other than you that ends its turn in the zone takes
  1d4 acid damage.
  At the beginning of each of your turns, roll a d6. On an odd
  result, reduce the zone’s size by 5 feet in each direction. On
  an even result, increase the zone’s size by 5 feet. If the zone
  occupies 0 spaces, the incantation ends.
  You exhale a cloud of roiling green vapor that melts
  anything it touches.
  Your Delicious Weakness
  Rank 1 Incantation • Divination, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  psychic damage. If the target is susceptible or vulnerable to
  any damage types, your attack instead deals damage of that
  type. If the target has more than one susceptibility or
  vulnerability, you choose which damage type to deal.
  The voices whisper of the cold between stars, between
  lives. You smile, and the spell that surges out against your
  enemy bites with the teeth of glaciers down into boiling blood.
  Your Glorious Sacrifice
  Rank 1 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet, you can deal 1d4 force damage to
  one of your allies within 5 feet of you to gain a +2 bonus on
  your attack roll. On a hit, the target takes 2d10 force damage,
  and if you dealt damage to your ally as part of this
  incantation, the target is also poisoned for 1 minute.
  While poisoned, the target must make a Constitution
  saving throw at the end of each of its turns. On a failed save,
  the target takes 2d4 poison damage. On a success, the target
  is no longer poisoned and the effect ends.
  Your true friends understand the sacrifices they need to
  make for your power.
  36
  
  Rank 2 Incantations
  Able Companion
  Rank 2 Incantation • Conjuration, Utility (Long)
  As a bonus action, you conjure a Medium able companion
  in an unoccupied space within 50 feet for 1 minute. When an
  ally starts its turn within 5 feet of the companion, that ally
  can stand up or safely move up to 5 feet (no movement
  required). You can move the companion up to 30 feet as a
  bonus action.
  You conjure a creature of many hands and feet that aids
  your allies.
  Acid Mire
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  centered on a point on the ground within 50 feet. Each target
  must succeed on a Constitution saving throw or take 4d6
  acid damage.
  The sphere creates a zone of caustic slime for 1 minute.
  The zone is difficult terrain. Each creature that enters the
  zone or starts its turn there takes 1d6 acid damage.
  Whenever a creature falls prone within the zone, it takes an
  additional 1d6 acid damage.
  You transform the ground beneath your enemies’ feet to
  hellish slime that eats away at flesh and bone.
  Acidic Implantation
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As a bonus action, choose one creature you can see within
  50 feet. The target must succeed on a Constitution saving
  throw or take 4d6 acid damage and you can move the target
  up to 10 feet.
  Additionally, after the target succeeds or fails on its saving
  throw, each creature within 5 feet of the target must succeed
  on a Dexterity saving throw or take 4d6 acid damage.
  You implant a bubble acid in a foe and hurl the foe into its
  allies. The bubble then explodes.
  Acrid Decay
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one or two creatures within 50 feet of
  you. Make a range spell attack against each target. On a hit, a
  target takes 2d6 acid damage and 2d6 necrotic damage.
  You extend your hand, and two sickly green bolts spiral out
  from your fingers, burning and devouring your enemy.
  All the Sand, All the Stars
  Rank 2 Incantation • Charm, Divination, Focus, Offensive
  (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you must succeed on a Wisdom saving
  throw or take 4d6 psychic damage and be dazed until the end
  of your next turn.
  You make your foe see all the grains of sand in the desert
  and all the stars in the heavens, and it reels in shock, unable
  to grasp infinity.
  Allegro
  Rank 2 Incantation • Enchantment, Utility (Long)
  As a bonus action, you can move yourself and each of your
  willing allies within 50 feet of you up to 15 feet.
  You drum out a hasty rhythm that infuses you and your
  comrades with magical speed.
  Alter Fate
  Rank 2 Incantation • Divination, Focus, Offensive (Short)
  As a reaction, when one of your allies hits a creature with
  an attack roll, the triggering attack deals an extra 2d10
  damage.
  You curl your hand in a twisting motion, and a strike that
  might have been a glancing blow becomes a grievous hit.
  Arc Infusion
  Rank 2 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 lightning damage, and one of
  your allies within 25 feet of the target can make a saving
  throw with a +3 bonus against one effect that a save can end.
  If the ally successfully saves, the target takes 1d6 extra
  lightning damage and is dazed until the end of your next turn.
  Lightning from your attack leaps to a nearby ally, infusing
  them with arcane energy, before streaking back and
  disorienting your foe.
  Armathor’s Step
  Rank 2 Incantation • Conjuration, Utility (Short)
  As a bonus action, you can teleport up to 15 feet. If you end
  this teleportation within 5 feet of an enemy, you gain a +3
  bonus on your next attack roll and a +1d6 bonus on your next
  damage roll against that enemy before the end of your next
  turn.
  Arcane power speeds you into battle.
  Armor of Darkness
  Rank 2 Incantation • Focus, Necromancy, Offensive (Short)
  As a reaction, when an enemy within 5 feet of you hits or
  misses you with an attack, the triggering enemy must
  succeed on a Constitution saving throw or take 1d10 cold
  damage and 1d10 necrotic damage.
  In addition, you and your allies within 5 feet of you gain
  1d6 temporary hit points.
  Your armor is imbued with a tenebrous and chaotic
  shadow, with lashes out in defense, sapping your foes’ life
  force to bolster your own.
  Arrow of Ill Omen
  Rank 2 Incantation • Divination, Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, choose one ally you can see within 50 feet of you.
  For 1 minute, when that ally hits the target but does not score
  a critical hit, you roll a d20. If you roll a 15 or higher, that
  attack becomes a critical hit, and this effect ends.
  The arrow you fire is a harbinger of your foe’s doom.
  Where it strikes, death follows.
  37
  
  Astral Eyes
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  darkvision out to 60 feet or if you already had darkvision, it
  increases by 30 feet. You also gain advantage on Wisdom
  (Insight) and Wisdom (Perception) checks.
  Your eyes exude the light that bathes the Astral Sea,
  sharpening your sight and allowing you to perceive subtle
  details with ease.
  At Your Expense
  Rank 2 Incantation • Enchantment, Focus, Offensive (Short)
  As a reaction, when an enemy within 50 feet of you who
  can hear you misses with an attack, the triggering enemy
  suffers a -3 penalty to attack rolls until the end of your next
  turn.
  Additionally, each of your enemies within 10 feet of the
  triggering creature who can hear you must succeed on a
  Wisdom saving throw or grant advantage on attack rolls
  against themselves until the end of their next turn.
  For each secondary target that fails the Wisdom saving
  throw, the triggering enemy takes 1d6 psychic damage (to a
  maximum of 5d6).
  A well-timed quip in response to an enemy’s misfortune
  causes its companions to erupt in demoralizing laughter.
  Avernian Eruption
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  centered on a point on the ground within 50 feet. Each target
  must succeed on a Dexterity saving throw or take 3d8 fire
  damage and for 1 minute, the target burns. A burning target
  sheds bright light in a 15-foot radius and dim light for an
  additional 15 feet. At the end of each of its turns, the target
  must repeat the saving throw. It takes 2d6 fire damage on a
  failed save, and the incantation ends on a successful one.
  These magical flames can’t be extinguished by nonmagical
  means.
  Acrid orange fumes hiss up from beneath the ground, and
  then suddenly ignite in a thundering detonation. Any creature
  in the area is burned by the searing flames.
  Bigby’s Icy Grasp
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure a Medium hand of ice in an
  unoccupied space within 50 feet. The hand persists for 1
  minute. When the hand appears, you can make a melee spell
  attack against one creature within 5 feet of the hand. On a hit,
  the target takes 3d10 cold damage, and the target must
  succeed on a Strength saving throw or become grappled by
  the hand with an escape DC equal to your incantation save
  DC.
  If the hand does not have a creature grappled, you can use
  an action to make the melee spell attack again, or use a
  bonus action to move it up to 30 feet.
  As a bonus action, a creature grabbed by the hand takes
  1d6 cold damage.
  You conjure a giant floating hand made of chiseled ice that
  clutches a foe and freezes it.
  Blazing Bolts
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one or two
  creatures within 100, feet with a separate attack roll for each
  target. On a hit, a target takes 4d6 lightning damage, and
  each creature within 5 feet of the target takes 1d6 fire
  damage.
  Two bolts of violet lightning erupt from your hands, causing
  a shower of white-hot, flaming sparks where they hit.
  Blinding Blade
  Rank 2 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  dagger, your attack deals an extra 2d10 damage, and the
  target is blinded for 1 minute. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on a success.
  Light flashes brightly from your blade, burning your
  opponent’s eyes even as you lunge into another attack.
  Blistering Torrent
  Rank 2 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, you target each creature within a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 4d6 necrotic damage and
  for 1 minute, the target is deafened.
  As you utter blistering words, each creature in range feels a
  dull ache that crescendos into a sharp pain that leaves them
  unable to hear for a time.
  Chaos Armor
  Rank 2 Incantation • Abjuration, Utility (Long)
  As a bonus action, choose acid, cold, fire, lightning, or
  thunder. For 1 minute, you gain resistance to the chosen
  damage type. In addition, whenever a creature within 25 feet
  of you hits you with an attack during your turn, the attacker
  takes 1d6 damage of the chosen type.
  Power flows around you, girding you against the elements
  and lashing your enemies.
  Chaotic Defense
  Rank 2 Incantation • Abjuration, Utility (Long)
  As a bonus action, roll a d4 to determine the incantation’s
  effect.
  1: You gain 3d10 temporary hit points.
  2: You gain a +1 bonus to AC and saving throws for 1
  minute.
  3: For 1 minute, each creature that attacks you takes 2d6
  force damage after the attack is resolved.
  4: You gain all three of the benefits described above.
  You create a din of chaotic sounds, from a wolf’s forlorn
  howl to a dead sailor’s dirge. In the cacophony, you find
  temporary aid.
  38
  
  Charm of the Defender
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one enemy you can see within 50 feet.
  The target must make a Wisdom saving throw. On a failed
  save, you can move the target up to 10 feet and its speed
  becomes 0 until the end of your next turn. Also until the end
  of your next turn, when one of your enemies stats its turn
  within 5 feet of the target, the target must use its reaction, if
  available, to make a melee weapon attack against that enemy.
  The target gains a +3 bonus on the attack roll and a +2d10
  bonus on the damage roll.
  You weave a skein of deceitful magic, tricking your foe to
  becoming a hero to its enemies.
  Chillsong Stroke
  Rank 2 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 cold damage, and
  the target’s speed is reduced by 10 feet until the end of your
  next turn. Additionally, an ally within 15 feet of you can use
  their reaction to safely move up to 15 feet.
  Your rhythm of winter draws vigor from your foe and
  infuses it into your ally, who leaps forward.
  Chord of Resilience
  Rank 2 Incantation • Abjuration, Utility (Short)
  As a reaction, when one of your allies is dealt damage, you
  can reduce the damage dealt by 3d10.
  With notes of steel and stone, you preserve your ally from
  harm.
  Compulsion
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must make a Wisdom saving throw. On a
  failed save, the target takes 3d10 psychic damage, or half as
  much damage on a successful save.
  Additionally, for 1 minute, the target cannot willingly move
  during its turn. Instead, you can move the target up to 10 feet
  at the start of each of its turns. The target can make a
  Wisdom saving throw at the end of each of its turns, ending
  the effect on a success.
  You croon a beguiling melody, inducing your foe to wander
  wherever you direct it.
  Concussive Echo
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 thunder damage. Also on a failed save, the first
  time the target makes an attack roll before the end of your
  next turn, it deals 1d6 thunder damage to itself and to each of
  your enemies within 15 feet of it.
  A focused blast of thunder slams into your foe, and the
  energy of the blast is stored in your enemy’s body. When it
  next attacks, that energy is released in an concussive burst.
  Confounding Laughter
  Rank 2 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, you move one creature you can see within 50
  feet up to 10 feet. Then, the target must succeed on a
  Wisdom saving throw, or take 2d10 psychic damage and
  must use its reaction, if available, to make a melee weapon
  attack against one creature of your choice within its reach. If
  this attack misses, the original target takes an additional
  1d10 psychic damage.
  You create haunting, maddening laughter about an enemy.
  The noise drives it mad with frustration, causing it to lash at
  anyone nearby.
  Conjure Fortification
  Rank 2 Incantation • Conjuration, Utility (Long)
  As an action, you conjure a 5-foot thick, 25-foot long wall of
  stone within 50 feet. The wall can be up to 5 feet high, and at
  least 10 feet of it must rest on a solid surface. The wall
  persists for 1 minute, and is blocking terrain. You decide the
  DC to climb the wall, as easy as 0, as hard as your incantation
  save DC, or any number in between.
  A low stone wall rises from the ground, offering cover
  against attack or passage over an obstacle.
  Corrosive Mist
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Constitution saving throw or take 4d6 acid
  damage, or 3d10 acid damage if there is only one target.
  The sphere creates a zone of floating droplets of acid until
  the end of your next turn. Each creature that enters the zone
  or starts its turn in the zone takes 1d6 acid damage.
  A mist of suspended acid droplets consumes your chosen
  foes.
  Corrosive Sigil
  Rank 2 Incantation • Evocation, Utility (Long)
  As a bonus action, you touch one weapon within reach. For
  1 minute, any attack made with the target weapon that hits,
  covers its target in acid for 1 minute. While covered in acid,
  the target takes 1d6 acid damage at the start of each of its
  turns. The target can make a Constitution saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Your sigil imbues a weapon with arcane acid.
  Corruption Orb
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10 poison
  damage.
  Additionally, the target is poisoned for 1 minute. While
  poisoned, the target takes 1d6 acid damage at the start of
  each of its turns. The target can make a Constitution saving
  throw at the end of each of its turns, ending the effect on a
  success.
  You fling a disgusting orb of green and ochre slime that
  drenches your enemy with a debilitating, acidic poison.
  39
  
  Crackling Fire
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 2d6 fire damage and 2d6
  lightning damage and for 1 minute, the target suffers a 1d6
  susceptibility to fire damage and lightning damage. The
  target can repeat the saving throw at the end of each of its
  turns, ending both susceptibilities on a success.
  An eldritch storm of fire and lightning erupts from you to
  scour each creature in range, leaving them susceptible to
  future attacks.
  Crushing Sphere
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 4d6 magical
  bludgeoning damage and until the end of your next turn, the
  target suffers a -3 penalty to attack rolls.
  A field of force contracts around your enemies, crushing
  them.
  Curse of the Bloody Fangs
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure phantasmal beasts from the
  Feywild in the space of one creature within 50 feet. Make a
  melee spell attack against the target. On a hit, the target takes
  2d10 magical slashing damage and for 1 minute, the target is
  cursed. Until the curse ends, you can use a bonus action to
  deal 2d6 magical slashing damage to the target and each of
  your enemies within 5 feet of it. At the end of each of its
  turns, the target can make a Constitution saving throw,
  ending this incantation on a success.
  You call up a pack of ferocious, phantasmal beasts from the
  darkest and most savage depths of the Feywild. Only their
  slavering fangs appear in this world, snapping and rending in
  a mad frenzy at the foe you have cursed.
  Cyst of Darkness
  Rank 2 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 2d8 cold damage and 2d8 necrotic damage and at the
  start of your next turn, you can move the target up to 10 feet.
  The target and each creature in 5 feet of it at the end of this
  movement take an additional 1d6 cold damage and 1d6
  necrotic damage.
  With a whispered incantation, you plant a seed of chilling
  darkness within your enemy.
  Dancing Weapon
  Rank 2 Incantation • Conjuration, Offensive, Summoning,
  Weapon (Long)
  As a bonus action, you throw one melee weapon you are
  holding into an unoccupied space within 25 feet. The weapon
  uses the statistics for a flying sword except it uses your melee
  spell attack to hit and deals 2d10 damage of its type + your
  spellcasting modifier instead of the damage listed in its
  longsword attack.
  The dancing weapon is friendly to you and your
  companions. Roll initiative for the dancing weapon, which
  has its own turns. It obeys any mental commands that you
  issue to it (no action required). If you don’t issue any
  commands to it, it defends itself from hostile creatures. The
  dancing weapon persists for 1 minute or until you dismiss it
  as a bonus action.
  When the dancing weapon is reduced to 0 hit points, it is
  not destroyed. Instead, the weapon returns to your hand.
  Your DM has the statistics for this creature.
  Your weapon flies from your hand and harries one of your
  enemies.
  Darklight
  Rank 2 Incantation • Evocation, Utility (Short)
  As a bonus action, you gain a 10-foot aura for 10 minutes.
  You and your allies have 60 feet of darkvision while in the
  aura.
  Purple flame appears over your head, though only you and
  your companions can see it. By its guidance, you can find
  your way.
  Dazing Rebuke
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As a reaction, when an enemy you can see within 25 feet
  hits or misses one of your allies with an attack roll, that
  enemy must succeed on a Wisdom saving throw or take 3d10
  force damage and be dazed until the end of your next turn.
  You swing your focus, unleashing a barrage of nettling
  darts of force that punish a foe for attacking one of your
  allies.
  Deathboon
  Rank 2 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 3d10 necrotic damage. If the target is below half hit
  points after this attack, you gain a +1d6 bonus to damage
  rolls until the end of your next turn.
  At your bidding, a thread of the Shadowfell extends
  through the target’s lifeline. If the line snaps, some of the
  power returns to you, the rest goes to the Raven Queen.
  40
  
  Death’s Commands
  Rank 2 Incantation • Charm, Focus, Necromancy, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet who can hear you. The target must succeed on a Wisdom
  saving throw or take 3d10 necrotic damage and until the end
  of its next turn, the target is dazed.
  If the target is undead, it also cannot move closer to you on
  its next turn.
  To a living foe, your dark speech foreshadows your enemy’s
  own death rattle. To the undead, your words sound like
  commands.
  Deathly Conduit
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, a cloud appears in a 5-foot radius sphere
  centered on a point you can see 50 feet. Each creature in the
  area must succeed on a Constitution saving throw or take
  4d6 necrotic damage and for 1 minute, the target is blinded.
  A blinded creature can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  Additionally, each creature within 5 feet of you takes 2d6
  necrotic damage and you can teleport to an unoccupied space
  within the cloud.
  Noxious black clouds roil around your foes both close and
  far, your power drawing you from one cloud to the other in
  the blink of an eye.
  Debilitating Intercession
  Rank 2 Incantation • Offensive, Weapon (Short)
  As a reaction, when an enemy hits and deals damage to
  one of your allies with an attack, you can make a ranged
  attack using a weapon against the triggering enemy. On a hit,
  the target suffers the attack’s normal effects, and until the
  end of your next turn, your enemies suffer a -3 penalty to
  attack rolls while within 5 feet of the triggering ally.
  You fire a snap shot at an attacking enemy in retribution for
  an attack, then transfer the energy from your attack to create
  a weakening ward around your ally.
  Deep Freeze
  Rank 2 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, the target radiates cold for 1 minute. While under
  this effect, your enemies takes 1d6 cold damage the first time
  they enter a space or end their turn within 5 feet of the target.
  A creature can only take this damage once per turn.
  Driving your weapon home, you hiss a word of power, and
  white bone-chilling mist begins to seep from your foe’s body.
  Deflect Attention
  Rank 2 Incantation • Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 psychic damage and until the end of your next
  turn, one allied creature you can see within 50 feet of you
  becomes invisible to the target.
  You focus a foe’s violent determination elsewhere, making
  you or an ally invisible to it for a moment.
  Dimensional Bond
  Rank 2 Incantation • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, you create an arcane bond with the target. Until this
  bond ends, you can use a bonus action to teleport up to 50
  feet to a space within 5 feet of the target.
  Your weapon connects with your foe and creates a
  dimensional bond that allows you to teleport to its location.
  Dimensional Warding
  Rank 2 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Dimensional Warding
  stance. Until the stance ends, you project a zone in a 10-foot
  radius around you. Enemies within the zone cannot teleport
  and enemies outside the zone cannot teleport into it.
  Your warding warps the flow of magic around you,
  preventing enemies from sneaky escapes or attacks.
  Distracting Shout
  Rank 2 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 3d10 thunder damage and until the end of your
  next turn, the target suffers a -3 penalty on opportunity attack
  rolls.
  Your shout draws the enemy’s attention so that your allies
  can maneuver around the foe, letting them get in close or get
  away.
  Dramatic Shift
  Rank 2 Incantation • Enchantment, Utility (Short)
  As a bonus action, until the end of your next turn, you and
  your allies within 25 feet of you who can hear you can use a
  bonus action to safely move up to 15 feet.
  You recite your allies’ glorious tale, helping to set them in
  position for triumph.
  Drums of the Wild Hunt
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose up to three creatures within 5 feet of
  you who can hear you. Each target must succeed on a
  Constitution saving throw or take 4d6 psychic damage.
  Additionally, you can teleport one of your allies within 50 feet
  of you who can hear you to a space within 5 feet of one of the
  targets. If you do, that ally gains a +3 bonus on their next
  attack roll against the target before the end of your next turn.
  You mimic the pounding beat that drives the fury of the
  Wild Hunt, imparting its savagery to your allies.
  Dweomer Dagger
  Rank 2 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  dagger, the target suffers a -3 penalty to AC and saving throws
  until the end of your next turn.
  Your dagger pierces more than the target’s flesh, opening
  its aura to your magic.
  41
  
  Echoing Steps
  Rank 2 Incantation • Conjuration, Utility (Long)
  As a bonus action, choose an allied creature you can see
  within 50 feet. The target can teleport up to 15 feet (no action
  required) and for 1 minute, the target can also teleport 5 feet
  as a bonus action.
  Your incantation pulls its subject into the Feywild long
  enough to move freely. Arcane reverberations enable shorter
  return trips.
  Elder Constellation
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one or two creatures you can see
  within 50 feet. Each target must succeed on a Dexterity
  saving throw or take 4d6 cold damage and until the end of
  your next turn, attack rolls against the target gain advantage.
  If both targets fail their saving throws, you can teleport
  them, swapping their positions.
  A maddening patter appears in the air, revealing a few
  flickering stars that preside over the end of everything. Space
  wavers, and your foes are caught up in the instability.
  Eldritch Quagmire
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, you gain a 10-foot aura that lasts for 1
  minute or until you end it as a bonus action. The ground in
  the aura is difficult terrain for your enemies.
  When you deactivate the aura, one creature of your choice
  within the aura has its speed become 0 until the end of your
  next turn.
  Your incantation turns the ground beneath your enemies’
  feet into gooey mud, which grasps and slows their movement.
  Electrified Lash
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures within 5 feet
  of you. Each target must succeed on a Constitution saving
  throw or take 5d6 lightning damage.
  You point your focus into the air, and cruel talons of white
  lightning reach out toward your foes.
  Elemental Foible
  Rank 2 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, the target suffers a 1d6 susceptibility to a damage
  type of your choice: acid, cold, fire, lightning, or thunder. The
  susceptibility lasts for 1 minute.
  You weave a deadly symbol in your foe’s flesh. This hateful
  glyph leaves your enemy’s body fragile to the elements.
  Emerald Eye
  Rank 2 Incantation • Divination, Utility (Short)
  As a bonus action, choose one creature you can see within
  50 feet. Until the end of your next turn, you gain a +3 bonus
  on Wisdom (Insight) checks against the target and the target
  suffers a -3 penalty on Wisdom and Charisma saving throws.
  A mote of green energy appears above you. A glaring, alien
  eye peers from it, giving you insight into your foe’s true
  nature.
  Emerald Shield
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As a bonus action, for 1 minute, you gain a +1 bonus to AC
  and when a creature within 5 feet of you attacks you, you can
  use a reaction to deal 2d8 radiant damage to the attacker.
  Your magic brings forth a floating shield that is a mixture of
  green quartz and scintillating energy.
  Energetic Flight
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, until the end of your next turn, you gain
  a fly speed equal to your walking speed, and you can hover.
  You hurtle forward on wings shaped from streamers of
  dancing energy.
  Energy Conversion
  Rank 2 Incantation • Abjuration, Utility (Short)
  As a reaction, when an ally takes damage from an attack,
  the triggering ally gains resistance to all damage from the
  triggering attack. After the attack is resolved, the triggering
  ally gains 3d10 temporary hit points. These temporary hit
  points fade after 1 hour.
  Your spell absorbs the energy of your enemy’s attacks,
  turning it into a protective ward for your ally.
  Energy Theft
  Rank 2 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, the target
  suffers a 1d6 susceptibility to a damage type of your choice:
  acid, cold, fire, force, lightning, necrotic, poison, psychic,
  radiant, or thunder. The susceptibility lasts for 1 minute. The
  target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success.
  Additionally, each ally within 25 feet of you gains resistance
  to the chosen damage type.
  You draw on your enemy’s natural resilience to protect your
  allies from harm.
  Evanesce
  Rank 2 Incantation • Conjuration, Utility (Long)
  As a reaction, when you are damaged by an enemy, you are
  removed from play until the start of your next turn. The space
  you vacate becomes a zone that is heavily obscured and lasts
  for 1 minute. At the start of your next turn, you reappear in an
  unoccupied space of your choice within 25 feet of the zone.
  The instant you feel your enemy’s attack, you vanish in a
  puff of black smoke.
  42
  
  Everywhere and Nowhere
  Rank 2 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Wisdom saving throw. On a
  failed save, the target takes 3d10 psychic damage, and for 1
  minute, the target treats you as invisible. On a successful
  save, the target takes half as much damage, and until the end
  of your next turn, the target treats you as invisible. The target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on a success.
  For 1 minute, once per turn when the target makes an
  attack roll while you are invisible to it, it takes 1d6 psychic
  damage and you can teleport up to 15 feet (no action
  required).
  You burn your presence from the enemy’s mind so that
  when it tries to find you, you are gone, always one step out of
  reach.
  Evoker’s Summoning
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 15
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 force damage and be teleported to a space within 5
  feet of you.
  You summon a foe to your side, lashing out against it.
  Familiar’s Call
  Rank 2 Incantation • Conjuration, Familiar, Utility (Short)
  As a bonus action, while you have an active familiar, you
  teleport up to 100 feet to the space occupied by your familiar
  and your familiar is dismissed to its pocket dimension.
  You teleport yourself to where your familiar is.
  Far Realm Phantasm
  Rank 2 Incantation • Fear, Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 psychic damage and the target must spend an
  action on its next turn attacking empty air.
  You give brief life to the image of the creature you
  periodically see in visions hungrily whispering your name.
  Though your breath comes quicker, your target is caught
  unprepared for the mind-wrenching vision.
  Fate’s Chaos
  Rank 2 Incantation • Divination, Utility (Long)
  As a reaction, when you spend an inspiration to gain
  advantage on an attack roll and miss, roll one additional d20
  and choose which of the three to use.
  You tweak the course of fate, turning ill luck into good
  fortune.
  Fey Switch
  Rank 2 Incantation • Conjuration, Utility (Short)
  As a bonus action, you and one willing ally you can see
  within 50 feet teleport, swapping positions.
  You briefly slide the veil of the Feywild over yourself and an
  ally and then snap back into place. When the veil stabilizes,
  you and your friend have switched places.
  Fire Mantle
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose yourself or one ally you can see within
  50 feet. The target gains a 5-foot aura for 1 minute or until
  the target dismisses it as a bonus action. When any of the
  target’s enemies enters the aura or ends its turn there, that
  enemy takes 1d6 fire damage. A creature can take this
  damage only once per turn.
  Additionally, until the aura ends, the target sheds bright
  light in a 15-foot radius and dim light for an additional 15
  feet, is lightly obscured, and gains resistance to fire damage.
  You wreathe yourself or an ally in protective fire, which
  punishes nearby foes.
  Fire Sea Travel
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature within 5 feet of you.
  Each target must succeed on a Dexterity saving throw or take
  4d6 fire damage and be unable to see anything farther than
  15 feet from it until the end of your next turn.
  Additionally, you teleport up to 15 feet.
  After your fiery attack, you open a window into the Fire
  Sea and skip through it to a nearby location.
  Fire Stride
  Rank 2 Incantation • Conjuration, Utility (Turn)
  As a bonus action, choose a fire of campfire size or larger
  within 5 feet of you. You teleport up to 50 feet to a space
  within 5 feet of a different fire of campfire size or larger.
  You step into a blazing fire and instantly teleport to another
  nearby fire without harm.
  Firebomb
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 5d6 fire damage.
  A globe of orange flame coalesces in your hand. You hurl it
  at your enemies, and it explodes on impact.
  Flame Shield
  Rank 2 Incantation • Evocation, Utility (Long)
  As a bonus action, you gain resistance to cold and fire
  damage for 1 minute. While the shield persists, whenever a
  creature makes a melee attack roll against you, it takes 2d6
  fire damage. No creature can take this damage more than
  once per turn.
  You are swathed in rippling flames that turn away both fire
  and chill but scorch anyone who strikes you.
  43
  
  Flameheart Defender
  Rank 2 Incantation • Conjuration, Focus, Offensive,
  Summoning (Long)
  As a bonus action, you create a Small flameheart defender
  in an unoccupied space within 25 feet.
  The flameheart defender is friendly to you and your
  companions. Roll initiative for the defender, which has its
  own turns. It obeys any mental commands that you issue to it
  (no action required). If you don’t issue any commands to it, it
  defends itself from hostile creatures and uses its reaction to
  make opportunity attacks. The defender persists for 1 minute
  or until you dismiss it as a bonus action.
  The creature’s statistics are listed at the end of this
  supplement.
  You infuse a small construct with a volatile heart of
  elemental fire.
  Flames of the Smoking Crown
  Rank 2 Incantation • Evocation, Fear, Focus, Offensive (Long)
  As an action, choose one creature you can see within 25
  feet. The target takes 2d10 fire damage, and must then
  succeed on a Dexterity saving throw or become affected by
  the Flames of the Smoking Crown for 1 minute. Until the
  flames end, the target must repeat the saving throw at the
  end of each of its turns. On a failed save, you can move the
  target up to 10 feet and the target and each of your enemies
  within 5 feet of it take 2d6 fire damage. On a successful save,
  the incantation ends.
  Hungry flames consume your enemy and send the creature
  into a panic that ignites your other foes.
  Force Ladder
  Rank 2 Incantation • Conjuration, Utility (Short)
  As an action, you conjure a ladder of arcane force in an
  unoccupied space within 50 feet. The ladder can be up to 40
  feet tall and persists for 1 minute. The ladder stands firmly,
  does not need to be attached to anything, and cannot be
  moved unless you permit it.
  You create a shimmering ladder to aid your ascent.
  Forceful Assault
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10 force
  damage, and is dazed for 1 minute. At the end of each of its
  turns the target can make a Constitution saving throw, ending
  the effect on a success.
  You wound your unwary foe with the sheer force of your
  nature, and on the heels of that assault you deliver a
  debilitating bolt of energy.
  Gale-Force Infusion
  Rank 2 Incantation • Abjuration, Offensive, Weapon (Short)
  As an action, choose one ally within 50 feet of you. Each
  enemy within 10 feet of the ally must succeed on a Dexterity
  saving throw or take 4d6 bludgeoning damage and be moved
  up to 10 feet.
  Additionally, the target ally gains a +3 bonus to AC until the
  end of your next turn.
  You infuse an ally’s armor with the power of a violent
  windstorm.
  Ghoul Strike
  Rank 2 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a melee spell attack against one
  creature within 25 feet. On a hit, the target takes 3d10
  necrotic damage, and its speed becomes 0 until the end of
  your next turn. The attack creates a zone in a 10-foot radius
  centered on the target until the end of your next turn. Any
  creature other than you that ends its turn in the zone takes
  1d6 necrotic damage, and grants advantage on attack rolls
  against it while in the zone.
  You make a slashing motion against an enemy, causing
  darkness to bind it and filling the air around it a charnel
  stench.
  Glacial Armor
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature within 5 feet of you.
  Each target must make a Constitution saving throw. A target
  takes 4d6 cold damage on a failed save, or half as much
  damage on a successful one.
  Additionally, for 1 minute, you gain a +1 bonus to AC and
  Constitution saving throws, and each creature that hits you
  with a melee attack takes 1d6 cold damage.
  The air around you turns deathly cold, and frost coalesces
  on your body, creating a protective shell of ice.
  Glimpse the Future
  Rank 2 Incantation • Divination, Utility (Long)
  As a bonus action, roll a d20 three times and keep the
  highest roll. Once within the next 10 minutes, you can use
  this roll to replace a single d20 roll of an ally within 50 feet of
  you.
  Just as you upload the examples of the past, so too do you
  draw on the future to inspire your companions.
  Glitterdust
  Rank 2 Incantation • Focus, Illusion, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  make a Dexterity saving throw. On a failed save, a target
  takes 4d6 radiant damage, is blinded until the end of your
  next turn, and is covered in dust for 1 minute. On a
  successful save, a target is covered in dust for 1 minute but
  suffers no other effects.
  While covered in dust, a target gains no benefits from
  being invisible nor can it become hidden. At the end of each
  of its turns, a target can repeat the saving throw, shaking off
  the dust on a success.
  You call forth a flash of brilliant light that leaves golden
  dust on all nearby creatures. The dust sparkles with a
  supernatural luster.
  Glowing Wrath
  Rank 2 Incantation • Enchantment, Fear, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  a +3 bonus on Charisma (Intimidation) checks and can
  increase the distance of any forced movement you cause by
  up to 10 feet.
  Your voice thunders above the din of the battlefield, casting
  fear and doubt into your foes.
  44
  
  Grasp of the Grave
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 4d6 necrotic
  damage and be dazed until the end of your next turn.
  The sphere creates a zone for 1 minute. Each of your
  enemies that enters the zone or starts its turn there takes
  1d6 necrotic damage.
  Skeletal hands burst from the earth and ghostly claws swirl
  from the air to snatch at your foes.
  Halo of Madness
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 2d10 psychic damage and for 1 minute, the target is
  subjected to madness.
  Until the madness ends, you can use a bonus action to
  force the target to use its reaction, if available, to make a
  melee attack against one creature of your choice within its
  reach. At the end of each of its turns, the target can repeat the
  saving throw against the madness, ending the effect on a
  success.
  You cause an illusory, twisted halo to appear above the
  target’s head. Under its psychic assault, your enemy loses the
  ability to distinguish friend from foe.
  Haunting Tune
  Rank 2 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Haunting Tune stance.
  Until the stance ends, enemies that end their turn within 15
  feet of you and can hear you take 1d6 psychic damage. This
  damage cannot reduce an enemy below 1 hit point. If the
  damage would normally reduce an enemy below 1 hit point,
  that enemy must use its reaction, if available, to move up to
  its speed, ending the move as far away from you as possible.
  You chant a haunting dirge that seems to reach right into
  your enemies’ psyches, leaving them shaken.
  Healing Reserve
  Rank 2 Incantation • Evocation, Utility (Long)
  As a reaction, when an ally you can see within 50 feet
  spends one or two hit dice to regain hit points, the target
  does not spend the hit dice but still gains their benefits. The
  target also regains an additional 1d6 hit points.
  You channel arcane energy to assist an ally’s healing.
  Hellsworn Blessing
  Rank 2 Incantation • Focus, Offensive, Polymorph,
  Transmutation (Long)
  As an action, one willing creature you touch assumes the
  form of a hellsworn for 1 minute or until you dismiss the
  effect as a bonus action. While in this form, the target gains
  darkvision out to 60 feet, a +1 bonus to attack rolls, it deals
  an extra 1d6 fire damage with melee weapon attacks, and it
  gains resistance to fire damage.
  The words you whisper in an ally’s ear transform your
  companion into a more useful servant.
  Hero’s Arrow
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 2d10
  magical piercing damage, and one of your allies within 5 feet
  of the target regains 1d10 hit points.
  You conjure a magic arrow and send it speeding toward an
  enemy. A hero’s arrow that hits its mark both hurts a foe and
  aids an ally.
  Howl of Doom
  Rank 2 Incantation • Enchantment, Fear, Focus, Offensive
  (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 4d6 thunder damage and
  be pushed 10 feet.
  You unleash a devastating shout that cracks stone and
  pulps flesh. Supernatural terror goes with your mighty blast,
  and your foes are driven back in fright.
  Icy Weapons
  Rank 2 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 cold damage, and until the
  end of your next turn, its speed is reduced by 10 feet.
  Additionally, until the end of your next turn, you and your
  allies within 5 feet of the target deal an extra 1d6 cold
  damage with attacks using weapons or any effect that deals
  cold damage.
  An icy wind imbues your weapon with frost.
  Infernal Moon Curse
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 3d10 poison damage and be restrained 5 feet off the
  ground until the end of your next turn.
  The shimmer of pale, ghostly silver envelops your foe and
  lifts it up into the air. Its sinister radiance seeps into your foes
  body, a strange and deadly poison.
  Iron Aspect of Dispater
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, until the end of your next turn, you gain
  resistance to nonmagical bludgeoning, piercing, and slashing
  damage, and can ignore forced movement.
  Your skin becomes as hard as iron, making you immovable
  against your foes’ attacks.
  Lash of the Long Night
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10 cold
  damage, and must succeed on a Constitution saving throw or
  be pushed up to 10 feet and until the end of your next turn,
  the target's speed is reduced by 10 feet.
  You lash out with a frigid wind to hold your foe at bay.
  45
  
  Life Siphon
  Rank 2 Incantation • Necromancy, Utility (Short)
  As a reaction, when an ally within 50 feet takes damage,
  you gain a +3 bonus on one attack roll before the end of your
  next turn. You also regain 1d10 hit points and gain 2d10
  temporary hit points.
  It’s not pretty, it’s not kind, but sometimes you need to draw
  power from an ally’s pain.
  Lightning Shift
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, you can safely move up to your speed.
  You ignore difficult terrain during this movement.
  With a flourish of snapping sparks, your single step speeds
  you, lightning-quick, across the battlefield.
  Lingering Lightning
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose up to three creature you can see
  within 25 feet. Each target must succeed on a Dexterity
  saving throw or take 4d6 lightning damage and for 1 minute,
  the target is electrified.
  While electrified, the target takes 1d6 lightning damage at
  the start of each of its turns. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Tendrils of bluish white lightning course over your focus to
  electrocute your enemies.
  Lure of Gibbeth
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 3d10 psychic damage and for 1 minute, the target’s mind
  is seized.
  While seized, you can pull the target up to 10 feet as a
  bonus action on each of your turns.
  A fleeting thought of Gibbeth the Endless, an unknowable
  entity slain at the birth of the world but poised to return at the
  world’s ending, seizes your enemy’s mind and draws your foe
  toward you like a moth to flame.
  Maggot Conduit
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, a writhing 5-foot radius pit of maggots
  appears, centered on a point on the ground within 50 feet.
  Each creature in the area must succeed on a Constitution
  saving throw or take 4d6 acid damage.
  The pit persist until the end of your next turn. Any creature
  that enters the area for the first time on a turn or starts its
  turn there must succeed on a Constitution saving throw or
  take 4d6 acid damage.
  Holes devoured through space-time crawl with the green-
  white maggots of the Worm. You invoke a conduit which
  manifests as a writhing pit of maggots beneath your foes.
  Mercurial Form
  Rank 2 Incantation • Polymorph, Transmutation, Utility
  (Long)
  As a bonus action, for 1 minute, you cannot be marked, you
  are considered tiny for the purposes of squeezing, and you
  can automatically succeed at escaping from grapples (no
  action required).
  Your form flows and shimmers, allowing you to slip
  through cracks, escape an enemy’s claws, and evade even the
  most persistent hunter.
  Mire the Mind
  Rank 2 Incantation • Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Intelligence saving throw
  or take 3d10 psychic damage and you and all of your allies
  within 50 feet of the target are invisible to it until the end of
  your next turn.
  You assail your foe’s mind with unreal images until it can
  see nothing else.
  Mirror Darkly
  Rank 2 Incantation • Conjuration, Utility (Short)
  As a bonus action, you conjure a Medium shade in an
  unoccupied space you can see within 15 feet. The shade
  occupies its space and lasts until the end of your next turn.
  The shade can be attacked. It uses your defenses and saving
  throws, and it is destroyed if it takes any damage. While the
  shade persists, you are insubstantial allowing you to move
  through other creature’s spaces and solid walls. If you end
  your movement inside of a creature or object, you take 1d10
  force damage and are pushed to the nearest unoccupied
  space.
  Additionally, you can use the shade’s space as the origin for
  any of your abilities, attacks, or spells, though you must use
  your own senses.
  After the shade disappears, you can teleport to the space
  the shade occupied (no action required).
  Your shadowy double appears at a distance, letting you
  split your seesence between two points on the battlefield.
  Moon and the Stars
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose up to two creatures you can see
  within 50 feet of you. Each target must make a Dexterity
  saving throw. On a failed save, a target takes 4d6 cold
  damage or radiant damage (your choice), or half as much
  damage on a successful one.
  The damage type you chose determines the incantations
  additional effect on a failed save.
  Cold: For 1 minute, the target’s speed is reduced by 10
  feet and it cannot disengage. The target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Radiant: You can spend a hit die to regain hit points for
  each target that failed the saving throw.
  A chill winter moon appears overhead, and around it swims
  a myriad of radiant stars. You can unleash the power of either
  on a foe.
  46
  
  Mordant Rains of Dis
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 4d6 acid damage and until the end of your next turn, the
  target is blinded.
  Additionally, each creature in 5 feet of the target must
  succeed on a Dexterity saving throw or take 2d6 acid
  damage.
  You open a portal to Dis above your foe’s head, releasing
  caustic rain upon them.
  Murderous Twin
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 3d10 psychic damage.
  Additionally, you conjure a murderous twin of the target in
  an unoccupied space within 5 feet of the target. The twin is
  the same size as the target and remains until the end of your
  next turn. The target takes a -3 penalty to attack rolls while
  within 5 feet of its twin. Until the twin vanishes, you can use
  your reaction when the target leaves a space within 5 feet of
  the twin or when it makes an attack. The twin vanishes and
  reappears in an unoccupied space within 5 feet of the target
  and you make a melee spell attack against the target. On a
  hit, the target takes 1d6 psychic damage, and the target is
  dazed until the end of its next turn.
  You create a shadowy twin of your enemy, a murderous
  vestige that wreaks havoc on itself and its allies.
  Nightshade Dreams
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, make a melee spell attack against one
  creature within reach. On a hit, the target takes 3d10 poison
  damage and for 1 minute, the target is poisoned.
  While poisoned, the target is also dazed and must make a
  Constitution saving throw at the end of each of its turns. The
  target takes 1d6 poison damage on a failed save, and is no
  longer poisoned on a success.
  Your hand turns black as you reach forward to deliver a
  dose of nightshade poison to your foe.
  Nimbus of Shielding
  Rank 2 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Nimbus of Shielding
  stance. Until the stance ends, your allies gain a +1 bonus to
  AC and saving throws while within 5 feet of you.
  You extend a magical ward around nearby allies.
  Palest Flames
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Dexterity saving throw. On a
  failed save, the target takes 3d10 fire damage, and suffers a
  2d6 susceptibility to cold damage for 1 minute. On a
  successful save, the target takes half as much damage, and
  suffers a 1d6 susceptibility to cold damage until the end of
  your next turn.
  While susceptible to cold damage, the target is on fire and
  sheds bright light in a 15-foot radius and dim light for an
  additional 15 feet. The target can make a Dexterity saving
  throw at the end of each of its turns, putting the magical
  flames out and ending the effect on a success.
  The blue flames that engulf your foe make it more
  susceptible to the ravages of cold.
  Phantom Foes
  Rank 2 Incantation • Fear, Illusion, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target's
  speed is reduced by 10 feet until the end of your next turn.
  Also until the end of your next turn, the first time the target
  makes an attack roll, it must make an Intelligence saving
  throw. On a failed save, you can change the target of its attack
  to a different creature within range of that attack. If the target
  hits one of its allies with that attack, that ally takes 1d6 extra
  damage.
  Spectral Warriors swirl around your enemies, causing
  them to lash out in a blind panic.
  Phantom Structure
  Rank 2 Incantation • Conjuration, Utility (Long)
  As an action, you conjure a 5-foot wide phantasmal bridge
  between two spaces within 100 feet. The bridge persists for 1
  minute. It connects the two spaces by the shortest path, has
  no height, and a creature can pass through a space
  containing the bridge as though it were normal terrain, even
  if it normally contains no terrain or difficult terrain.
  By arranging small objects in your hand, you create an
  ephemeral structure made of magical force.
  Prescient Warning
  Rank 2 Incantation • Divination, Focus, Offensive (Short)
  As a reaction, when an ally within 50 feet of you who is hit
  by an attack, the triggering ally can use their reaction to make
  a weapon attack against the attacking creature, dealing an
  extra 2d10 damage on a hit.
  You utter words of warning that fly downstream through
  the river of time, warning your ally of danger.
  47
  
  Puckish Sprite
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 radiant damage. Also on a failed save, you can
  move the target up to 10 feet and it must use its reaction, if
  available, to make a weapon attack against a creature of your
  choice.
  In addition, you conjure a puckish sprite in an unoccupied
  space within 5 feet of the target. The sprite lasts until the end
  of your next turn. Any enemy of yours within 5 feet of the
  sprite suffers a -3 penalty to attack rolls.
  You call forth a mischievous fey creature, aglow with fairy
  light and as meddlesome as a satyr.
  Purifying Wound
  Rank 2 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target is set on fire for 1 minute.
  While on fire, the target sheds bright light in a 15-foot
  radius and dim light for an additional 15 feet. The target can
  make a Dexterity saving throw at the end of each of its turns
  against the effect. On a failed save, the target and each of
  your enemies within 5 feet of it take 1d6 fire damage. On a
  successful save, the effect ends. These magical flames cannot
  be extinguished by nonmagical means.
  Your attack inflicts a grievous wound and unleashes a gout
  of flame that consumes your enemy.
  Quickening Stride
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, can move up to 60 feet.
  You move through the battlefield in a blur.
  Regeneration Infusion
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, choose one creature within 50 feet who
  is below half hit points. For 1 minute, the target regains 1d6
  hit points at the start of each of its turns as long as it is above
  0 hit points. The target can use a bonus action and end the
  effect to spend up to two hit dice to regain hit points.
  You imbue an ally’s equipment with a steady flow of arcane
  energy, which stores your friend’s vigor.
  Rejuvenating Strike
  Rank 2 Incantation • Evocation, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and you
  can spend up to two hit dice to regain hit points. If you do so,
  you regain an additional 1d6 hit points.
  Your attack draws life from your foe’s injury and instills you
  with renewed energy.
  Rending Fear of Khirad
  Rank 2 Incantation • Charm, Enchantment, Fear, Focus,
  Utility (Long)
  As an action, choose one restrained creature within reach
  with an Intelligence of at least 3. You demand that the target
  answer one question. If you share a language, your helpless
  target provides the answer to the best of its knowledge,
  without distortion. Each round, you can ask a new question
  until the target is no longer restrained, or you have asked 3
  total questions.
  A pale blue flame springs up from your brow as you incant
  the apocalypses over which Khirad has burned, thus hoping
  to frighten your foe into an admission.
  Repelling Sphere
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on you. Each target must succeed on
  a Constitution saving throw or take 4d6 force damage and be
  pushed to a space outside of the radius.
  You can center the sphere on your active familiar instead of
  yourself.
  You repulse your enemies with an expanding sphere of
  force.
  Revitalizing Charm
  Rank 2 Incantation • Abjuration, Utility (Long)
  As a bonus action, choose yourself or one ally you can see
  within 25 feet. You remove one effect from the target that a
  save can end.
  You crumble enchanted herbs between your finders and
  command your flagging companion to steel themselves for
  battle.
  Revitalizing Incantation
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, choose one allied creature you can see
  within 25 feet. The target can spend a up to two hit dice to
  regain hit points. If they do so, they also gain a number of
  temporary hit points equal to the total hit points regained
  from this incantation.
  You whisper a few phrases in a secret language, urging
  your ally’s body to mend itself.
  Rewrite the Future
  Rank 2 Incantation • Dvination, Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 2d10 damage, and roll a
  d20. Until the end of your next turn, you can replace an ally’s
  attack roll against the target with your d20 roll or replace one
  of the target’s attack rolls with your d20 roll.
  With a wave of the hand, this shot’s arcane energy can
  change an enemy’s future.
  48
  
  Rhyme of Fire
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Constitution saving
  throw or take 3d10 fire damage.
  Additionally, for 1 minute, whenever an ally deals damage
  to the target, the target takes an extra 1d6 fire damage.
  You whisper of the unquenchable fire that burns at the
  heart of the world, causing flames to erupt deep within your
  enemy.
  Rimestorm
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 4d6 cold damage, be
  knocked prone, and until the end of your next turn, the target
  suffers a -3 penalty on Constitution saving throws.
  A wintry blast drives your enemies to their knees.
  Roaring Storm of Cania
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target is pushed up to 10 feet and
  must succeed on a Constitution saving throw or take 4d6
  cold damage and be knocked prone.
  A gale of frigid wind rips through your foes, hurling them to
  the ground and pelting them with razor-sharp blades of ice.
  Runic Resistance
  Rank 2 Incantation • Conjuration, Offensive, Weapon (Short)
  As an action, choose acid, cold, fire, or lighting damage.
  Each enemy in a 10-foot sphere centered on a point within 50
  feet must succeed on a Dexterity saving throw or take 4d6
  damage of the chosen type.
  Additionally, choose acid, cold, fire, or lightning damage.
  Your allies in the sphere gain resistance to that type until the
  end of your next turn.
  You can choose a different type for each part of this
  incantation.
  Using your implement, you hurl a sigil-scribed sphere that
  blasts your foes and shields your allies.
  Sand Shape
  Rank 2 Incantation • Polymorph, Transmutation, Utility
  (Long)
  As a bonus action, for 1 hour, you gain resistance to
  bludgeoning, piercing, and slashing damage from nonmagical
  weapons. You gain immunity to necrotic damage and poison
  damage, and are immune to being grappled, paralyzed,
  petrified, poisoned, prone, and restrained.
  You gain vulnerability to water, for every 5 feet you move
  while touching water, or for every gallon splashed on you, you
  take 1d4 cold damage. If you are completely immersed in
  water, you take 4d4 cold damage.
  You can pass through any opening large enough to
  accommodate a single grain of sand. You cannot attack, pick
  up anything, manipulate objects, or cast spells.
  You can end this incantation early as a bonus action.
  You transform your body into sand, allowing you to resist
  attacks and pass through near solid barriers.
  Satire of Bravery
  Rank 2 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 15-foot
  cone originating from you who can hear you. Each target
  must succeed on a Wisdom saving throw or take 4d6 psychic
  damage and for 1 minute, the target is affected by your Satire
  of Bravery.
  While the target is under this effect, if it ends its turn closer
  to you than where it started its turn, the target takes 2d6
  psychic damage and is dazed until the end of its next turn.
  Additionally, you can push each target up to 10 feet.
  Your verse mocks your foes’ courage, forcing them to
  become the cowards you describe.
  Savage Transformation
  Rank 2 Incantation • Focus, Offensive, Polymorph,
  Transmutation (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Constitution saving throw. On a
  failed save, the target takes 3d10 force damage and for 1
  minute, you partially transform the target’s mind and body
  into that of a savage monster. On a successful saving throw,
  the target takes half as much damage and until the end of
  your next turn, it must make an opportunity attack against
  any creature that willingly leaves its reach.
  Until the transformation ends, the target must make an
  opportunity attack against any creature that willingly leaves
  its reach, and if any creature ends its turn within 5 feet of the
  target, the target must use its reaction, if available, to make a
  melee weapon attack against the creature with a +1d6 bonus
  on the damage roll. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on a success.
  You warp your enemy's form, changing it into a monster
  covered with course fur or scales, the flames of savagery
  burning in its eyes.
  Serpentine Blast
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. The attack ignores half and three-
  quarters cover. On a hit, the target takes 4d10 lightning
  damage.
  A bolt of lightning leaps from your fingers to strike at your
  foe, twisting past obstacles.
  Shadow Investiture
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, you and each ally within 5 feet of you
  gain 60 feet of darkvision and resistance to necrotic damage
  for 1 minute.
  You draw energy from the shadow staining your soul to
  help other navigate the darkness.
  49
  
  Shadow Ride
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, you can safely move up to 15 feet and
  can enter any creature’s space during this movement. You can
  end this movement in a creature’s space. If you do so,
  whenever the target moves before the end of your next turn,
  you safely move with it (no action required), remaining in its
  space. At the start of your next turn, you appear in an
  unoccupied space within 5 feet of the target.
  Your body flows as liquid darkness, pooling around another
  creature like a second shadow.
  Shadow Strangler
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 3d10 necrotic damage and cannot breathe until the end
  of your next turn.
  While unable to breath, the target has disadvantage on
  attack rolls and takes an additional 1d6 necrotic damage
  each time it makes an attack roll.
  A wraithlike creature appears behind your enemy and
  attempts to strangle it. With each of your foe’s attacks, the
  specter’s grip tightens.
  Shadowslip
  Rank 2 Incantation • Conjuration, Utility (Short)
  As a reaction, when an enemy misses you with an attack,
  you teleport up to 15 feet.
  They wanted blood. You give them shadow.
  Shard of Darkness
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10 cold
  damage and for 1 minute, its speed is reduced by 5 feet. The
  target can make a Constitution saving throw at the end of
  each of its turns, ending the effect on a success.
  On a miss, this incantation is not expended.
  A frozen blade of raw shadowstuff appears in your hand,
  then cripples with cold when it strikes.
  Shatterblade
  Rank 2 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and each
  creature other than you that is within 5 feet of the target must
  succeed on a Dexterity saving throw or take 4d6 force
  damage.
  In the blink of an eye, your weapon appears to shatter into
  thousands of pieces that cut your foe with shards of force.
  Sphere of Reality
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 3d10
  thunder damage, and choose a space within 5 feet of the
  target. Until the end of your next turn, you can treat that
  space as the point of origin of your attacks, spells, and effects.
  You hurl a glass orb that warps reality when it cracks open,
  blasting your enemy and opening a rift through which you can
  attack.
  Shroud of Black Steel
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 1 minute, you gain a +1 bonus to AC
  and Constitution saving throws, but suffer a -10 foot penalty
  to your speed.
  You can end this incantation early as a bonus action.
  Invoking the power of your dark arcana, you transform
  your skin into living steel, blackened and hard yet still supple
  enough to move. Your quickness suffers a bit, but you are
  much tougher and more resilient.
  Silversteel Veil
  Rank 2 Incantation • Abjuration, Utility (Short)
  As a bonus action, you and each ally within 5 feet gain a +3
  bonus to AC and Dexterity saving throws until the end of your
  next turn.
  You raise a magical ward of thin, wispy silver mist. It
  seems no more tangible than warm breath on a frosty
  morning, but it gathers under enemy blows and turns them
  aside.
  Slaad’s Gambit
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As a reaction, when an enemy you can see within 25 feet of
  you targets you with an attack roll, you can immediately
  teleport up to 15 feet before the attack. If you do so, make a
  ranged spell attack against the triggering enemy. On a hit, the
  target takes 3d10 psychic damage.
  You tap into chaos just as a foe is about to hit you. A
  greenish hue flickers across your skin as you teleport away,
  then make your own attack.
  Smokepowder Blast
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 3d10 fire damage and for 1 minute, smolder. While
  smoldering, the target takes 1d6 fire damage at the start of
  each of its turns. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on a success.
  Additionally, one of your allies within 5 feet of the target
  can use their reaction to make one melee weapon attack
  against the target. If the target failed its saving throw, the ally
  gains a +3 bonus on their attack roll.
  You hurl a vial of black powder at your enemy’s feet,
  creating a fiery explosion. One of your allies takes advantage
  of the confusion and strikes while your opponent’s guard is
  down.
  Song of Conquest
  Rank 2 Incantation • Enchantment, Utility (Short)
  As a bonus action, until the end of your next turn, any ally
  within 25 feet of you who can hear you that hits an enemy
  with an attack gains 2d6 temporary hit points.
  Your arcane song bolsters your allies, so they fight your
  foes with renewed vigor.
  50
  
  Song of Discord
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  be dominated until the end of your next turn.
  Additionally, the target must use its reaction, if available, to
  make a melee weapon attack against a creature of your
  choice.
  You foster distrust in one of your foes, causing it to strike
  out at its allies.
  Song of Duplicitous Allure
  Rank 2 Incantation • Charm, Enchantment, Offensive,
  Weapon (Short)
  When you hit a creature who can hear you with a ranged
  attack using a weapon, your attack deals an extra 2d10
  damage, and the target must succeed on a Wisdom saving
  throw or be pulled up to 10 feet. Also on a failed save, until
  the end of your next turn, each time the target is hit by a
  ranged attack, you can pull it up to an additional 10 feet.
  The soft tones of your voice draw your foe closer.
  Song of Speed
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, choose one creature you can see within
  50 feet. Until the end of your next turn, the target gains a +15-
  foot bonus to speed and whenever the target safely moves,
  they can move an additional 5 feet.
  With a rousing refrain, you imbue an ally or yourself with
  superior speed and agility.
  Sorcerer-King’s Decree
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Dexterity saving throw or
  take 3d10 lightning damage.
  Additionally, the target and each creature within 5 feet of it
  must succeed on a Constitution saving throw or be pushed up
  to 10 feet.
  Crackling lightning scorches your enemy with such ferocity
  that it sends nearby foes staggering back.
  Spark Form
  Rank 2 Incantation • Focus, Offensive, Transmutation (Short)
  As an action, you can safely move up to your speed plus 10
  feet. During this movement, you can move through enemies’
  spaces. When you leave any creature’s space, it must succeed
  on a Dexterity saving throw or take 4d6 lightning damage. A
  creature can only take this damage once per turn.
  Your body briefly becomes a shower of dancing sparks that
  zips among foes, shocking them as you go.
  Spectral Hound
  Rank 2 Incantation • Illusion, Utility (Long)
  As an action, you create the illusion of a Medium spectral
  hound, which appears in an unoccupied space within 50 feet.
  The spectral hound does not occupy that space but does
  count as an ally for the purpose of having a conscious ally
  within 5 feet of a target. Additionally, as long as the hound
  remains within 50 feet of you, you gain a +1 bonus to AC and
  saving throws, along with a +1 bonus on Wisdom
  (Perception) checks, since the spectral hound warns you of
  approaching danger.
  The hound persists for 10 minutes. Each round you can
  mentally command the hound to move up to 25 feet as a
  bonus action; the spectral hound ignores difficult terrain but
  the hound disappears if it leaves your line of sight.
  You summon the ghostly image of a powerful mastiff that
  follows you protectively.
  Spectral Ram
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature or object within 50 feet. On a hit, the target takes
  3d10 force damage and you push the target up to 10 feet and
  knock it prone.
  If the target is an object and the attack hits, it is
  automatically a critical hit.
  You seize your foe with unseen magical force and bash
  them against the ceiling and walls before dropping them to
  the ground and hurling them back.
  Spikes of Agony
  Rank 2 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 damage, and the
  target takes an additional 2d10 force damage if it moves
  before the end of your next turn.
  Your strike leaves shards of pure force piercing your
  enemy’s flesh, rending it if it moves.
  Strictures of Fortune
  Rank 2 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 3d10 psychic damage.
  Additionally, for 1 minute, the next time the target rolls to
  recharge an ability, the ability automatically does not
  recharge, and one allied creature within 50 feet of you who
  can hear you regains the use of one ability that recovers on a
  short rest.
  Once you prevent the target from recharging an ability
  once, this effect ends.
  Your song of fortune assists your allies and impedes your
  enemies.
  Stride of the Gallant
  Rank 2 Incantation • Conjuration, Stance (Long)
  As a bonus action, you enter the Stride of the Gallant
  stance. Until the stance ends, you gain “teleport 15 ft.” as an
  additional movement mode, but you must end such teleports
  within 5 feet of an enemy.
  With the rush of wind, you blink to your enemy’s side,
  darting around the battlefield in a swirl of weapon and spell.
  51
  
  Subtlety of the Green Wyrm
  Rank 2 Incantation • Divination, Utility (Long)
  As a bonus action, you gain a +3 bonus on Wisdom
  (Insight) checks and Charisma (Diplomacy and Intimidate)
  checks for 10 minutes.
  You listen for the faint whisper of your own blood. In its
  flow, you find ancient wisdom and unrivaled charm.
  Sudden Scales
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a reaction, when you are hit by an attack roll, you
  immediately gain a +6 bonus to AC against the triggering
  attack.
  Dragon scales cover your form in reaction to an assault, as
  arcane power shields your mind and body from harm.
  Summon Abyssal Maw
  Rank 2 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium abyssal maw in
  an unoccupied space within 50 feet.
  The abyssal maw is friendly to you and your companions.
  Roll initiative for the maw, which has its own turns. It obeys
  any mental commands that you issue to it (no action
  required). The maw persists for 1 minute or until you dismiss
  it as a bonus action. If you don’t issue any commands to it, it
  defends itself and makes opportunity attacks against your
  enemies.
  The creature’s statistics are listed at the end of this
  supplement.
  The air is filled with the sound of gnashing teeth as a
  voracious creature of the Elemental Chaos appears and
  chews into anything it can reach.
  Summon Imp
  Rank 2 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Small imp in an
  unoccupied space within 50 feet.
  Roll initiative for the imp, which has its own turns. You can
  use a bonus action on your turn to issue mental commands to
  it, which it must obey. The imp persists for 1 minute or until
  you dismiss it as a bonus action.
  You are connected to life force of the imp. While the
  summoned imp is present, you deal an extra 1d6 poison
  damage when you hit with attack rolls that gain advantage.
  If you didn’t issue any commands to the imp by the end of
  your turn, on its turn, it attacks the nearest creature it has
  advantage on attack rolls against. If it can’t do that, it turns
  invisible and moves up to its speed to a space within 5 feet of
  one of your enemies. In addition, attack rolls against you gain
  advantage until the end of your next turn.
  The DM has the creature’s statistics.
  With a crack and a flash of blood-red light, a tiny winged
  devil appears, scorpion-like tail held ready.
  Summon Iron Cohort
  Rank 2 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium iron cohort in
  an unoccupied space within 50 feet.
  The iron cohort is friendly to you and your companions.
  Roll initiative for the cohort, which has its own turns. It obeys
  any mental commands that you issue to it (no action
  required). The cohort persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, on its turn if it is not within 5 feet of you, it moves as
  close as it can to within 5 feet of you and uses its action to
  dodge.
  The creature’s statistics are listed at the end of this
  supplement.
  A dwarf-sized humanoid creature of earth and iron ore
  appears near you. When you come under attack, it steps in to
  absorb the force of the blow.
  Summon Magma Beast
  Rank 2 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium magma beast in
  an unoccupied space within 50 feet.
  Roll initiative for the magma beast, which has its own
  turns. You can use a bonus action on your turn to issue
  mental commands to it, which it must obey. The magma
  beast persists for 1 minute or until you dismiss it as a bonus
  action.
  You are connected to life force of the magma beast. While
  the summoned magma beast is present, you can disengage as
  a bonus action. Additionally, whenever you deal damage to a
  creature, that target cannot disengage until the end of its next
  turn.
  If you didn’t issue any commands to the magma beast by
  the end of your turn, on its turn, it attacks or makes a
  charging attack against the nearest creature. If there are no
  targets within range of an attack or charging attack, it dashes
  and moves toward the nearest creature. Otherwise, it moves
  up to its speed toward the nearest creature. Additionally, your
  speed is reduced by 15 feet until the end of your next turn.
  The creature’s statistics are listed at the end of this
  supplement.
  Erupting into being with a blast of searing heat comes a
  magma beast, eager to incinerate your foes.
  Sun’s Illumination
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 4d6 radiant
  damage from pure sunlight.
  The sphere creates a zone of bright sunlight that persists
  for 1 minute. The sphere sheds bright light in a 15-foot radius
  and dim light for an additional 15 feet. You gain a +1 bonus
  on Wisdom (Insight and Perception) checks against
  creatures within the zone. Attack rolls against your enemies
  within the zone gain advantage. You can use a bonus action
  to move the zone up to 15 feet.
  Radiance pours down on an area, burning creatures within
  the light and revealing them to you in both body and mind.
  52
  
  Swordmage’s Decree
  Rank 2 Incantation • Abjuration, Utility (Short)
  As a bonus action, choose any number of creatures in a 15-
  foot cone originating from you. Each target is marked by you
  for 1 minute. If you mark only one target with this
  incantation, it is not expended, but you cannot use it again for
  1 minute.
  Speaking ancient words of aegis binding, you lower a
  mantle of magic over your enemies that marks them as your
  foes.
  Synchronicity
  Rank 2 Incantation • Enchantment, Utility (Long)
  When you roll for initiative and are not surprised, you and
  each ally within 50 feet of you who can hear you gain a +3
  bonus on initiative checks for 10 minutes.
  A single chord is all it takes to spur your allies forward.
  Tentacles of Cryonax
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure two icy tentacles, each in an
  unoccupied space you can see within 50 feet. The tentacles
  persist for 1 minute. Each creature other than you that starts
  its turn within 5 feet of a tentacle takes 2d6 cold damage and
  has its speed reduced by 15 feet until the end of its next turn.
  Until the incantation ends, at the start of each of your
  turns, roll 1d6. On a 1, remove one tentacle. On a 6, add one
  tentacle to an unoccupied space you can see within 50 feet of
  you. If there are no tentacles left, this incantation ends.
  The temperature plummets as two ghastly, white tentacles
  emerge from out of nowhere to grab your enemies.
  Theft of Life
  Rank 2 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 necrotic damage.
  Additionally, one ally you can see within 5 feet of the target
  can spend up to two hit dice to regain hit points and also gain
  1d6 temporary hit points.
  As you shout a word of power, health and vitality drain
  from your foe and refresh a nearby ally.
  Thunder Cage
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 3d10 thunder damage. If the target leaves the space it
  currently occupies before the start of your next turn, it takes
  an additional 2d10 thunder damage.
  Your foe rocked by thunderous noise, and an ominous
  rumble begins at your enemy’s slightest move.
  Thunder Leap
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature within 5 feet of you.
  Each target must succeed on a Constitution saving throw or
  take 4d6 thunder damage.
  You can then safely leap up to 15 feet and each creature
  within 5 feet of where you land must succeed on a
  Constitution saving throw or take 4d6 thunder damage and
  be pushed up to 5 feet. A creature can only take damage from
  this incantation once per use.
  A thunderclap propels you into the air, and you land with a
  deafening crack, pushing your foes away.
  Thunder Bomb
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 4d6 thunder
  damage and until the end of your next turn, the target’s speed
  is reduced by 10 feet.
  You open your palm, revealing a sphere of arcane energy
  that speeds across the battlefield and detonates, leaving your
  foes thunderstruck.
  Thunder Wyrm’s Jaws
  Rank 2 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 3d10 thunder damage and you gain temporary hit points
  equal to the damage dealt.
  You emit a draconic roar. An echo of the call bursts over
  your foe’s head, buffeting your enemy as the sound bolsters
  you.
  Thunderclap Armor
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, touch yourself or one ally within reach
  to infuse the target’s armor with an elemental thunder spirit.
  For 1 minute, the target gains resistance to thunder damage,
  and any enemy that ends its turn within 5 feet of the target
  takes 1d6 thunder damage.
  Until the incantation ends, once per round if the target is
  within 25 feet of you, you can use an action to resonate the
  armor. If you do so, one creature within 10 feet of the target
  must succeed on a Constitution saving throw or take 3d10
  thunder damage and be pushed up to 10 feet.
  You conjure a minor thunder elemental, binding it to your
  ally’s armor while retaining control of its arcane power.
  Thunderclap Strike
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature within 5 feet of you.
  Each target must succeed on a Constitution saving throw or
  take 4d6 thunder damage and be knocked prone.
  Raising your focus, you send out a clap of thunder that
  sends your foes sprawling as noise cascades over them.
  53
  
  Thunderstaff
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As a reaction, when an enemy enters a space within 10 feet
  of you, the triggering enemy must succeed on a Constitution
  saving throw or take 3d10 thunder damage, be deafened, and
  be dazed until the end of your next turn.
  Additionally, you push the target up to 10 feet.
  As your enemy comes too close, you slam your hand
  against the ground, sending a shockwave that knocks it away
  from you.
  Timeless Trek of Mithrendain
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 psychic damage.
  Additionally, the target is banished for the Feywild for 1
  minute. While banished, the target is removed from play and
  cannot take an actions. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  on a success.
  When the effect ends, the target reappears in the space it
  last occupied or in the nearest unoccupied space of its
  choice.
  You tear your foe away from the world and send it on a
  journey like that of Dourlion, who spent untold days in the
  timeless Autumn City of the eladrin.
  Touch of Command
  Rank 2 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As a reaction, when an enemy within 5 feet attacks you, the
  triggering enemy must succeed on a Charisma saving throw
  or take 3d10 psychic damage and until the end of its next
  turn, the target is dominated by you.
  You touch the one who would dare to strike you, bringing
  them under your command.
  Tomebound Ooze
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you conjure an ooze that fills the space of one
  creature you can see within 50 feet. The ooze persists until
  the end of your next turn. If the target moves, the ooze moves
  with it while it remains within 50 feet.
  The target must succeed on a Dexterity saving throw or
  take 3d10 acid damage and until the end of your next turn,
  whenever the target makes an attack roll, it takes 1d6 acid
  damage.
  When the target first makes an attack roll before the end of
  your next turn, you can choose to have the ooze explode. The
  explosion deals 1d6 acid damage to all enemies within 10
  feet of the target, and the effect ends.
  Your foe is engulfed by an acidic, jellylike mass that
  continues to eat at it when that foe tries to attack.
  Tune of Ice and Wind
  Rank 2 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Constitution saving throw or take 4d6
  cold damage and for 1 minute, the target’s speed is reduced
  by 10 feet. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Additionally, you can move each willing ally in the area up
  to 15 feet.
  You hum a discordant tune, slowing your enemies with ice
  and moving your allies with wind.
  Twilight of the Soul
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 necrotic damage and for 1 minute, the target
  withers.
  While withering, the target takes 2d6 necrotic damage as
  the start of each of its turns. At the end of each of its turns,
  the target can repeat the saving throw, ending the effect on a
  success. The target has disadvantage on saving throws
  against the withering effect.
  A gray aura withers your foe, quelling not only light but the
  will to live.
  Twist of Space
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Wisdom saving throw or take 4d6 force
  damage, be teleported up to 10 feet, and until the end of your
  next turn, the target's speed is reduced by 10 feet.
  You bend and fold the fabric of space, scattering your
  enemies across the battlefield.
  Tyrannical Threat
  Rank 2 Incantation • Abjuration, Fear, Focus, Hex, Offensive
  (Long)
  As an action, choose any number of creatures in a 15-foot
  cone originating from you. Each target who can hear you
  must succeed on a Wisdom saving throw or take 4d6 psychic
  damage and receive a lesser hex.
  For 1 minute, whenever a creature hexed by you attacks
  you, it takes 1d6 psychic damage.
  You speak, and each syllable is a deadly insinuation; each
  utterance, a dangerous threat; each sentence, a dire curse.
  Unicorn’s Touch
  Rank 2 Incantation • Evocation, Focus, Utility (Long)
  As a bonus action, choose yourself or one ally within 5 feet.
  The target can choose to either make a saving throw against
  an effect that a save can end, or regain 3d10 hit points.
  Your focus briefly adopts the appearance of a unicorn horn,
  sending out a focused pulse of curative energy.
  54
  
  Unspeakable Bond
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a reaction, when you take damage, one willing ally
  within 25 feet of you takes the triggering damage instead of
  you. You still take any other effects from the effect that
  damaged you. The ally gains a +1 bonus to attack rolls and a
  +1d6 bonus to damage rolls until the end of your next turn.
  The injury you sustain vanishes and reappears on a nearby
  ally within range, and with it comes a cold anger that makes
  your ally a more dangerous combatant.
  Vampiric Weapons
  Rank 2 Incantation • Necromancy, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 necrotic damage.
  Additionally, each ally within 25 feet of you who deals
  damage with a weapon attack before the end of your next
  turn regains 2d6 hit points. An ally can only regain hit points
  once for each use of this incantation.
  You imbue your weapon with the power to drain life from
  your enemies and transfer it to the weapons of your allies.
  Venomous Webs
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 4d4 acid damage and for 1 minute, the target is
  covered in acid webs. While covered, you and your allies gain
  advantage on attack rolls against the target. The target can
  repeat the saving throw at the end of each of its turns,
  shedding the acid webs on a success.
  Additionally, if the target willingly moves before the end of
  its next turn, it becomes poisoned for 1 minute. While
  poisoned, the target takes 1d6 poison damage at the start of
  each of its turns. The target can make a Constitution saving
  throw at the end of each of its turns, ending the effect on a
  success.
  Sticky webs slick with acid burn your foe, poisoning its
  flesh with each step it takes.
  Vigorous Cadence
  Rank 2 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 3d10 necrotic damage.
  Additionally, for 1 minute, the first time the target makes
  an attack roll during each of its turns, your ally nearest to it
  regains 1d6 hit points. If two allies are equal distance, you
  choose which one regains the hit points.
  Your chant inspires health and valor. With each of your
  enemy’s attacks, an ally’s wounds are mended.
  Vile Vermin
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet who is touching the ground. The target must succeed on
  a Dexterity saving throw or take 3d10 poison damage.
  Additionally, until the end of your next turn, any of your
  enemies that end their turn within 5 feet of the target takes
  1d6 poison damage.
  The ground seems to burst upward as a surge of
  centipedes, beetles, rats, and snakes work their way to the
  surface around your foe.
  Visions of Averice
  Rank 2 Incantation • Focus, Illusion, Utility (Long)
  As an action, choose any number of creatures in a 25-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on an Intelligence saving throw or be pulled up
  to 10 feet toward the center of the sphere and for 1 minute,
  the target’s speed becomes 0. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success and becoming immune to this
  incantation for 24 hours.
  The sphere creates a zone for 1 minute. As a bonus action,
  you can repeat the incantation against each enemy within the
  zone.
  The illusion of fabulous treasure appears out of thin air.
  Your enemies throw aside caution to sieze it.
  Voracity of Hadar
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, an area of magical darkness fills a 10-foot
  radius sphere centered on a point within 50 feet for 1 minute.
  Nonmagical light can’t illuminate this darkness, and spells of
  3rd level or higher only suppresses the darkness.
  Creatures that enter or start their turn within the darkness
  take 4d6 necrotic damage. A creature can only take this
  damage once per turn.
  Until the incantation ends, you can use an action on your
  turn to pulse the darkness. When you do, each creature
  within the sphere must succeed on a Constitution saving
  throw or take 4d6 necrotic damage.
  You create a zone of complete, impermeable darkness
  filled with flying, fluttering, fanged shadows. The shadows
  rend at the very life force of creatures caught within.
  Walk through Darkness
  Rank 2 Incantation • Transmutation, Utility (Long)
  As a bonus action, you can safely move up to your speed.
  You are incorporeal during this movement.
  While incorporeal, you can move through creatures and
  objects, but take 1d10 force damage if you end this
  movement inside an object or creature. You gain resistance to
  acid, fire, lightning, thunder; bludgeoning, piercing, and
  slashing damage from nonmagical weapons. You are immune
  to cold, necrotic, and poison damage. You are immune to
  being grappled, paralyzed, petrified, poisoned, prone, and
  restrained.
  As you move, your body becomes shadow, slipping through
  foes and barriers with equal ease.
  55
  
  Wall of Fog
  Rank 2 Incantation • Conjuration, Utility (Long)
  As an action, you conjure a zone of arcane fog that persists
  for 1 minute. The zone consists of eight contiguous 5-foot
  cubes within 50 feet of you. The zone can be up to 40 feet
  long and up to 20 feet high. The zone’s area is heavily
  obscured.
  You create a billowing wall of gray fog that obscures vision.
  Water to Ice
  Rank 2 Incantation • Evocation, Utility (Short)
  As an action, you cause nonliving water in a 15-foot radius
  centered on a point within 50 feet to freeze to a depth of 6
  inches. Mud or swamp freezes, becoming normal terrain. Wet
  floors change to slick ice, becoming difficult terrain. Ice
  covers bodies of water in the area, which can now be walked
  on (although ice is difficult terrain). A creature that enters a
  space of this ice or starts its turn there must succeed on a DC
  11 Dexterity (Acrobatics) check or fall prone.
  The transformed ice remains frozen until it melts naturally.
  Using cold to directly harm your enemies is one thing. You
  can also turn it to your advantage by using cold against water,
  freezing the area around you.
  Well of Death
  Rank 2 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 necrotic damage and one of your allies within 25
  feet of you can choose to spend a hit die to allow you do deal
  an additional 2d10 necrotic damage.
  You show your foes their doom, channeling dark power
  from your allies’ very souls
  Well of Shadows
  Rank 2 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, a pool of darkness fills a 10-foot radius
  centered on a point within 50 feet. Each creature in the area
  must succeed on a Dexterity saving throw or take 3d10
  necrotic damage and for 1 minute, its speed is reduced by 5
  feet.
  The pool persists for 1 minute. When one of your enemies
  enters the area for the first time on a turn or ends its turn
  there, it must succeed on a Dexterity saving throw or take
  1d6 necrotic damage and for 1 minute, its speed is reduced
  by 5 feet. If the target’s speed is already reduced, it is also
  restrained and takes 1d6 necrotic damage at the start of each
  of its turns.
  Any creature whose speed is reduced or is restrained by
  this incantation can make a Strength saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  A pool of darkness forms beneath your foes, clinging to
  them like something alive as they struggle to escape.
  Wind Rider
  Rank 2 Incantation • Evocation, Utility (Short)
  As a bonus action, you gain a 15-foot fly speed for 1
  minute. You have a maximum altitude of 20 feet and attack
  rolls against you gain advantage while aloft.
  Powerful winds bear you aloft by pushing against the
  ground beneath you.
  Winter’s Wrath
  Rank 2 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 4d6 cold
  damage.
  The sphere creates a zone that lasts until the end of your
  next turn or until you dismiss it as a bonus action. The zone
  is lightly obscured, and any creature that starts its turn in the
  zone takes 1d6 cold damage. A creature can take this damage
  only once per turn.
  You raise your hand, and an icy blizzard rains down
  mercilessly upon an area you designate.
  Word of Mystic Warning
  Rank 2 Incantation • Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 2d10 psychic damage,
  and you can choose one ally you can see within 25 feet of
  you. For 1 minute, if the target moves closer to that ally
  during the target’s turn, the target takes 1d6 psychic damage.
  The target can make a Charisma saving throw at the end of
  each of its turns, ending the effect on a success.
  A word of power assaults your foe’s mind, establishing a
  ward that harms it further if it draws closer to the ally you
  name.
  Worms of Minauros
  Rank 2 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. You conjure a Medium mass of worms in the target’s
  space until the end of your next turn. The target must
  succeed on a Constitution saving throw or take 3d10 acid
  damage and if the target ends its turn within 10 feet of the
  worms, it takes an additional 2d6 acid damage.
  You drop a mass of writing maggots onto your enemy. The
  horrors feast on its flesh, dissolving it with acidic drool.
  Wrath of Wolfstone
  Rank 2 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 2d10 cold damage.
  Additionally, you conjure the spirit of a Wolfstone berserker
  in an unoccupied space within 5 feet of the target. The
  conjuration lasts until the end of your next turn or until you
  dismiss it (no action required). Any of your enemies that end
  their turn within 5 feet of the berserker take 1d6 cold
  damage, and you can move that enemy up to 10 feet.
  You conjure the spirit of a Wolfstone berserker and use
  arcane magic to focus its wild fury against your foes.
  Zephyr of the Barren Sands
  Rank 2 Incantation • Transmutation, Utility (Short)
  As a bonus action, you fly up to 20 feet.
  You channel the power of the desert winds to briefly lift you
  into the air.
  56
  
  Rank 3 Incantations
  Accursed Souls
  Rank 3 Incantation • Necromancy, Utility (Long)
  As a bonus action, for 1 minute, whenever a creature you
  have hexed is reduced to 0 hit points, each of your enemies
  within 5 feet of that creature must succeed on a Dexterity
  saving throw or take 2d8 necrotic damage.
  The souls of those who fall while bearing your malice
  explode from their bodies to slay more of your foes.
  Adamantine Echo
  Rank 3 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 6d6 thunder damage and
  for 1 minute, the target takes 1d8 thunder damage at the
  start of each of its turns. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Additionally, you gain a +2 bonus to AC for 1 minute.
  You unleash a thunderous roar to batter your enemies, and
  scales like those of an adamantine dragon cover your skin.
  Ambassador Imp
  Rank 3 Incantation • Conjuration, Utility (Long)
  As an action, you whisper a message into the air, and an
  imp-like presence appears next to the creature you wish to
  speak to and delivers your message as long as the target is
  within 100 miles. If the creature has a reply, the imp appears
  within 5 feet of you at the end of your next turn to utter it. If
  the target has no reply or is not within range, the imp appears
  within 5 feet of you at the end of your next turn to tell you so.
  The imp then disappears.
  You conjure forth an imp-like presence from the
  netherworld and give it a message to deliver to a far-off
  creature.
  Anthem of Aggression
  Rank 3 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Anthem of Aggression
  stance. Until the stance ends, the first time each turn one of
  your allies within 15 feet of you who can hear you misses
  with a weapon attack, that ally deals 1d8 psychic damage to
  the missed target.
  You sing a song that gets the hearts of your allies racing,
  sending them into battle with fervor.
  Arcane Awareness
  Rank 3 Incantation • Abjuration, Utility (Short)
  As a bonus action, until the end of your next turn, creatures
  cannot gain advantage on attack rolls against you.
  Arcane power guides your defensive posture, guarding you
  even from attacks you can’t see coming.
  Armor of Assault
  Rank 3 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Armor of Assault stance.
  Until the stance ends, when you hit with a melee weapon
  attack, you gain a +2 bonus to AC and Dexterity saving
  throws until the start of your next turn.
  The magic of your vicious attacks temporarily protects you
  from harm.
  Be Gone
  Rank 3 Incantation • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage and the
  target must make a Wisdom saving throw. On a failed save,
  you can teleport the target up to 15 feet.
  Your backhanded strike sends your enemy elsewhere.
  Beacon Blade
  Rank 3 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target must succeed on a Constitution saving throw or be
  blinded for 1 minute. The target can repeat the saving throw
  at the end of each of its turns, ending the blindness on a
  success.
  In addition, the target is illuminated for 1 minute. While
  illuminated, the target sheds bright light in a 20-foot radius
  and dim light for an additional 20 feet. It cannot gain any
  benefits from invisibility and can be seen in magical
  darkness.
  As you slash at your foe, your weapon glows with a blinding
  light, banishing the gloom around you.
  Blade Bolt
  Rank 3 Incantation • Offensive, Weapon (Long)
  As an action, you throw your weapon at one creature
  within 25 feet. The target must succeed on a Constitution
  saving throw or take 5d10 lightning damage and for 1
  minute, its speed is reduced by 10 feet. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  After the initial saving throw, your weapon returns to your
  hand.
  Throwing your weapon, you transform it into a bold of
  lightning that cripples your foe.
  Break Enchantment
  Rank 3 Incantation • Abjuration, Focus, Utility (Long)
  As a bonus action, choose any number of creatures in a 10-
  foot radius sphere centered on a point within 50 feet who can
  hear you. Each target can roll a saving throw against one
  effect that a save can end. If the saving throw is against a
  charm, fear, or illusion effect, the target gains a +4 bonus on
  the saving throw.
  Your arcane poem frees your allies’ minds.
  57
  
  Bond of Brotherhood
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a reaction, when an ally within 50 feet regains hit
  points, you also regain hit points equal to the amount the
  triggering ally regains.
  An ancient enclave of eladrin shared in each other’s
  triumphs and pain; you borrow their magic to benefit from
  your ally’s healing.
  Bridge of Shades
  Rank 3 Incantation • Conjuration, Utility (Short)
  As an action, choose two spaces you can see within 25 feet
  of you. Until the end of your next turn, the two spaces are
  considered to be within 5 feet of each other for the purpose of
  movement or making melee attacks. Moving from one space
  to the other is teleportation, although a creature doesn’t need
  to be able to see the destination space.
  Twin pools of darkness shimmer to life at your command,
  creating a shadowy bridge between them.
  Brimstone Caress
  Rank 3 Incantation • Conjuration, Utility (Short)
  As a bonus action, choose one willing ally you can see
  within 50 feet. The target takes 1d8 fire damage and you
  teleport them up to 40 feet to an unoccupied space you can
  see within range. They becomes lightly obscured by lingering
  smoke until the start of your next turn.
  With a single swift word, you cause an ally to erupt in
  hellish flames and reappear.
  Brittle-Skin Missile
  Rank 3 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and the
  target’s speed is reduced by 10 feet and it suffers a 1d8
  susceptibility to damage from weapon attacks for 1 minute.
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the effects on a success.
  Your rune-scribed projectile calcifies flesh and causes your
  for to falter.
  Brood of Hadar
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Constitution saving throw
  or take 6d6 necrotic damage.
  If this damage is enough to reduce the target to 0 hit
  points, one creature you can see within 15 feet of the target
  must succeed on a Constitution saving throw or also take 6d6
  necrotic damage.
  You call upon Hadar the Ebon Hunger. Your foe screams,
  clutches its head, and falls. Flying, fluttering, fanged shadows
  pour from your foe’s open eyes, mouth, and ears, and descend
  upon one of your foe’s allies.
  Chant of Accuracy
  Rank 3 Incantation • Enchantment, Utility (Long)
  As a bonus action, you and your allies within 50 feet of you
  who can hear you gain a +4 bonus to attack rolls until the end
  of your next turn.
  You recite the legend of the arrow that found the single gap
  in a foe’s armor, inspiring your companion to strike true.
  Circle of Death
  Rank 3 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 1d8 necrotic
  damage. Also on a failed save, for 1 minute, the target is
  dazed, it deals only half damage with weapon attacks that use
  Strength, and its speed is reduced by 5 feet. A target can
  repeat the saving throw at the end of each of its turns, ending
  all three effects on a success.
  You wave your hand and snuff out the lives of your
  enemies.
  Command Insanity
  Rank 3 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Charisma saving throw. On a
  failed save, the target is dominated for 1 minute. On a
  successful save, the target is dazed for 1 minute. A creature
  dominated or dazed by this incantation can repeat the saving
  throw at the end of each of its turns, ending the effect on a
  success.
  Aberrations have disadvantage on saving throws against
  this incantation.
  Your eyes reflect the madness of the Far Realm, crushing
  your enemy’s will with the overwhelming weight of insanity.
  Contagious Curse
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 6d6 poison damage.
  Additionally, you can move the target up to 15 feet. The
  target is poisonous to your enemies for 1 minute. While
  poisonous, any of your enemies that start their turn within 5
  feet of the target take 3d6 poison damage. The target can
  make a Wisdom saving throw at the end of each of its turns
  ending the effect on a success.
  A cloud of poison gas coils around your foe, warding off
  help.
  Counterpoint
  Rank 3 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 5d10 psychic damage.
  Additionally, for 1 minute, whenever the target misses with
  an attack, it provokes opportunity attacks from you and your
  allies who can hear you. The target can make a Wisdom
  saving throw at the end of each of its turns, ending the effect
  on a success.
  Your song mimics the beat of your foe’s attacks, so that
  your allies match them strike for strike.
  58
  
  Curse of the Black Frost
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 5d10 cold
  damage, and it is surrounded by floating frost-needles for 1
  minute. While surrounded, the first time the target moves for
  any reason on a turn, it takes 4d6 cold damage. At the end of
  each of its turns, the target can make a Dexterity saving
  throw. On a failed save, the target takes 4d6 cold damage. On
  a successful save, the target evades the needles and the
  incantation ends.
  You create a fence of sharp frost-needles around your foe.
  They slowly freeze it and if it moves or touches the spikes,
  the ice grows longer and sharper.
  Dancing Shield
  Rank 3 Incantation • Conjuration, Utility (Long)
  As a bonus action, choose one creature you can see within
  25 feet. For 1 minute, you conjure a shield of metal and
  magic to protect the target. The target gains a +2 bonus to AC
  and Dexterity saving throws until the incantation ends or
  until you move the shield. As a bonus action, you can move
  the shield to a new target within 25 feet of you. That ally then
  gains the bonus.
  A small metal sheaf unfolds into a medium-sized shield
  that floats near an ally and blocks incoming attacks.
  Darkest Mirror
  Rank 3 Incantation • Focus, Offensive, Transmutation (Short)
  As a bonus action, you can see invisible creatures as if they
  were not invisible for 1 hour. All other creatures, including
  your allies, are invisible to you for 1 hour. You can end this
  incantation early as a bonus action.
  A dark membrane snaps shut over your eyes. They reflect
  another world now, filled with shadows and spectral foes.
  Death Smoke
  Rank 3 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 3d6 necrotic
  damage and 3d6 poison damage.
  The sphere creates a zone that persists for 1 minute.
  Spaces within the zone are lightly obscured. Any creature
  that enters the zone or starts its turn there takes 1d4 necrotic
  damage and 1d4 poison damage. A creature can take this
  damage only once per turn. You can use a bonus action to
  move the zone up to 15 feet.
  At the end of each of your turns, the zone moves 1d4 x 5
  feet in a random direction.
  Great billowing clouds of noxious smoke spread death and
  decay to your enemies.
  Death’s Fond Caress
  Rank 3 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 5d10 necrotic damage that ignores resistance to
  necrotic damage.
  This lazy tendril of corpse-yellow energy seems almost
  gentle as it caresses your foe, because all beings secretly
  yearn for death.
  Dimensional Echoes
  Rank 3 Incantation • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 force damage, and
  the target is bonded to you for 1 minute. Until the bond ends,
  you can use a bonus action to teleport up to 15 feet closer to
  the target or teleport the target up to 10 feet closer to you.
  As you strike, you create an arcane bond between yourself
  and your foe, allowing you to slip either of you between
  narrow gaps between the worlds.
  Dragon’s Resolve
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 1 minute, while you are below half
  hit points, you gain a +2 bonus to attack rolls and saving
  throws.
  Your blood boils with the wrath of a dragon, giving you
  greater fury and power when the situation seems most dire.
  Earth Passage
  Rank 3 Incantation • Transmutation, Utility (Short)
  As a bonus action, you move up to 20 feet through stone,
  rock, sand, or earth, and you gain 5 feet of tremorsense until
  the end of your turn. If you end this movement inside solid
  earth, you immediately move to an unoccupied space nearest
  your entry point.
  You stride through earth or stone as if it isn’t there.
  Earthen Grasp
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As a bonus action, you conjure a Large earthen fist in an
  unoccupied space on the ground within 100 feet. The fist
  persists for 1 minute and counts as an ally to you and your
  allies for the purposes of having a conscious ally within 5 feet
  of a target.
  While the fist persists, you can use an action to force each
  creature within a 10-foot cube originating from the fist to
  succeed on a Dexterity saving throw or take 6d6 bludgeoning
  damage and be knocked prone.
  A great fist rises from the ground to smash your enemies
  flat.
  Energy Devourer
  Rank 3 Incantation • Abjuration, Utility (Long)
  As a reaction, when an enemy deals damage to you that
  isn’t bludgeoning, piercing, or slashing, you take only half
  damage from the triggering effect. Until the end of your next
  turn, you gain a +1d8 bonus to damage rolls of attacks and
  abilities that share the damage type of the triggering effect.
  As you shrug off an enemy’s attack, you capture that
  attack’s power for your own use.
  Ethereal Sidestep
  Rank 3 Incantation • Conjuration, Utility (Turn)
  As a bonus action, you teleport up to 5 feet.
  You slip through a rift in reality and appear a few feet away.
  59
  
  Exposure of Weakness
  Rank 3 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Exposure of Weakness
  stance. Until the stance ends, enemies within 15 feet of you
  who can hear you suffer a 1d8 susceptibility to all damage
  dealt by your allies.
  You tell a tale that reveals the gaps in your enemies’ armor,
  exposing them for your allies to see.
  Familiar Shape
  Rank 3 Incantation • Familiar, Polymorph, Transmutation,
  Utility (Long)
  As a bonus action, you assume a form identical to your
  familiar for 1 minute, and for the same duration, can change
  back and forth between this and your natural form as a bonus
  action. In this form, you gain the movement modes, speeds,
  and special senses of your familiar, and are limited to the
  normal actions your familiar can take.
  You assume the shape of a creature that resembles your
  familiar.
  Feast of Souls
  Rank 3 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, you create a 10-foot radius sphere of hungry
  spirits centered on a point within 50 feet. Each creature in
  the area must succeed on a Wisdom saving throw or take 6d6
  psychic damage and for 1 minute, the target is dazed. A dazed
  creature can repeat the saving throw at the end of each of
  their turns, ending the effect on itself on a success.
  The area of hungry spirits persists for 1 minute, and you
  can use a bonus action to move the area up to 15 feet. The
  area is difficult terrain, and each creature that enters the area
  of starts its turn there must succeed on a Wisdom saving
  throw or take 6d6 cold damage.
  Souls trapped in the Nine Hells are hungry for life.
  Opening a temporary rift, you give them a taste of your foes’
  vitality.
  Fey Duelist’s Dance
  Rank 3 Incantation • Conjuration, Utility (Long)
  As a bonus action, you enter the Fey Duelist’s Dance stance
  for 1 minute. Until the stance ends, when an enemy hits or
  misses you with an attack, you can use your reaction to
  teleport up to 10 feet.
  You slip the planar firmament with ease, dancing away
  from your enemies’ attacks in much the same manner as the
  rakes and bravos that inhabit the Feywild’s strange cities.
  Fey Transcendence
  Rank 3 Incantation • Utility (Long)
  As a bonus action, you gain a +10 foot bonus to speed and
  a +2 bonus to saving throws for 1 minute.
  For a moment, your mind and body are in harmony, and
  you achieve the pinnacle of grace and speed.
  Feywild Grace
  Rank 3 Incantation • Stance, Transmutation (Long)
  As a bonus action, you enter the Feywild Grace stance.
  Until the stance ends, your speed increases by 10 feet, you
  ignore difficult terrain, you gain a +4 bonus on Strength
  (Athletics) checks, Dexterity (Acrobatics) checks, and
  Dexterity (Stealth) checks.
  You move with otherworldly grace through even the most
  difficult environments.
  Firescythe
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  centered on a point within 50 feet. Each allied target can fall
  prone (no action required). Each nonprone target must make
  a Dexterity saving throw. On a failed save, a target takes 6d6
  fire damage, or half as much damage on a successful save.
  Your allies have the split second warning necessary to duck
  beneath the enormous, flaming scythe summoned by your
  magic.
  Flowing Evasion
  Rank 3 Incantation • Transmutation, Utility (Short)
  As a bonus action, you or one ally you can see within 25
  feet can safely move up to 20 feet (no action required). The
  target can move through other creatures’ spaces.
  Assuming a watery form lets your target slither through the
  enemy ranks to get into better position to make an attack or
  to escape.
  Fool’s Charm
  Rank 3 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  take 5d10 psychic damage and you can move the target up to
  15 feet. Also on a failed save, target takes 1d8 psychic
  damage at the start of each of its turns for 1 minute. It can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  Each time the target fails a saving throw against the
  ongoing psychic damage, you can move it up to 5 feet.
  You turn your focus round and round, invoking the words to
  the charm that will rob your enemy of all tactical sense.
  Force Daggers
  Rank 3 Incantation • Conjuration, Offensive, Weapon (Long)
  As an action, while you are wielding a dagger, choose any
  number of creatures you can see within a 15-foot cone
  originating from you. Make a melee spell attack against each
  target. On a hit, a target takes 8d6 force damage. If you
  targeted only one creature, it takes 7d10 force damage on a
  hit instead of 8d6.
  You sheathe your dagger in a field of force, which then
  duplicates into a dozen floating replicas of force all over the
  battlefield, mimicking your moves.
  60
  
  Forceful Dismissal
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a Strength
  saving throw or take 6d6 force damage, be pushed up to 15
  feet, and knocked prone.
  Bored with your foes, you give them a dismissive wave with
  your hand that sends them tumbling to the ground.
  Gale Wall
  Rank 3 Incantation • Conjuration, Utility (Long)
  As a bonus action, you conjure a zone of wind within 50
  feet of you that persists for 1 minute. The zone consists of
  eight contiguous 5-foot cubes and can be up to 20 feet high.
  Any creature that starts its turn in the zone or within 5 feet of
  it is pushed 1d4 x 5 feet away from it. Moving through a
  space of the zone costs twice as much movement as normal.
  In addition, a creature has three quarters cover against any
  ranged weapon attack that passes through the zone.
  A wall of gusting wind slows movement and deflects
  missiles.
  Healer’s Momentum
  Rank 3 Incantation • Offensive, Transmutation, Weapon
  (Long)
  As a reaction, when a creature deals damage to one of your
  allies you can see within 25 feet of you, you can make a
  ranged attack using a weapon against the triggering enemy.
  On a hit, the target suffers the attack’s normal effects plus an
  extra 1d10 damage.
  Additionally, the ally hit by the triggering attack can spend
  up to three hit dice to regain hit points, and two other allies
  within 25 feet of the triggering creature gain temporary hit
  points equal to the HP your ally regained.
  You draw upon the force of your enemy’s attacks,
  transforming them into a curative infusion on the fly.
  Hex of Madness
  Rank 3 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 6d6 psychic
  damage.
  The sphere creates a zone that persists for 1 minute. Each
  enemy that ends its turn in the zone takes 1d8 psychic
  damage.
  You incite a mob of your enemies, turning them into a
  frenzy of raving madness.
  Horrifying Hatching
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 3d8 poison damage and for 1 minute, the target is
  infested with spider eggs. While infested, the target is
  poisoned and takes 2d8 poison damage at the start of each of
  its turns. The target can repeat the saving throw at the end of
  each of its turns, ending the infestation on a success.
  As a bonus action, you can end the infestation and
  immediately deal 3d8 poison damage to the target.
  Spider eggs hatch inside your enemy’s flesh, unleashing a
  deadly poison and causing the creature to thrash in panic.
  Hymn of the Daring Rescue
  Rank 3 Incantation • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and you
  can choose one of your allies within 25 feet of you. For 1
  minute, that ally can teleport to a space within 5 feet of you as
  a bonus action.
  Your attack resonates in an arcane song that allows an ally
  to teleport to your side.
  Illuminating Stars
  Rank 3 Incantation • Divination, Utility (Long)
  As a bonus action, you and your allies within 25 feet of you
  gain a +4 bonus on Wisdom (Insight) and (Perception) checks
  for 1 minute.
  You invoke the light of the full moon and the guiding star of
  the north, revealing hidden truths and hidden foes.
  Illusory Erasure
  Rank 3 Incantation • Illusion, Utility (Short)
  As a bonus action, choose one ally within 50 feet who can
  hear you. The target becomes invisible until the end of your
  next turn, and you can move the target up to 20 feet.
  Your magic song makes an ally abruptly disappear, giving
  them a chance to sneak up on foes.
  Inverted Resistance
  Rank 3 Incantation • Focus, Offensive, Transmutation (Long)
  As a bonus action, choose any number of creatures within
  25 feet of you. Each target must succeed on a Wisdom saving
  throw or for 1 minute, lose all damage resistances and gain a
  1d8 susceptibility to the damage types it had resistances
  against. A target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  You twist the nature of your foes to turn their protection
  into a weakness.
  Iron Spike of Dis
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 5d10
  magical piercing damage and for 1 minute, the target is
  restrained. As an action on its turn, the target can make a
  Strength saving throw, pulling itself free from the spike on a
  success.
  You call up a spear of red iron from the infernal regions
  and hurl it at your foe. Transfixing armor, flesh, or skin, it
  nails them to the spot where they stand.
  61
  
  Kalak’s Burning Sands
  Rank 3 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Strength saving throw or
  take 5d10 fire damage and for 1 minute, the target begins
  sinking into the ground. While sinking, the target falls prone
  and cannot stand up, and has half cover against all creatures
  except you. Also while sinking, the target takes 1d8 fire
  damage at the start of each of its turns. It must repeat the
  saving throw at the end of each of its turns. On the first failed
  save, the target becomes incapacitated as it sinks fully into
  the sand and gains total cover against all creatures, including
  you. On a successful save, the target reappears in the space it
  last occupied or in the nearest unoccupied space of its choice
  and the incantation ends.
  Creatures with a burrow speed or the earth glide ability
  can escape from this incantation automatically (no action
  required).
  You transform the ground beneath your foe’s feat into
  seething black sand. As your enemy sinks down, the sand
  scorches the creature.
  Lightning Motes
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, each enemy within 15 feet of you must make
  a Dexterity saving throw. On a failed save, a target takes 6d6
  lightning damage, and is dazed for 1 minute. On a successful
  save, a target takes half as much damage and is electrified for
  1 minute.
  At the end of each of its turn, a dazed target must make a
  Constitution saving throw. On a failed save, the target takes
  1d8 lightning damage. On a successful save, the daze ends
  and the target becomes electrified for 1 minute.
  An electrified target takes 1d8 lightning damage at the
  start of each of its turns, and can make a Constitution saving
  throw at the end of each of its turns, ending the effect on
  itself on a success.
  Channeling arcane energy into a cloud of dust, you create
  lightning that ripples across your foes.
  Lightning Serpent
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 5d10
  lightning damage, and is poisoned for 1 minute. While
  poisoned, the target’s speed is reduced by 10 feet, and it takes
  1d8 poison damage at the start of each of its turns. The target
  can make a Constitution saving throw at the end of each of its
  turns, ending the poisoned effect on a success.
  A crackling bolt of lightning springs from your hand and
  leaps at a foe, taking serpentine form as it strikes.
  Lightning Strider
  Rank 3 Incantation • Offensive, Transmutation, Weapon
  (Long)
  As an action, you can teleport up to 20 feet and make one
  melee attack using a weapon against one creature within
  reach. On a hit, the target suffers the attack’s normal effects
  plus an extra 1d8 lightning damage.
  After the first attack is resolved, you can teleport up to 15
  feet and make one melee attack using a weapon against one
  creature within reach. On a hit, the target suffers the attack’s
  normal effects plus an extra 1d8 lightning damage.
  After the second attack is resolved, you can teleport up to
  10 feet and make one melee attack using a weapon against
  one creature within reach. On a hit, the target suffers the
  attack’s normal effects plus an extra 1d8 lightning damage.
  Your body becomes like a bolt of lightning as you shoot
  from enemy to enemy, launching attack after attack.
  Mass Resistance
  Rank 3 Incantation • Abjuration, Utility (Long)
  As a bonus action, choose acid, cold, fire, force, lighting,
  necrotic, poison, psychic, radiant, or thunder damage. You
  and each ally within 50 feet of you gain resistance to the
  chosen damage type for 1 minute.
  You wrap arcane strands about yourself and your allies,
  insulating all against a particular type of damage.
  Ooze Incarnate
  Rank 3 Incantation • Focus, Offensive, Polymorph,
  Transmutation (Long)
  As an action, you safely move up to 20 feet. You can move
  through other creatures’ spaces. Each creature whose space
  you move through must make a Dexterity saving throw. On a
  failed save, the target takes 6d6 acid damage and is pushed
  up to 5 feet. On a successful save, the target takes no
  damage, but you still push it up to 5 feet. A creature is only
  subject to this saving throw once. You return to your normal
  form after this movement.
  Your body and items turn to caustic jelly as you slide
  through a throng of foes.
  Perfect Pitch
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 1 minute, you gain a +1d8 bonus to
  damage rolls, and when you restore hit points to yourself or
  an ally, that creature regains an additional 1d8 hit points.
  With elegant poise, you focus your arcane power to aid
  attacks and healing.
  Pharaoh’s Step
  Rank 3 Incantation • Transmutation, Utility (Short)
  As a reaction, when an enemy misses you with an attack,
  you safely fly up to 20 feet, and can move through other
  creatures’ spaces. After the move, you place a lesser hex on
  the triggering creature.
  After an enemy misses you with an attack, you take a form
  of sand and ash. You then zip across the battlefield and lay
  your hex upon the offending creature.
  62
  
  Phoenix Step
  Rank 3 Incantation • Conjuration, Utility (Short)
  When you take fire damage, you can reduce the triggering
  damage to 0 and remove yourself from play until the start of
  your next turn (no action required). When you return to play,
  you reappear in any unoccupied space within 50 feet of the
  space you left that has line of sight to that space.
  You vanish in a sudden flare of flame, only to rise from the
  ashes elsewhere.
  Prime the Fire
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 6d6 fire
  damage.
  Additionally, the first time the target makes an attack roll
  before the start of your next turn, it takes 6d6 fire damage.
  Flames wash over your foe and then subside, but they flare
  to life again if the enemy acts in hostility.
  Radiant Sigil
  Rank 3 Incantation • Evocation, Utility (Long)
  As a bonus action, touch one weapon or spellcasting focus
  within reach. For 1 minute, any attack, spell, or ability that
  uses the target as a weapon or spellcasting focus deals
  radiant damage instead of its normal damage types.
  Whenever any weapon or spell attack using the target hits,
  the target’s wielder regains 1d8 hit points.
  The target’s wielder can end this effect when they hits a
  creature with an attack using the target (no action required).
  That creature is then dazed for 1 minute. In addition, the
  wielder can spend up to three hit dice to regain hit points. If
  they do so, they regain an additional 1d8 hit points.
  Brilliant light streams from the item you imbue with
  radiant might and healing power.
  Recuperate Enchantment
  Rank 3 Incantation • Evocation, Focus, Utility (Short)
  As a reaction, when an ally you can see within 50 feet
  spends any number of hit dice to regain hit points, you
  maximize each of those hit dice.
  You trigger enchantments places on your ally’s armor that
  temporarily infuses them with healing energy.
  Relentless Harrier
  Rank 3 Incantation • Conjuration, Summoning, Utility (Long)
  As a bonus action, you create a Small relentless harrier in
  an unoccupied space within 25 feet.
  The relentless harrier is friendly to you and your
  companions. Roll initiative for the harrier, which has its own
  turns. It obeys any mental commands that you issue to it (no
  action required). If you don’t issue any commands to it, it
  defends itself from hostile creatures and uses its reactions to
  make opportunity attacks.
  The relentless harrier’s statistics are listed at the end of
  this supplement.
  You grant animation to a nimble construct.
  Repelling Shield
  Rank 3 Incantation • Abjuration, Utility (Short)
  As a reaction, when you are hit by a melee attack, you gain
  a +4 bonus to AC and Dexterity saving throws until the end of
  your next turn. If any creature makes a melee attack against
  you while this incantation is in effect, you can push it up to 15
  feet after the attack resolves (no action required).
  These effects can apply to the triggering attack.
  A sudden shield of arcane energy blocks an attack and
  pushes the enemy away.
  Ring of Pain
  Rank 3 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target becomes engulfed in shadow for 1 minute.
  While engulfed in shadow, the target takes 2d8 psychic
  damage at the start of each of its turns. The target can make
  a Wisdom saving throw at the end of each of its turns,
  breaking free from the shadows on a success. The first time
  the target fails its save, repeat this incantation against a
  second creature within 50 feet of you. This incantation does
  not spread to a third creature.
  You slam your fists together and a resonating circle of
  darkness engulfs your foe, crushing its will until the darkness
  leaps to a stronger target.
  Saga of Vengeance
  Rank 3 Incantation • Enchantment, Offensive, Weapon
  (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, whenever one of your allies who can hear you hits
  the target with an attack, that ally can choose to roll a saving
  throw against one effect that a save can end or to regain 1d8
  hit points.
  You punctuate a tale of bloody vengeance with your shot,
  each word inspiring your allies.
  Season’s Malaise
  Rank 3 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  make succeed on a Wisdom saving throw or take 6d6 psychic
  damage.
  Additionally, for 1 minute, each target is afflicted with
  malaise. While under this effect, the target takes 1d8 psychic
  damage at the start of each of its turns, and cannot take
  reactions. The target can make a Wisdom saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Dark clouds appear over your foes, and you assault their
  minds with a psychic attack that causes depression and
  lethargy.
  63
  
  Shade Dance
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 1 minute, whenever you move at
  least 15 feet on your turn you become a living shadow until
  the start of your next turn. While you are a shadow, you gain
  the following:
  Resistance to acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing damage from
  nonmagical weapons.
  Immunity to necrotic and poison damage, and immunity
  to being grappled, paralyzed, petrified, poisoned, prone, or
  restrained.
  You can move through a space as narrow as 1 inch wide
  without squeezing.
  While in dim light or darkness, you can take the Hide
  action as a bonus action.
  While in direct sunlight, you have disadvantage on attack
  rolls, ability checks, and saving throws.
  As you maneuver across the battlefield, you take on the
  form of living shadow to frustrate your foes’ attacks.
  Shadow Armor
  Rank 3 Incantation • Conjuration, Utility (Long)
  As a bonus action, you become surrounded by a suit of
  shadow armor that grants you advantage on Stealth checks
  and a +2 bonus to AC for 1 minute.
  As a bonus action, you can end this incantation to become
  invisible until the end of your next turn and teleport up to 20
  feet.
  Shadow coalesces around you to take the form of a
  macabre suit of armor.
  Shadow Form
  Rank 3 Incantation • Polymorph, Transmutation, Utility
  (Long)
  You assume a shadowy form for 1 hour, or until you end it
  as a bonus action. In this form, you gain the following:
  You gain a fly speed of 30 feet.
  Resistance to acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing damage from
  nonmagical weapons.
  Immunity to necrotic and poison damage, and immunity
  to being grappled, paralyzed, petrified, poisoned, prone, or
  restrained.
  You can move through a space as narrow as 1 inch wide
  without squeezing.
  You can’t attack or interact with objects.
  You fly apart into a swarm of batlike shadows.
  Shielding Shades
  Rank 3 Incantation • Abjuration, Utility (Long)
  As a reaction, when you take damage, you reduce the
  damage you would take to 0. If the damaging effect targets
  other creatures, they take damage as normal.
  You call up a swirling shield of darkness from some far
  domain, interposing it between yourself and dire peril.
  Sigil of Luck
  Rank 3 Incantation • Divination, Utility (Long)
  As a bonus action, you touch one weapon or spellcasting
  focus within reach. For 1 minute, any attack, spell, or ability
  that uses the target as a weapon or spellcasting focus gains a
  +2 bonus to attack rolls and a +1d8 bonus to damage rolls.
  The target’s wielder can use a bonus action to end this
  effect and remove one effect on themselves that a save can
  end.
  You imbue a weapon or a focus with a dose of luck and
  arcane energy.
  Slick Concoction
  Rank 3 Incantation • Conjuration, Utility (Short)
  As a bonus action, choose any number of willing creatures
  within 15 feet of you. Each target gains a +4 bonus on
  Dexterity saving throws until the end of your next turn, and
  you can move them up to 20 feet.
  You direct a magical liquid under your allies’ feet, causing
  them to slip across the battlefield.
  Smothering Darkness
  Rank 3 Incantation • Illusion, Utility (Long)
  As a bonus action, you create a burst of magical darkness
  in a 10-foot radius sphere originating from you that persists
  for 1 minute. The darkness created by this incantation is
  stationary and blocks line of sight for all creatures except
  you. You gain darkvision out to 60 feet while the area
  persists.
  You reach into the Shadowfell and pull its threads around
  yourself. At the same time, that plane’s dark energy infuses
  your eyes, allowing you to see easily into the darkest night.
  Song of Recovery
  Rank 3 Incantation • Enchantment, Utility (Short)
  As a bonus action, choose any number of creatures within
  25 feet of you. Each target who can hear you gains a +4
  bonus to saving throws until the end of your next turn.
  You instill a sense of perseverance in your allies with an
  inspiring song.
  Sorcerous Pulse
  Rank 3 Incantation • Evocation, Utility (Long)
  As a bonus action, choose acid, cold, fire, force, lightning,
  necrotic, poison, psychic, radiant, or thunder. For 1 minute,
  whenever you deal damage of the chosen type, you deal an
  extra 1d8 damage to each target.
  You drown out the clash of combat and focus on one type of
  energy, which you channel for extra power.
  Spider’s Leap
  Rank 3 Incantation • Transmutation, Utility (Short)
  As a bonus action, you can leap up to 20 feet. When you
  make a charging attack, or take the Dash action, you can
  activate this incantation without using a bonus action (no
  action required).
  Like the deathjump spider, you can pounce upon your prey
  with frightening speed.
  64
  
  Spined Devil’s Boon
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a bonus action, for 1 minute, you gain a fly speed of 30
  feet and any enemy that touches you or hits you with a melee
  attack takes 3d6 magical piercing damage. A creature
  engaged in a grapple with you also takes this damage at the
  start of each of your turns.
  You steal the essence of a spined devil, gaining wings and a
  protective layer of barbed quills.
  Static Shell
  Rank 3 Incantation • Evocation, Focus, Utility (Long)
  As a bonus action, you touch yourself or one ally within
  reach. For 1 minute, the primary target gains resistance to
  lightning damage.
  Until the incantation ends, once per round if the primary
  target is within 25 feet of you, you can use an action to spark
  the armor. Each enemy within 10 feet of the primary target
  must succeed on a Constitution saving throw or take 6d6
  lightning damage and be pulled up to 15 feet to a space
  within 5 feet of the primary target.
  You create an enchantment of arcane static that you lay on
  your ally’s armor.
  Storm Countess’s Kiss
  Rank 3 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target is held restrained
  15 feet off the ground for 1 minute. At the end of each of its
  turns, the target can make a Strength saving throw. On a
  successful save, the incantation ends. On a failed save, you
  can move the target up to 15 feet in any direction.
  You sarcastically blow a kiss at your enemy, creating a
  swirling gale that lifts your foe off the ground and then tosses
  it aside.
  Storm of Energy
  Rank 3 Incantation • Evocation, Offensive (Long)
  As a bonus action, choose any number of creatures you can
  see within 25 feet of you who are under an effect that deals
  damage at the start of their turns. Each instance of that
  damage increases by 2d8 for its duration.
  With a wave of your hand, you increase the vigor of
  whatever effects ail your foes.
  Summon Arrowhawk
  Rank 3 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium arrowhawk in
  an unoccupied space within 50 feet.
  The arrowhawk is friendly to you and your companions.
  Roll initiative for the arrowhawk, which has its own turns. It
  obeys any mental commands that you issue to it (no action
  required). The arrowhawk persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, it defends itself and makes opportunity attacks against
  your enemies.
  The creature’s statistics are listed at the end of this
  supplement.
  With a mighty shriek, a four-winged creature of the
  Elemental Chaos appears above your foes and swoops in to
  attack.
  Summon Hammerfist Crusher
  Rank 3 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium hammerfist
  crusher in an unoccupied space within 50 feet.
  The hammerfist crusher is friendly to you and your
  companions. Roll initiative for the crusher, which has its own
  turns. It obeys any mental commands that you issue to it (no
  action required). The crusher persists for 1 minute or until
  you dismiss it as a bonus action. If you don’t issue any
  commands to it, it takes the dodge action.
  The creature’s statistics are listed at the end of this
  supplement.
  A hulking creature of rock appears before you. It strikes
  too slowly to possibly hit a living creature, but its mighty fists
  turn walls and doors into rubble.
  Summon Hell Hound
  Rank 3 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium hell hound in an
  unoccupied space within 50 feet.
  Roll initiative for the hound, which has its own turns. You
  can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The hound persists for 1
  minute or until you dismiss it as a bonus action.
  You are connected to the life force of the hell hound. While
  the summoned hound is present, whenever you deal damage
  to a creature that creature takes an extra 1d8 fire damage,
  and each creature that hits you with a melee attack takes 1d8
  fire damage.
  If you didn’t issue any commands to the hound by the end
  of your turn, on its turn, it attacks the nearest enemy,
  targeting as many creatures as possible. If it can’t target any
  enemies, it moves up to its speed toward the nearest enemy.
  In addition, you take 1d8 fire damage.
  The DM has the creature’s statistics.
  You summon a burning, hound-like creature that bays with
  the voice of a raging inferno.
  Summon Succubus/Incubus
  Rank 3 Incantation • Charm, Conjuration, Focus,
  Summoning (Long)
  As a bonus action, you summon a Medium
  succubus/Incubus in an unoccupied space within 50 feet.
  Roll initiative for the succubus/Incubus, which has its own
  turns. You can use a bonus action on your turn to issue
  mental commands to it, which it must obey. The
  succubus/Incubus persists for 1 minute or until you dismiss it
  as a bonus action.
  You are connected to the life force of the
  succubus/Incubus. While the summoned succubus/Incubus
  is present, each creature you deal damage to suffers a -4
  penalty to attack rolls against you until the end of its next
  turn.
  If you didn’t issue any commands to the succubus/Incubus
  by the end of your turn, on its turn, it safely moves up to its
  speed and attacks the nearest enemy within range that is not
  charmed. In addition, you are dazed until the end of your next
  turn.
  The DM has the creature’s statistics.
  With a puff of perfumed brimstone, a succubus or incubus
  saunters into the world at your call.
  65
  
  Summons of Khirad
  Rank 3 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 5d10 psychic damage and for 1 minute, the blue flame of
  Khirad appears in the target’s mind. At the end of each of its
  turns, the target must repeat the saving throw. On a failed
  save, the target is teleported to an unoccupied space within
  15 feet of you. On a successful save, the incantation ends.
  A pale blue flame springs up from your brow as you invoke
  Khirad, a star of dire portent. Your enemy’s mind burns with
  Khirad’s flame, and you teleport them where you wish.
  Symphony of Misfortune
  Rank 3 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Wisdom saving throw or take 6d6 psychic
  damage.
  The sphere creates a zone of misfortune that persists for 1
  minute. When the zone appears, choose one of the following
  misfortune effects; until the end of your next turn, each
  enemy that starts its turn within the zone is subject to that
  effect.
  The enemy’s speed is reduced by 10 feet.
  The enemy takes 1d8 psychic damage.
  Your allies gain advantage on attack rolls against the
  enemy.
  Until the zone ends, you can use a bonus action to choose a
  new misfortune effect for the zone.
  You unleash a song of missed chances, lost home, and
  tragic accidents, bringing bad luck to your enemies.
  Sympathy of the Dark Court
  Rank 3 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Charisma saving throw or be dazed and have its
  speed become 0 for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending both
  effects on a success.
  Additionally, each ally within the sphere can use their
  reaction to disengage, move up to 20 feet, and gain a +1d8
  bonus to damage rolls until the end of your next turn.
  The sphere creates a zone that persists for 1 minute. Each
  enemy that ends its turn in the zone takes 1d8 psychic
  damage.
  Your magic unleashes an echoing song of the Feywild,
  corrupting your enemies in body and mind even as it grants
  your allies a burst of battle frenzy.
  Taunting Phantoms
  Rank 3 Incantation • Focus, Illusion, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on an Intelligence saving throw or use it reaction, if
  available, to make one melee weapon attack against a
  creature of your choice, including itself.
  Additionally, each creature is beset by illusions for 1
  minute. While beset, the target takes 1d8 psychic damage
  each time it misses with a melee attack roll. The target can
  make an Intelligence saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Your foes are beset by tormenting images that dart among
  them, daring them to attack and driving them to lash out with
  reckless abandon.
  Thief of Fate
  Rank 3 Incantation • Divination, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  have its fate stolen for 1 minute. While its fate is stolen,
  whenever the target makes a saving throw or an attack roll,
  you roll a d20 without modifiers. If your result is higher than
  the target’s unmodified die roll, the target’s attack misses or
  the target’s saving throw fails. The target can repeat the
  saving throw at the end of each of its turns, ending the
  incantation on a success.
  You bind your target’s fortunes to five ill-omened stars.
  Under their dire influence, all sorts of mischance and bad
  luck befall your enemy.
  Troll Rampage
  Rank 3 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 3d10 damage, and for 1
  minute, you regain 2d8 hit points whenever you start your
  turn below half hit points.
  If you activate this incantation as part of a charging attack,
  your attack deals an extra 4d10 damage instead of 3d10.
  You charge your foe, swinging your weapon savagely. As
  arcane energy fuels your charge, a few of your minor wounds
  heal.
  Umbral Leap
  Rank 3 Incantation • Conjuration, Utility (Short)
  As a bonus action, while you are in dim light or darkness,
  you can teleport up to 50 feet to a space of dim light or
  darkness. You don’t need to see the destination space to
  teleport, but if you can’t occupy the space, the teleportation is
  negated.
  You vault the distance between one shadow and another.
  66
  
  Veil
  Rank 3 Incantation • Illusion, Utility (Long)
  As a bonus action, choose any number of creatures you can
  see within 50 feet of you. You transform the auditory, tactile,
  and visual qualities of the targets’ bodies and equipment.
  Each target assumes the appearance of a humanoid of the
  same size, even the appearance of a specific individual you
  have seen. The illusion lasts for 1 hour, or you can end it as a
  bonus action.
  Creatures have disadvantage on checks to see through the
  illusion.
  You mask the appearance of your party, sculpting an
  illusory disguise.
  Wall of Gloom
  Rank 3 Incantation • Conjuration, Utility (Short)
  As an action, you create a zone of gloom within 50 feet of
  you for 1 minute. The zone consists of eight contiguous 5-foot
  cubes and can be up to 20 feet high. The zone is heavily
  obscured, and spaces within 5 feet of it are lightly obscured.
  The zone is difficult terrain, and creatures (except you) are
  blinded while they are entirely within the zone.
  Darkness billows where you gesture, forming an opaque
  curtain.
  Warlock’s Leap
  Rank 3 Incantation • Conjuration, Utility (Long)
  As a bonus action, you teleport up to 20 feet. You do not
  need line of sight to the destination, but if you attempt to
  teleport to a space you can’t occupy, you don’t move.
  You leap through the mystic veil into the Feywild. An
  instant later, you return a short distance away and alight
  without traveling through the intervening air.
  Winds of Change
  Rank 3 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, choose any number of creatures you can see
  within 15 feet of you. Each target must succeed on a
  Constitution saving throw or take 6d6 bludgeoning damage
  and be pushed up to 15 feet.
  Additionally, until the end of your next turn, you gain a 20-
  foot fly speed, and you can hover.
  You become like the wind, blasting your enemies with the
  force of a storm.
  Word of Life
  Rank 3 Incantation • Transmutation, Utility (Long)
  As a reaction, when an enemy reduces one of your allies
  you can see within 100 feet to 0 hit points, you allow the
  triggering ally to spend up to three hit dice to regain hit
  points.
  In addition, the attacking enemy suffers a -4 penalty to AC
  and saving throws until the end of your next turn.
  A single word is sufficient to save an ally from death’s grasp
  while punishing the foe who dealt the deadly blow.
  67
  
  Rank 4 Incantations
  Acid Burst Blade
  Rank 4 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 acid damage, and
  each of your enemies within 5 feet of the target must succeed
  on a Dexterity saving throw or take 7d6 acid damage.
  Your weapon produces an acidic mist mid-swing,
  enveloping your foe and splashing a flesh-searing spray on
  nearby enemies.
  Acid for Blood
  Rank 4 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10, and the target
  becomes covered in acid for 1 minute. While covered in acid,
  the target takes 2d10 acid damage at the start of each of its
  turns. The target can make a Dexterity saving throw at the
  end of each of its turns, ending the effect on a success.
  As your weapon bites into your foe, you whisper a fell word
  of power and watch as your enemy’s flesh begins to sizzle.
  Aegis of Lost Souls
  Rank 4 Incantation • Enchantment, Utility (Short)
  As a reaction, when an enemy you can see within 50 feet is
  reduced to 0 hit points, you can mark any number of
  creatures within 10 feet of the triggering enemy for 1 minute.
  As one of your foes falls, you send out a pulse of magic that
  incites other enemies to attack you.
  All Must Sacrifice
  Rank 4 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 100 feet. On a hit, the target takes 6d10
  necrotic damage. When you hit with this incantation, you can
  choose to deal 1d10 necrotic damage to each of your allies
  within 15 feet of you. If you do, the target takes extra necrotic
  damage equal to the total damage your allies took.
  The incantation cuts with a jagged black ray – and if your
  allies donate their pain, it punches deeper.
  Allied Rhythm
  Rank 4 Incantation • Enchantment, Utility (Short)
  As a bonus action, choose yourself or an ally within 50 feet
  who can hear you. Until the end of your next turn, the target
  gain a bonus to attack rolls equal to the number of their allies
  within 5 feet of their target who are able to take reactions.
  The greatest heroes always had a little help from their
  friends.
  Amaan’s Continuance
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a reaction, when you would be reduced to 0 hit points
  but not killed outright, until the end of your next turn, you do
  not fall unconscious from having 0 hit points.
  Invoking the remnant of a dead god, you borrow its
  lingering power to act when you would normally lie on the
  ground bleeding.
  Arcane Arrows
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one or two creatures within 100 feet
  that are within 5 feet of each other. Each target takes 3d10
  force damage.
  You create a pair of arcane darts and send them speeding
  toward your enemy. No amount of armor or arcane defenses
  can protect it.
  Arcane Chastisement
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As a reaction, when an enemy hits you or an ally with an
  attack, you force the triggering enemy to succeed on a
  Wisdom saving throw or take 6d10 psychic damage and until
  the end of your next turn, the target cannot attack the
  creature it targeted with the triggering attack. Also on a failed
  save, if you have an active familiar, the target cannot attack
  your familiar and suffers a -5 penalty to attack rolls against
  creatures within 5 feet of your familiar until the end of your
  next turn.
  Your retributive strike more than teaches the enemy not to
  harm you, it compels it.
  Armor of Summer’s Glory
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As a bonus action, you gain radiant armor for 1 minute.
  The armor grants you a +2 bonus to AC and you shed bright
  light in a 25-foot radius and dim light for another 25 feet.
  While the armor persists, you can use an action on each of
  your turns to cause the armor to flair with radiant light, each
  creature within 5 feet of you must succeed on a Constitution
  saving throw or take 7d6 radiant damage.
  A suit of gleaming metal appears around you. The armor’s
  mirrorlike surface sends intense flashes of radiant light
  spearing through your enemies.
  Assault of Fiery Strikes
  Rank 4 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6, and the target and
  each of your enemies within 15 feet of the target must
  succeed on a Dexterity saving throw or take 8d6 fire damage.
  Your weapon moves in a blur as you assail your foes with
  strikes. Then, from those strikes, you summon flames to
  engulf your enemies.
  68
  
  Avatars of Chaos
  Rank 4 Incantation • Conjuration, Utility (Long)
  As a bonus action, you conjure images of yourself in 4
  unoccupied spaces within 50 feet of you, and then you
  disappear from the world. Each round at the start of your
  turn, choose one of the four images. Your essence occupies
  that image, allowing you to act normally (including moving
  and taking actions).
  When you conjure each image, choose a damage type from
  fire, force, lightning, or psychic. You can’t choose the same
  type twice. While you occupy an image, you gain a +2 bonus
  to attack rolls and save DCs of abilities that deal damage of
  the same type.
  Each image persists for 1 minute, until it is destroyed, or
  until you dismiss it. Each image is the same size as you and
  occupies its space. An image can be targeted as a creature
  and uses your defenses and saving throws. Each image,
  (including the one you occupy) has 1 hit points, and if an
  ability allows them to make a saving throw to take only half
  damage, they instead take no damage. An image is destroyed
  if it is reduced to 0 hit points. If you occupy an image when it
  is destroyed, you can immediately move to any other image
  still present. If you occupy the last remaining image when it
  is destroyed, you reappear in that space.
  As a bonus action, you can dismiss all remaining images
  and reappear in any space that was occupied by an image
  when you took this bonus action.
  You briefly embody four principles of chaos, dividing
  yourself into a quartet of poles, each of which is charged with
  a potent threat.
  Ball Lightning
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure a Medium ball of lightning in an
  unoccupied space within 50 feet. Each creature that starts its
  turn within 5 feet of the ball has its speed reduced by 10 feet
  until the end of your next turn. As a bonus action, you can
  move the ball up to 50 feet. It can fly and hover. The ball
  persists for 1 minute or until you dismiss it (no action
  required).
  As a bonus action, each creature within 5 feet of the ball
  must succeed on a Dexterity saving throw or take 7d6
  lightning damage.
  A coruscating globe of lightning flashes forth and flies
  about, lashing out with tendrils of electricity.
  Barbed Automaton
  Rank 4 Incantation • Conjuration, Offensive (Short)
  As an action, you create a Small barbed automaton in an
  unoccupied space within 50 feet. The automaton is friendly
  to you and your companions and it lasts until the end of your
  next turn. Any enemy that enters a space within 5 feet of the
  automaton or starts its turn there must succeed on a
  Dexterity saving throw or take 6d6 piercing damage. A
  creature can only take this damage once per turn.
  You hurl a small knot of inscribed barbed wire, which
  grows and springs to life, attacking your foes.
  Beneficent Transformation
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, choose one enemy you can see within
  25 feet. Your or one ally you can see within 25 feet of the
  target gains one of the following benefits for 1 minute:
  Movement: If the enemy has a climb speed, a fly speed, or
  a swim speed, the allied target gains that movement mode
  and speed.
  Resist: If the enemy has resistance or immunity to one or
  more damage types, the allied target gains resistance to
  one of those damage types.
  Senses: If the enemy has darkvision, blindsight, or
  tremorsense, the allied target gains that sense.
  If the enemy has more than one option in one of these
  categories, you learn all the choices and choose one when
  you use this incantation.
  Tendrils of wispy energy surround your foe, assessing and
  stealing away some essential aspect of its being for your own
  use..
  Bewitching Whispers
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 6d10 psychic damage and until the end of your next
  turn, the target is bewitched. While bewitched, the target
  treats all creatures as marked enemies for the purpose of
  opportunity attacks and must take every opportunity attack
  possible.
  You whispers words of fey power, words that drive mortals
  to madness.
  Binding Light
  Rank 4 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 radiant damage, and
  each of your enemies within 5 feet of you other than the
  target has their speed become 0 until the end of your next
  turn.
  As your weapon connects with your foe, a burst of arcane
  light roots nearby enemies to the ground.
  Blackening Pyre
  Rank 4 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 7d6 necrotic
  damage and you can move the target up to 20 feet.
  The sphere creates a zone until the end of your next turn.
  Any creature that enters the zone or ends its turn there takes
  1d6 fire damage and 1d6 necrotic damage.
  A blazing wind swirls through your foes, carrying with it
  the screams of the damned.
  69
  
  Blasphemous Utterance
  Rank 4 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, you target each creature within 15 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  7d6 psychic damage and for 1 minute, the target is dazed.
  While dazed, the target suffers a 1d10 susceptibility to
  psychic damage. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  The terrible words you speak toll within the minds of those
  you wish to harm and cause them to lose some battle
  proficiency.
  Blast of Cold
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. each target must succeed on a Dexterity
  saving throw or take 7d6 cold damage and for 1 minute, the
  target is immobilized. While immobilized target's speed
  becomes 0 and it can make a Strength saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  You create a tremendous blast of supernatural cold,
  freezing your enemies.
  Blink Zone
  Rank 4 Incantation • Conjuration, Utility (Long)
  As an action, you create a zone of planar instability within a
  10-foot radius sphere centered on a point 50 feet. The zone
  persists for 1 minute. While within the zone, you and your
  allies gain a +2 bonus to AC and Dexterity saving throws, and
  can teleport up to 10 feet as a bonus action.
  You warp the boundaries between worlds, causing the
  boundaries to fade and mingle.
  Bond of Transference
  Rank 4 Incantation • Focus, Offensive, Transmutation (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 5d10 force damage and you choose one of your allies
  within 25 feet of the target. End one effect on that ally that a
  save can end and the target gains that same effect until the
  end of your next turn.
  You create an arcane connection between an enemy and
  your ally, drawing effects from your ally to your enemy.
  Breath of the Desert Dragon
  Rank 4 Incantation • Evocation, Utility (Short)
  As a bonus action, choose any number of creatures in a 15-
  foot cone originating from you. Each target can use their
  reaction to fly up to 25 feet. Until the end of your next turn,
  each target can also fly the same distance again as a bonus
  action.
  A gust of warm air lifts creatures skyward.
  Burning Mantle
  Rank 4 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10, and you gain a
  burning mantle for 1 minute. Until the mantle fades, you shed
  bright light in a 25 foot radius and dim light for an additional
  25 feet, and any creature that starts its turn within 5 feet of
  you takes 1d10 fire damage.
  As your weapon connects with your foe’s flesh, your body
  ignites into an aspect of fiery doom.
  Chains of Fire
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one or two creatures you can see
  within 50 feet of you. Each target must succeed on a
  Dexterity saving throw or take 7d6 fire damage. If two targets
  failed their saving throw, you can teleport one of them to a
  space within 5 feet of the other, and until the end of your next
  turn, the two targets take 4d6 fire damage the first time they
  are more than 15 feet apart.
  Fiery serpents wrap around your foes and drag them
  together, holding them close.
  Chaos Poison Bolt
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. If you rolled an even number on the
  attack roll, the target cannot take reactions until the end of
  your next turn. If you rolled an odd number on the attack roll,
  the target’s speed is reduced by 20 feet until the end of your
  next turn. On a hit, the target takes 6d10 poison damage. If
  the attack roll was a natural 20, the target is also blinded until
  the end of your next turn.
  You crack planar boundaries, seeping extraplanar poison
  into your enemy’s body.
  Chaos Sanctuary
  Rank 4 Incantation • Abjuration, Utility (Short)
  As a bonus action, choose up to 5 spaces you can see
  within 50 feet of you. Until the end of your next turn, any
  creature whose space is entirely within those spaces is not
  affected by your spells and abilities.
  You create small pockets of chaos to warp the energy of
  your magic around your allies.
  Charm of the Dark Dream
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Charisma saving throw or
  take 6d10 psychic damage and for 1 minute, the target is
  dominated. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on a success. Until the
  domination ends, you are removed from play. You can end the
  domination at the start of your turn. When you return to play,
  you appear in an unoccupied space within 25 feet of the
  target.
  As a wisp of black smoke, you enter your enemy’s mind and
  control it with sinister whispers.
  70
  
  Chorus of Vitality
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, choose yourself and any number of your
  allies within 25 feet of you. Each target who can hear you can
  spend up to four hit dice to regain hit points. Also, each target
  can use their reaction to safely move up to 25 feet.
  With a soaring oration to victory and perseverance, you lift
  your allies’ spirits and dispel the pain of their wounds.
  Clever Escape
  Rank 4 Incantation • Illusion, Utility (Long)
  As a bonus action, you become invisible and teleport up to
  25 feet. You leave behind an illusory image of yourself in the
  space you occupied. The illusion stands in place, takes no
  actions, and uses your AC and saving throws if it is attacked.
  It persists for 1 minute, until it is touched, or hit by an attack.
  Your invisibility lasts until the end of your next turn or until
  you make an attack roll.
  A creature can recognize the illusion by making a
  successful Intelligence (Investigation) check against your
  incantation save DC.
  As your foes close in for the kill, you buy time for escape
  with a cunningly crafted duplicate of yourself.
  Clockroach Swarm
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 piercing damage and
  bleed for 1d10 necrotic damage.
  Additionally, you create a zone of tiny mechanical
  cockroaches that persists for 1 minute. Attack rolls against
  your enemies gain advantage while the enemy is within the
  zone.
  You unleash a horde of tiny constructs that swarm over and
  bite your foes.
  Coldfire Vortex
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target and each creature within 5 feet of it must
  succeed on a Constitution saving throw or take 7d6 cold or
  radiant damage (your choice, you can choose a different type
  for each target).
  You create a spinning vortex of brilliant but frigid energy
  around your foe. Racing streamers of luminous coldfire lash
  all creatures nearby.
  Couplet of Deceptive Weakness
  Rank 4 Incantation • Enchantment, Offensive, Weapon
  (Short)
  As a reaction, when an enemy enter a space within 5 feet of
  you, you can make a melee attack using a weapon against the
  triggering enemy. On a hit, the target suffers the attack’s
  normal effects, and an ally you can see within 25 feet of you
  can use their reaction to safely move up to 25 feet. That ally
  must end this movement within 5 feet of the target and then
  can make a melee weapon attack against the target (no action
  required).
  You draw on a legendary stratagem, feigning vulnerability
  to lure your foe into a trap.
  Cursegrind
  Rank 4 Incantation • Focus, Hex, Necromancy, Offensive
  (Short)
  As an action, you target each creature hexed by you within
  100 feet of you. Each target must succeed on a Constitution
  saving throw or take 7d6 necrotic damage.
  You whisper, and the bones of all those you have cursed
  wrench in time with each haunted syllable.
  Damage Gambit
  Rank 4 Incantation • Divination, Utility (Short)
  When you make a damage roll, you can roll the damage a
  second time. If the second roll is higher than the first, each
  target takes damage equal to both rolls. If the second damage
  roll is lower than the first, each target takes the first damage
  roll and you take the second damage roll.
  With high hopes, you trust in chance to empower your
  magic.
  Dark Gathering
  Rank 4 Incantation • Focus, Illusion, Offensive (Short)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Wisdom saving throw or take 7d6 psychic
  damage and until the end of your next turn, the target is
  dazed. If the target was within 5 feet of the origin point of the
  sphere, it is also blinded until the end of your next turn.
  The sphere creates a zone until the end of your next turn.
  The zone is heavily obscured to your enemies.
  A black mote appears in your enemies’ midst and explodes
  outward, projecting a wave of shadow to fog your foes’ sense.
  Dark Lady’s Gift
  Rank 4 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 7d6 psychic damage and for 1 minute, the target is
  embraced by the Dark Lady’s Gift. While embraced, the
  target must repeat the saving throw at the beginning of each
  of its turns. On a failed save, the target and each of its allies
  within 25 feet of it must succeed on a Wisdom saving throw
  or take 7d6 psychic damage. On a successful save, the
  incantation ends.
  With an evil word, you bless one creature you can see
  within range with an ancient shadow’s kiss. Your foe looks on
  in horror as its nearby allies succumb as well.
  Dark Rain of Mutuz-Vot
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, dark rain falls in a 10-foot radius, 40-foot high
  cylinder centered on a point within 100 feet. Each creature in
  the area, other than you, must succeed on a Constitution
  saving throw or take 7d6 necrotic damage.
  The raining darkness persists for 1 minute. The area is
  lightly obscured. Each creature that enters the area or starts
  its turn there is blinded. You ignore the area’s effects. A
  creature blinded by this incantation can make a Constitution
  saving throw at the end of each of its turns, ending the
  blindness on a success.
  You bring forth storm clouds that exude droplets of liquid
  darkness, just like the rains of the massive cavern of Mutuz-
  Vot in the Underdark.
  71
  
  Day and Night
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 4d6 radiant damage and for 1 minute, the target is
  dazed. The target can repeat the saving throw at the end of
  each of its turns, ending the daze on a success.
  Additionally, the target must succeed on a Dexterity saving
  throw or take 4d6 cold damage and for 1 minute, the target’s
  speed becomes 0. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on a success.
  Your arcane litany calls a blaze of brilliance and a shroud of
  chill shadow across your foe in quick succession.
  Death Shroud Aspect
  Rank 4 Incantation • Transmutation, Utility (Short)
  As a reaction, when you take damage from an attack, you
  take only half the damage from the triggering attack.
  As your foe attacks, your physical body fades and becomes
  ghostly. Your enemy’s attack passes through you, barely
  injuring you.
  Death’s Blade
  Rank 4 Incantation • Necromancy, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 necrotic damage,
  and the target is wracked with pain for 1 minute. While under
  this effect, the target takes 1d10 necrotic damage at the start
  of each of its turns, it cannot regain hit points, cannot
  recharge abilities, and cannot spend inspiration. The target
  can make a Constitution saving throw at the end of each of its
  turns, ending the effect on a success.
  Your weapon pulses with necrotic energy. Your strike
  creates a wound that festers, causing your foe mind-numbing
  anguish.
  Devouring Dark
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, a 10-foot radius sphere of shadowy tendrils
  appears centered on a point within 50 feet. Each creature in
  the sphere must succeed on a Dexterity saving throw or take
  3d6 cold damage and 3d6 necrotic damage.
  The sphere creates a zone that lasts until the end of your
  next turn. Attack rolls against any creature within the zone
  gain advantage, and any creature that ends its turn in the
  zone takes 3d6 cold damage and 3d6 necrotic damage.
  Tentacles lash out from a sphere of darkness to harry any
  creatures in reach, crippling their ability to stand fast in
  combat.
  Diabolic Escape
  Rank 4 Incantation • Conjuration, Utility (Short)
  As a bonus action, choose any number of creatures within
  5 feet of you. Each target suffers a 1d10 susceptibility to fire
  damage until the start of your next turn. You then teleport up
  to 25 feet to an unoccupied space you can see.
  You disappear in a burst of smoke, leaving your enemies
  open to a fiery rebuke.
  Dimension Switch
  Rank 4 Incantation • Conjuration, Utility (Short)
  As a bonus action, you and one willing ally you can see
  within 50 feet teleport, swapping positions.
  You and your ally teleport into each other’s locations.
  Dimensional Slash
  Rank 4 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10, and you can teleport
  yourself and your target up to 20 feet. You must appear in
  spaces within 5 feet of each other.
  As you strike your foe, your weapon cuts a tear in reality,
  which drags you and your foe to a new location nearby.
  Dominant Winds
  Rank 4 Incantation • Evocation, Utility (Turn)
  As a bonus action, choose yourself or one ally you can see
  within 25 feet. The target can fly up to 25 feet (no action
  required). If the target does not land on a solid surface at the
  end of this movement, it falls as normal.
  Silver winds curl out of nowhere and lift you or an ally
  briefly into the air.
  Draconic Majesty
  Rank 4 Incantation • Enchantment, Fear, Utility (Long)
  As a bonus action, you gain a 15-foot radius aura of fear
  that lasts until the end of your next turn. The aura is difficult
  terrain for your enemies. Your enemies suffer a -5 penalty to
  attack rolls while within the aura.
  As your foes draw near you, fear steals into their hearts.
  Dramatic Intercession
  Rank 4 Incantation • Abjuration, Utility (Long)
  As a reaction, when an ally within 50 feet of you who can
  hear you is reduced to 0 hit points, you allow the triggering
  ally to be reduced to 1 hit point instead. Additionally, that ally
  and can spend up to four hit dice to regain hit points. If they
  do so, they regain an additional 2d10 + 5 hit points.
  At the last second, you create a shield made of fey magic
  that appears between your ally and danger, giving the ally a
  moment to recover and keep fighting.
  Earth Brute
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 6d10 bludgeoning damage and you can move the target
  up to 20 feet. You conjure a Medium earth brute in an
  unoccupied space within 5 feet of the target after it is moved.
  The earth brute persists until the end of your next turn.
  Whenever a creature starts its turn in or willingly enters a
  space within 5 feet of the earth brute, that creature takes
  1d10 bludgeoning damage, and the earth brute pushes it up
  to 20 feet.
  The ground creaks and moans, and a creature of rock and
  earth emerges to smash your foes.
  72
  
  Earthquake Strike
  Rank 4 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10, and you knock the
  target prone, and until the end of your next turn, each ally
  within 50 feet of you who can hear you gains a +1d10 bonus
  to damage rolls and can knock prone any creature they hit
  with an attack.
  The rhythm of your attack makes the earth quake beneath
  you and your allies’ targets.
  Eldritch Chains
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 force damage and for 1
  minute, whenever you end your turn within 5 feet of the
  target, its speed becomes 0 until the end of your next turn.
  Additionally, each target’s speed is reduced by 20 feet until
  the end of your next turn.
  Spectral chains lash outward from your focus, striking at
  your enemies before binding them in place.
  Elegy of the Undefeated
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, choose one dying ally within 25 feet.
  The target regains hit points as if they had spent two hit dice
  to regain hit points. The target can then stand up (no action
  required).
  This ancient lament returns an ally from the brink of death.
  Elemental Barrier
  Rank 4 Incantation • Abjuration, Utility (Long)
  As a bonus action, you create a 10-foot radius sphere
  centered on you. The sphere creates a zone for 1 minute.
  While in the zone, you and each of your allies gains
  resistance to fire, cold, and lightning damage.
  You create a barrier of protection for you and your allies.
  Enduring Struggle
  Rank 4 Incantation • Enchantment, Offensive, Weapon
  (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 damage, and each of
  your allies within 15 feet of the target who can hear you
  regain 1d10 hit points.
  You shout a verse of triumph as you fire, urging your allies
  to fight to the end.
  Energy Shroud
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you and your allies within 10 feet of you gain
  a shroud of magical energy until the end of your next turn.
  Any enemy that hits a target under the shroud must succeed
  on a Dexterity saving throw or take 6d6 force damage. A
  creature can only take this damage once per turn.
  A field of arcane energy surrounds you and your allies,
  lashing at attackers.
  Enervating Challenge
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 25
  feet. The target must succeed on a Strength saving throw or
  take 6d10 cold damage, deal only half damage with weapon
  attacks that use Strength until the start of your next turn, and
  you can teleport the target to a space within 5 feet of you.
  You call forth to your foe, chastising it for its impertinence.
  Enervation
  Rank 4 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Constitution saving throw
  or take 6d10 necrotic damage. While the target is below half
  hit points, it has disadvantage on saving throws against this
  incantation.
  Also on a failed save, for 1 minute, the target’s speed is
  reduced by 10 feet, it deals only half damage with weapon
  attacks that use Strength, and suffers a -1 penalty to attack
  rolls, AC, saving throws, and ability checks. The target must
  repeat the saving throw at the end of each of its turns, ending
  the incantation on a success. For each failed saving throw,
  the penalty worsens by 1 (maximum of -5).
  In addition, you gain 3d10 temporary hit points.
  Crackling black energy leaps from your fingertip to leach
  life from a creature.
  Ensnaring Bolts
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 lightning damage and be
  pulled up to 25 feet.
  Bolts of purple lightning jet from your focus and rip at your
  foes, pulling them toward you.
  Evard’s Dreadful Mist
  Rank 4 Incantation • Conjuration, Fear, Focus, Offensive
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Charisma saving throw or have its speed
  become 0 for 1 minute. A target under this effect can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  The sphere creates a zone of heavily obscured fog for 1
  minute. While the zone persists, you can use a reaction when
  an enemy enters the zone or starts its turn there to force you
  target each creature in a 5-foot radius of the point you choose
  within the zone to succeed on a Dexterity saving throw or
  take 7d6 psychic damage.
  You call forth a thick, ominous fog. As it descends upon
  your foes, sounds of gnashing fangs and snapping claws echo
  from it. Something lurks within. Something horrible.
  73
  
  Evil Expulsion
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, make a range spell attack against one
  creature hexed by you within 50 feet. On a hit, the target
  takes 6d10 psychic damage and is knocked prone. You then
  place a lesser hex on one creature within 15 feet of the target.
  On a miss, you can take 4d10 psychic damage to not expend
  this incantation, and gain advantage on the next attack roll
  with this incantation against the same target before the end
  of your next turn. The damage you inflict upon yourself
  ignores resistances and immunities.
  You pronounce your enemy’s doom and filthy black tendrils
  erupt to curse another in your enemy’s presence.
  Eye of the Warlock
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, you see through the eyes of one creature
  you can see within 50 feet. The target is not aware that you
  are doing so. You have line of sight and line of effect from the
  target for your spells and incantations. Your spells and
  incantations can originate from the target. Each time you use
  a spell or incantation through this link, a mystical third eye
  briefly appears upon the target’s brow. The target must make
  a Wisdom saving throw at the end of each of its turns to end
  this effect on a success.
  You create upon your forehead a mystical third eye and link
  that eye’s perception to the senses of some other creature
  nearby.
  Fail Me Not
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, you create an area of eldritch sigils in a
  15-foot radius sphere centered on you for 1 minute. While
  within the area, allied creatures gain a +2 bonus to attack
  rolls and a +1d10 bonus to damage rolls with weapon attacks
  and spell attacks. Also, whenever one of your allies within the
  area misses with a weapon or spell attack roll, they suffer a
  1d10 susceptibility to all damage until the start of their next
  turn.
  Your arcana infuses your allies’ attacks with power that
  comes at a dangerous cost.
  Far Realm Glimpse
  Rank 4 Incantation • Enchantment, Fear, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 6d10 psychic damage and for 1 minute, the target is
  horrified. While horrified, the target is dazed, and if it does not
  move its full speed away from you on its turn, it takes 3d10
  psychic damage at the end of its turn. At the end of each of
  the creature’s turns, it can repeat the saving throw, ending the
  incantation on a success.
  You call upon a vision of a space inhabited by a vast entities
  whose vile, miles-long limbs churn an amoebic sea to bloody
  froth. Your foe screams and scrambles to get away.
  Fated Susceptibility
  Rank 4 Incantation • Divination, Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10, and choose acid,
  cold, fire, force, lightning, or thunder. The target suffers a
  2d10 susceptibility to the chosen damage type for 1 minute.
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the effect on a success.
  Your foe cannot escape the terrible doom you dictate for it.
  Fiery Constrictor
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you create a zone of fire within 50 feet of you
  for 1 minute. The zone consists of eight contiguous 5-foot
  cubes. Each creature in the zone must succeed on a Dexterity
  saving throw or take 7d6 fire damage and for 1 minute, the
  target is restrained. While restrained a target takes 2d10 fire
  damage at the start of each of its turns. A restrained target
  can make a Strength of Dexterity saving throw (their choice)
  at the end of each of their turns, ending the effect on itself on
  a success.
  Elemental fire flows out from a single point to form into a
  slithering serpent that coils about your enemies and crushes
  them in its fiery embrace.
  Fist of Force
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a melee spell attack against one
  creature within reach. On a hit, the target takes 7d10 force
  damage.
  Additionally, the target is pushed up to 25 feet and knocked
  prone.
  Your foe might be expecting a strike from a weapon, but
  instead it gets a force-empowered fist in the face.
  Flash of Distraction
  Rank 4 Incantation • Illusion, Offensive, Weapon (Short)
  When you hit a creature who can see or hear you with an
  attack using a weapon, your attack deals an extra 4d10, and
  the target is dazed and suffers a -5 penalty to attack rolls until
  the end of your next turn.
  You create a burst of image and sound that startles your
  opponent and leaves the distracting visage lingering in its
  mind for a short time.
  Foolhardy Fighting
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 6d10 psychic damage and until the end of your next
  turn, any attacks the target makes provoke opportunity
  attacks. Also on a failed save, the target suffers a -5 penalty to
  attack rolls until the end of your next turn.
  Your attack inspires recklessness in your foe, causing it to
  act without caution.
  74
  
  Free the Storm Within
  Rank 4 Incantation • Evocation, Stance (Long)
  As a bonus action, you enter the Storm Within stance.
  Until the stance ends, any enemy that starts its turn within 5
  feet of you and moves away takes 2d10 lightning damage and
  2d10 thunder damage. A creature can only take this damage
  once per turn.
  You focus your fury, unleashing a storm around you that
  threatens retreating foes.
  Frost Eddies
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 7d6 cold damage.
  Additionally, for 1 minute, wherever the target moves, each
  space within 5 feet of it is difficult terrain for your enemies.
  Cold slams into your foe, leaving a whirling storm of frost
  lingering around it.
  Frostburn
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Constitution saving throw or take 3d6 cold
  damage and 3d6 fire damage.
  The sphere creates a zone until the end of your next turn or
  until you dismiss it as a bonus action. Any creature that starts
  its turn in the zone takes 1d6 cold damage and 1d6 fire
  damage.
  You whisper a word of elemental power and hurl a flaming
  ball of ice. Waves of fire and ice explode outward from the
  point of impact.
  Funeral Dirge
  Rank 4 Incantation • Fear, Focus, Necromancy, Offensive
  (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Charisma saving throw or take 7d6
  necrotic damage.
  The sphere creates a zone of deep and haunting chanting
  that persists for 1 minute. An enemy that starts its turn in the
  zone deals only half damage with weapon attacks that use
  Strength until the start of its next turn.
  Death itself sings a wordless dirge and calls your foes to
  their doom.
  Gale Burst
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must make a Constitution
  saving throw. On a failed save, a target takes 7d6 thunder
  damage and is pushed up to 20 feet. On a successful save, a
  target takes half as much damage and is pushed up to 5 feet.
  Your words bring forth an explosive cloud from the heart of
  a gale. Your foes are flung about like leaves in a tempest.
  Harrowstorm
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 6d10 thunder damage and you can move the target up
  to 20 feet.
  You call up a churning cyclone from the nether planes. It
  surrounds your enemy, battering it with deafening claps of
  thunder and hurling them a short distance.
  Haunting Shadow
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 7d6 cold damage and you can move the target up to 20
  feet. The target takes an additional 7d6 cold damage if it
  willingly moves on its next turn.
  Additionally, until the end of your next turn, any creature
  that ends its turn within 5 feet of the target takes 3d6 cold
  damage.
  A second shadow clings to your foe, becoming a beast of
  chilling darkness that claws at any creatures in its reach.
  Heart of the Storm
  Rank 4 Incantation • Evocation, Utility (Short)
  As a bonus action, you push each creature within 10 feet of
  you up to 20 feet. You can then fly up to 25 feet.
  A forceful wind shoves back the creatures around you to
  provide you an exit.
  Hellfire Soul
  Rank 4 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 necrotic damage and 3d10 fire damage. If this
  incantation would reduce the target to 0 hit points, you
  instead reduce the target to 1 hit point and for 1 minute, the
  target is dominated by you.
  Drawing upon infernal ties, you set a foe’s soul afire.
  Hero’s Defense
  Rank 4 Incantation • Abjuration, Utility (Short)
  As a reaction, when an enemy hits you with an attack, you
  gain a +5 bonus to AC against the triggering attack, and if it
  still hits, it deals only half damage to you.
  Your hasty incantation strengthens your defense to cover
  your weakness.
  Hex of Woe
  Rank 4 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 3d10 cold damage and 3d10 necrotic damage and for 1
  minute, the target suffers a 1d10 susceptibility to all damage.
  The target can repeat the saving throw at the end of each of
  its turns, ending the effect on a success.
  When you complete the incantation, your foe resigns itself
  to the chill of death, leaving holds in its defenses.
  75
  
  Hole in the Mind
  Rank 4 Incantation • Focus, Illusion, Offensive (Long)
  As an action, one creature within 50 feet of you who can
  hear you must succeed on a Charisma saving throw or take
  6d10 psychic damage and for 1 minute, one ally you can see
  within 50 feet of you becomes invisible to the target. The
  target can repeat the saving throw at the end of each of its
  turns, on a successful save, your ally is no longer invisible to
  the target.
  Your maddening chant sears your enemy’s thoughts
  blinding it to your ally’s threat.
  Hostility Charm
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  take 7d6 psychic damage and use its reaction, if available, to
  make a charging attack against your enemy nearest to it that
  it can charge.
  Additionally, if the target rolled an even number on its
  saving throw, your enemies provoke opportunity attacks from
  the target for 1 minute, and the target must make any
  opportunity attack that they provoke. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  You cloud your foe’s senses so that it questions which
  creatures are its allies.
  Hunter’s Pursuit
  Rank 4 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10, and the target’s
  speed becomes 0 until the end of your next turn.
  Additionally, for 1 minute, whenever you hit the target with
  a melee weapon attack, its speed becomes 0 until the end of
  your next turn. If the target is marked when you hit with your
  attack, you can force it to succeed on a Strength saving throw
  or be knocked prone.
  You gauge your opponent’s moves, attacking where the
  creature is weakest and cutting off its ability to escape.
  Hypnotic Swordplay
  Rank 4 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, make a melee spell attack against one
  creature within reach. On a hit, the target takes 1d10 psychic
  damage and is stunned until the end of your next turn.
  If the target is marked when you hit with this incantation, it
  takes an extra 3d10 psychic damage.
  With a mesmerizing twirl of your focus, you make your
  opponent’s mind reel and rob the creature of its ability to
  react.
  Ice Archon’s Armor
  Rank 4 Incantation • Evocation, Focus, Utility (Long)
  As a bonus action, choose yourself or one ally within reach.
  You infuse the target’s armor with an elemental cold spirit.
  For 1 minute, the target gains resistance to cold damage, and
  any enemy that starts its turn within 5 feet of the target
  suffers a 1d10 susceptibility to cold damage until the start of
  its next turn.
  Additionally, if the target is within 25 feet of you, you can
  use an action once per round to chill the armor more. One
  creature within 15 feet of the target must succeed on a
  Constitution saving throw or take 6d10 cold damage and
  until the end of your next turn, its speed becomes 0.
  You bind a fragment of an ice archon’s power to your ally’s
  armor, transforming it into similar armor.
  Iceshard Shot
  Rank 4 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 4d10 cold damage, and
  the target takes 2d10 cold damage at the start of each of its
  turns for 1 minute.
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the effect on a success. If you or
  an ally hits the target with an attack, it automatically fails its
  next saving throw against this effect.
  You chant a verse of the northern ice as you draw your bow,
  and hoarfrost glitters on the arrowhead as it leaps to its
  target.
  Icy Integument
  Rank 4 Incantation • Evocation, Utility (Short)
  As a bonus action, you gain a 5-foot radius aura that lasts
  until the end of your next turn. Any creature in the aura that
  makes a melee attack against you takes 3d10 cold damage,
  and until the end of its next turn, the attacker’s speed is
  reduced by 20 feet. While the aura is active, you gain half
  cover.
  You armor yourself with ice covered in sharp icicles. You
  radiate bitter cold, slowing your attackers.
  Improved Dread Presence
  Rank 4 Incantation • Fear, Focus, Necromancy, Offensive
  (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Charisma saving throw or take 7d6 necrotic damage and
  have its speed reduced by 20 feet until the end of your next
  turn.
  The cone creates a zone until the end of your next turn.
  Any enemy that ends its turn in the zone takes 1d10 necrotic
  damage.
  All damage from this incantation and its effects ignores
  resistance to necrotic damage.
  You become a great shadow made manifest, a thing of
  nightmare that causes your enemies to cower before you.
  76
  
  Improved Glorious Presence
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose any number of creatures within 10
  feet of you. Each target must succeed on a Wisdom saving
  throw or take 7d6 radiant damage and be pushed up to 20
  feet.
  Additionally, you and each ally within 10 feet of you gain
  3d6 temporary hit points.
  The bright light of the full moon erupts from within you,
  leaving thousands of glittering mots of faint light lingering
  nearby.
  Inferno’s Strike
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 fire damage and for 1
  minute, the target is set on fire. While on fire, a target sheds
  bright light in a 25-foot radius and dim light for an additional
  25 feet., and takes 1d10 fire damage at the start of each of its
  turns. The target or a creature within 5 feet of it can use an
  action to attempt to put out the flames, allowing the target to
  repeat the saving throw, ending the effect on itself on a
  success.
  With a daring flourish of your focus, you unleash a blast of
  fire that dances madly about, setting your foes aflame.
  Infuriating Elusiveness
  Rank 4 Incantation • Illusion, Utility (Short)
  As a bonus action, you become invisible and teleport up to
  25 feet to an unoccupied space you can see. The invisibility
  lasts until the start of your next turn.
  You will yourself across the boundary between worlds,
  teleporting a short distance. When you reappear from the
  Feywild, you are surrounded by a glamor of invisibility.
  Iron-Hide Infustion
  Rank 4 Incantation • Abjuration, Utility (Short)
  As a bonus action, you and your allies within 25 feet of you
  gain a +5 bonus to AC until the end of your next turn.
  You crush a bit of iron in your hand, infusing it with
  protective magic. You then cast the dust onto your allies’
  armor.
  Ironskin
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, you gain resistance to all damage for 1
  minute.
  Your skin takes on a silvery sheen, and your muscles grow
  dense as steel.
  Jaws of the Earth
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 6d10 bludgeoning damage and until the end of your next
  turn, the target’s speed becomes 0. While the target is under
  this effect, you and your allies can move through the target’s
  space and don’t provoke opportunity attacks from it.
  The earth rises up like the maw of a hungry dragon to
  clamp around your foe and hold it in place.
  Killing Flames
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As a reaction, when a creature you can see within 50 feet is
  reduced below half hit points, you force the triggering
  creature to succeed on a Constitution saving throw or take
  6d10 fire damage that ignores resistances.
  You use an enemy’s recent injury to fuel infernal flames and
  sear the foe.
  Kimmeriel’s Smite
  Rank 4 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  take 6d10 psychic damage and be dazed until it is hit with an
  attack roll.
  His victims remember only this great assassin’s sardonic
  smile. This smile.
  Korred’s Tune
  Rank 4 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature within 50 feet who can
  hear you. The target must succeed on a Wisdom saving
  throw or take 6d10 psychic damage and if the target does not
  move at least 20 feet during its next turn, it takes and
  additional 4d10 psychic damage at the end of its turn.
  The songs of the Korred inspire a dance that can destroy
  one’s mind if ignored.
  Lightning Daggers
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against a creature
  within 50 feet. On a hit, the target takes 3d10 lightning
  damage.
  Additionally, for 1 minute, you can repeat the attack as a
  bonus action once per round on your turn.
  Slivers of lightning leap from you, forming a bond with
  your foe. Periodically, you can send another charge to shock
  your enemy.
  Lightning Sigil
  Rank 4 Incantation • Evocation, Utility (Long)
  As a bonus action, touch one weapon or spellcasting focus
  within reach. For 1 minute, any attack, spell, or ability that
  uses the target as a weapon or spellcasting deals an extra
  2d10 lightning damage on a hit.
  The target’s wielder can end this effect when they hit a
  creature to daze it for 1 minute (no action required). The
  dazed creature can make a Constitution saving throw at the
  end of each of its turns, ending the effect on a success.
  Pouring arcane power into a weapon or focus, you create a
  crackling field that lashes at foes with tendrils of lightning.
  Magic Volley
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose up to three creature you can see
  within 50 feet of you. Each target must succeed on a
  Dexterity saving throw or take 7d6 force damage. For each
  target that fails the saving throw, you can safely move up to
  10 feet.
  You fire arcane bolts at your enemies before moving away.
  77
  
  Mare’s Body
  Rank 4 Incantation • Polymorph, Transmutation, Utility
  (Long)
  As a bonus action, for 1 minute, you transform your body
  from the waist down into the body of a creature with more
  than two legs, such as a horse, a lizard, or a giant spider.
  While in this form, you retain your equipment and your speed
  increases by 10 feet. When you move willingly, you can
  choose one ally within 5 feet, and pull that ally with you. Your
  size category also increases by one (from Medium to Large,
  for instance); however, your weapons do not grow. You can
  end this form as a bonus action.
  You partially transform your body into that of a swift horse,
  a monstrous spider, a scaly lizard, or an even stranger
  creature.
  Maw of Atropus
  Rank 4 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 6d10 necrotic damage and until the end of your next
  turn, the target suffers a -5 penalty on ability checks and
  saving throw.
  The World Born Dead consumes anything it can reach.
  Your incantation manifests a slavering maw of Atropus, which
  attempts to eat your foes.
  Menacing Shadow
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As a bonus action, you conjure a Medium shadow in an
  unoccupied space within 25 feet. The shadow persists for 1
  minute. As an action you cause the shadow to leap to an
  unoccupied space within 25 feet of you, then make a melee
  spell attack through the shadow against one creature within
  5 feet of it. On a hit, the target takes 6d10 necrotic damage
  and is dazed until the end of your next turn.
  A shadowy figure arises at your command, leaping around
  the battlefield to leave your foes senseless.
  Mesmeric Hold
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose up to three creatures you can see
  within 50 feet of you. Each target who can hear you must
  make a Wisdom saving throw. If you target only one creature
  with this incantation, it suffers a -5 penalty on the Wisdom
  saving throw. On a failed save, a target takes 7d6 psychic
  damage, and its speed becomes 0 until the end of your next
  turn.
  You immobilize your foes by commanding them to remain
  still.
  Mirror Sphere
  Rank 4 Incantation • Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on an Intelligence saving throw
  or take 6d10 psychic damage. Also on a failed save, the first
  time the target makes an attack roll before the end of its next
  turn, it automatically hits itself with the attack, in addition to
  hitting or missing the attack’s intended targets. The target’s
  resistances and immunities do not apply against that attack.
  Illusory barriers surround your foe, causing it phantom
  pain when it attacks you and your allies.
  Musical Chairs
  Rank 4 Incantation • Abjuration, Utility (Long)
  As a bonus action, you can choose yourself and any
  number of your allies within 25 feet of you who can hear you.
  Each target can safely move up to 25 feet (no action required)
  or make a saving throw with a +5 bonus against one effect
  that a save can end.
  Magic guides your friends to the right place or out of a bad
  spot.
  Offering of Blood
  Rank 4 Incantation • Necromancy, Utility (Short)
  When you make an attack roll, a damage roll, or an ability
  check and dislike the result, you can take 4d10 necrotic
  damage to reroll the attack roll, damage roll, or ability check.
  You must use the new result.
  You grimace in pain as your magic exacts the price for
  correcting your misfortune.
  Oubliette of the Void
  Rank 4 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, shadowy walls surround a 10-foot radius
  sphere centered on a point within 50 feet. Each enemy in the
  area must succeed on a Charisma saving throw or take 7d6
  psychic damage.
  The walls persist for 1 minute. Any enemy that starts its
  turn within the walls and then willingly leaves the area during
  its turn takes 3d6 psychic damage. While within the walls,
  your enemies have disadvantage on attack rolls.
  As a bonus action, you can move the area up to 15 feet.
  Walls of twisted shadow arise to entrap your enemies and
  scour their minds.
  Phantom Mask
  Rank 4 Incantation • Illusion, Utility (Long)
  As a bonus action, you can choose yourself and each ally
  within 50 feet of you. Each target assumes the appearance of
  a humanoid creature of their size for 10 minutes, even the
  appearance of a specific individual you have seen. You can
  choose a different disguise for each target. A creature can
  perceive a target’s true form by succeeding on an Intelligence
  (Investigation) check against your incantation save DC.
  Until the incantation ends, you can use an action to modify
  this illusion to cause any number of the targets to assume the
  appearance of a different humanoid creature.
  With a gesture, you enable you and your allies to take on a
  nearly impenetrable disguise.
  Plague of Frogs
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, a 10-foot radius sphere centered on a point
  within 100 feet is filled with hundreds of carnivorous frogs.
  The frogs last for 1 minute. When a creature enters the area
  for the first time on a turn or starts its turn there, it must
  succeed on a Constitution saving throw or take 7d6 piercing
  damage.
  As a bonus action, you can move the area up to 15 feet.
  You summon hundreds of carnivorous frogs that bite and
  harry creatures around them.
  78
  
  Positive Energy Infusion
  Rank 4 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 4d10 damage, until the end of your
  next turn, any ally who hits the target with an attack can
  spend up to four hit dice to regain hit points. If they do so,
  they regain an additional 1d10 hit points.
  You channel arcane power into your enemy, using the
  creature as a conduit for vitality.
  Primordial Storm
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 4d6 lightning
  damage and 4d6 thunder damage. Also on a failed save, at
  the start of its next turn, the target takes 1d10 cold damage
  and 1d10 fire damage.
  Roll a d6, if you rolled an even number, each target that
  failed their saving throw takes 2d10 fire damage and 2d10
  lightning damage at the start of their next turn instead of
  1d10 of each. If you rolled an odd number, each target who
  failed a saving throw agianst this incantation has its speed
  reduced by 20 feet until the end of its next turn.
  You pull a fragment of the Elemental Chaos into the world
  and let its fury wash over your foes.
  Prismatic Beams
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must make a Dexterity
  saving throw, a Constitution saving throw, and a Wisdom
  saving throw.
  On a failed Dexterity saving throw, a target takes 2d6 fire
  damage, and burns for 1 minute. While burning the target
  takes 1d10 fire damage at the start of each of its turns. A
  target can repeat the saving throw at the end of each of its
  turns, ending the burning on itself on a success.
  On a failed Constitution saving throw, a target takes 2d6
  poison damage, and is poisoned for 1 minute. While
  poisoned, the target takes 1d10 poison damage at the start of
  each of its turns. A target can repeat the saving throw at the
  end of each of its turns, ending the poisoned condition on
  itself on a success.
  On a failed Wisdom saving throw, a target is dazed for 1
  minute. A target can repeat the saving throw at the end of
  each of its turns, ending the daze on itself on a success.
  Scintillating beams of rainbow-colored light spring from
  your outstretched hand, affecting your foes in unpredictable
  ways.
  Prismatic Lightning
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, target each creature in a 15-foot radius, 30-
  foot high cylinder centered on a point within 50 feet. Each
  target must make a Dexterity, Constitution, or Wisdom saving
  throw (your choice):
  Dexterity: On a failed save, the target takes 4d6 cold
  damage and 4d6 lightning damage, and its speed becomes
  0 for 1 minute. On a successful save, the target takes half
  as much damage suffers no penalty to speed. While its
  speed is reduced, the target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  Constitution: On a failed save, the target takes 7d6
  lightning damage, and is covered in acid for 1 minute. On
  a successful save, the target takes half as much damage
  and is not covered in acid. While covered in acid, the target
  takes 2d10 acid damage at the start of each of its turns.
  The target can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  Wisdom: On a failed save, the target takes 4d6 lightning
  damage and 4d6 psychic damage, and is blinded until the
  end of your next turn. On a successful save, the target
  takes half as much damage and is not blinded.
  Your words summon a storm of multicolored bolts. Some
  sear, others burn, and a few strike your foes blind.
  Reaper’s Challenge
  Rank 4 Incantation • Focus, Necromancy, Offensive (Long)
  As a reaction, when a creature makes an attack roll against
  one of your allies, you force the triggering creature so
  succeed on a Wisdom saving throw or take 6d10 necrotic
  damage and deal only half damage with weapon attacks that
  use Strength until the end of its next turn.
  Additionally, for 1 minute, if the target makes an attack roll
  that does not include you as a target, the target deals only
  half damage with weapon attacks that use Strength until the
  end of its next turn.
  You intercede on your friend’s behalf and enshroud your
  foe in a specter of death that can only be exorcised by facing
  you.
  Reaper’s Vengeance
  Rank 4 Incantation • Conjuration, Utility (Short)
  As a reaction, when a creature damages you with an attack,
  you teleport to an unoccupied space within 5 feet to the
  triggering creature, then create a 10-foot radius sphere of
  shadow centered on you until the end of your next turn. The
  area is heavily obscured to creatures other than you. In
  addition, you gain advantage on attack rolls against the
  triggering creature until the end of your next turn.
  You turn a foe’s attack into opportunity, crossing the
  battlefield in a burst of shadow that conceals your deadly
  intent.
  79
  
  Ringing Weapon
  Rank 4 Incantation • Divination, Offensive, Weapon (Short)
  When you hit a creature with an attack using a weapon,
  your attack deals an extra 5d10 thunder damage, and until
  the end of your next turn, the target grants advantage on
  attack rolls against it and cannot benefit from being obscured.
  A surge of sound rings out across the battlefield as you
  strike, making it impossible for your enemy to hide its
  presence.
  Rise, My Pet
  Rank 4 Incantation • Conjuration, Familiar, Utility (Long)
  As a bonus action, your familiar appears within 5 feet of
  you, even if it was destroyed.
  Your familiar rises from the dead on the battlefield and is
  ready to act again.
  Rubicant’s Assault
  Rank 4 Incantation • Conjuration, Offensive, Weapon (Long)
  As an action, you can teleport up to 25 feet and make a
  melee attack with a weapon against any number of creatures
  you can see within 5 feet of you, with a separate attack roll
  for each target. On a hit, a target suffers the attack’s normal
  effects.
  Then, you can teleport up to an additional 25 feet and
  make a melee attack with a weapon against one creature
  within reach. On a hit, the target suffers the attack’s normal
  effects plus an extra 1d10 cold damage, and the target must
  succeed on a Constitution saving throw or be dazed for 1
  minute. The target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a success.
  A creature can only be be targeted by this incantation once
  per activation.
  Ancient words resonate around you as your weapon
  relentlessly assaults your opposition.
  Scintillating Starburst
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 100 feet. On a hit, the target takes 8d10
  radiant damage, and is blinded for 1 minute. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  A brilliant mote of magic streams toward your foe and
  explodes.
  Seed of Fire
  Rank 4 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d6 damage, and the
  target is pushed up to 25 feet. After the push, each creature
  within 10 feet of the target must succeed on a Dexterity
  saving throw or take 7d6 fire damage.
  If the target is marked after you hit with this incantation,
  the fire damage affects only your enemies.
  Your attack leaves a glowing mote of arcane power in your
  enemy’s wound. You kick your foe away and watch it erupt in
  a blossom of hellish flames.
  Serpents of Flame
  Rank 4 Incantation • Focus, Offensive, Polymorph,
  Transmutation (Long)
  As an action, make two melee spell attacks against one
  creature within 10 feet, or one melee spell attack against two
  creatures within 10 feet with a seperate roll for each target.
  On a hit, a target takes 3d10 fire damage, and you can move
  the target up to 20 feet.
  For 1 minute, you transform your arms into fiery serpents.
  While the effect lasts, you can repeat the incantations attack
  as an action. Also, until the effect ends, you can use your
  reaction to make one melee spell attack against a creature in
  place of an opportunity attack.
  Your arms become twin serpents of pure flame with which
  you harry your enemies.
  Shield of Besieged Tower
  Rank 4 Incantation • Abjuration, Stance (Long)
  As a bonus action, you enter the Shield of Besieged Tower
  stance. Until the stance ends, you gain a +2 bonus to AC. If at
  least two enemies are within 15 feet of you, this bonus
  increases to +4.
  The more foes stand arrayed against you, the stronger your
  defensive magic is.
  Shunt Between Worlds
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you target each creature within 10 feet of you.
  Each target must succeed on a Wisdom saving throw or take
  7d6 psychic damage and be teleported up to 25 feet to an
  unoccupied space on solid ground.
  You blast your foes with the same arcane energy you use to
  pass between worlds, shunting them into the Feywild and
  back again.
  Silverlight Strike
  Rank 4 Incantation • Illusion, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 4d10 radiant damage, and
  until the end of your next turn, your allies are invisible to the
  target.
  If the target is marked after this exploit, your attack deals
  an extra 2d10 radiant damage, instead of 1d10.
  Your strike causes silver light to flare around your foe,
  obscuring its ability to perceive anyone but you.
  Slumber of the Winter Court
  Rank 4 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Wisdom saving throw or be dazed and have its
  speed reduced by 10 feet for 1 minute. A dazed target can
  repeat the saving throw at the end of each of its turns, ending
  both effects on a success. The first time a target fails a saving
  throw against the daze effect, it falls unconscious for 1d4
  hours, until it takes damage, or a creature within 5 feet of it
  uses an action to wake it up.
  As you whisper a slow chant, your foes suddenly stumble
  and sink to the ground in a magical slumber.
  80
  
  Song of Solidarity
  Rank 4 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Song of Solidarity stance.
  Until the stance ends, you gain a 15-foot skald’s aura. When
  an enemy makes a melee attack against an ally of yours in the
  aura, that enemy provokes opportunity attacks from any of
  your allies who are in the aura but not targeted by that attack.
  Your words ring out over the battlefield, urging your allies
  to come to one another’s defense.
  Song of Storms
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 lightning damage.
  Additionally, if at least one creature fails the Dexterity
  saving throw, each ally within the cone deals an extra 1d10
  lightning damage whenever they hit with an attack roll before
  the end of your next turn.
  With a sonorous hum, you summon lightning, blasting your
  foes with it and imbuing your allies’ attacks with its power.
  Song of Sublime Snowfall
  Rank 4 Incantation • Evocation, Utility (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  regain 7d6 hit points. The sphere creates a zone of difficult
  terrain for your enemies and persists for 1 minute.
  While the zone persists, you can use a bonus action to
  restore 1d10 hit points to each of your allies within zone.
  Your song creates gleaming white motes to fall from above,
  healing your allies and pulling at your foes as they try to move
  in the area.
  Song of the Soul Harvest
  Rank 4 Incantation • Enchantment, Fear, Utility (Long)
  As a bonus action, choose one ally within 25 feet of you.
  For 1 minute, whenever the target ally reduces a creature to 0
  hit points, that ally can immediately mark all enemies within
  20 feet of them who can hear you. This mark lasts until the
  end of the ally’s next turn.
  Your words conjure up fear of your allies, warning your
  enemies that the end is nigh.
  Soul Flaying
  Rank 4 Incantation • Focus, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 6d10
  necrotic damage, and it deals only half damage with weapon
  attacks that use Strength until the end of your next turn.
  You sear your enemy’s soul with a bolt of emerald energy,
  which weakens them greatly for a short time.
  Soul Harvest
  Rank 4 Incantation • Necromancy, Utility (Long)
  As a reaction, when you reduce an enemy (that isn’t a
  construct or undead) to 0 hit points with necrotic damage,
  you allow yourself or one ally you can see within 25 feet of
  the target to regain hit points equal to your level and make a
  saving throw against one effect that a save can end.
  You catch vitality from a dying creature and twist it to your
  own purposes.
  Soul of the Void
  Rank 4 Incantation • Necromancy, Utility (Long)
  As a bonus action, for 1 minute or until you drop to 0 hit
  points, you gain a +1d10 bonus to necrotic damage rolls, and
  you cannot regain hit points.
  In addition, the next time within 1 minute that you start
  your turn at 0 hit points but are not dead, you can spend up to
  four hit dice to regain hit points.
  A palpable feeling of death surrounds you as your soul
  seals its connection to the darkness.
  Soul Puppets
  Rank 4 Incantation • Charm, Focus, Necromancy, Offensive
  (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 100 feet. Each
  target must succeed on a Wisdom saving throw or take 7d6
  necrotic damage and for 1 minute, the target’s becomes 0. If
  the target is undead, it takes no damage, and it is dominated
  for 1 minute instead of having its speed become 0. The target
  can repeat the saving the saving throw at the end of each of
  its turns, ending the effect on itself on a success.
  You reach out and crush your foes’ animating spirits,
  manipulating their limbs like a puppeteer.
  Spatial Lock
  Rank 4 Incantation • Abjuration, Utility (Long)
  As an action, you create a zone in a 15-foot radius sphere
  centered on a point within 100 feet for 1 minute. Creatures
  within the zone cannot teleport, benefit from phasing, or
  access other planes of existence. In addition, within the zone,
  magic portals fail to function.
  A silver light flashes and an unseen pulse ripples through
  the air. Your foes aren’t going anywhere.
  Spectral Vision
  Rank 4 Incantation • Illusion, Utility (Long)
  As a bonus action, for 10 minutes, you mask the terrain
  within 25 feet around you, changing the appearance of all
  unattended objects and terrain features. The objects are still
  visible, but you disguise their true nature, making them look,
  smell, sound, and sometimes even feel like something else.
  For example, you could make a pool of lava look like a plush
  carpet. If an object is removed from the area, this effect ends
  for that object.
  A creature can see through your deception by succeeding
  on an Intelligence (Investigation) check against your
  incantation save DC. A creature automatically sees through
  the illusion if it takes damage from a disguised object or
  disguised terrain (such as walking on an illusory carpet that
  is actually lava).
  Your surroundings shimmer and change. What was once a
  squalid cave is now an opulent throne room.
  81
  
  Spitfire Furnace
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 7d6 fire damage.
  Additionally, for 1 minute, any enemy that starts its turn
  within 10 feet of you takes 2d10 fire damage.
  After unleashing a blast of flames, you smolder with heat,
  and no one dares approach you.
  Stalwart Defender
  Rank 4 Incantation • Conjuration, Summoning, Utility (Long)
  As a bonus action, you create a Medium stalwart defender
  in an unoccupied space within 25 feet.
  The stalwart defender is friendly to you and your
  companions. Roll initiative for the defender, which has its
  own turns. It obeys any mental commands that you issue to it
  (no action required). If you don’t issue any commands to it, it
  defends itself from hostile creatures and uses its reactions to
  make opportunity attacks.
  The stalwart defender’s statistics are listed at the end of
  this supplement.
  You animate a humanoid construct in armored plates.
  Stonewrack
  Rank 4 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, you target each creature in a 10-foot radius
  centered on a point on the ground within 100 feet. Each
  target must succeed on a Dexterity saving throw or take 7d6
  slashing damage.
  The sphere creates a zone of jagged stone for 1 minute.
  Each creature that moves into the zone or within it without
  disengaging or crawling takes 2d10 slashing for every 5 feet
  it moves and is knocked prone after the movement.
  You clench your fists as you call on the earth to obey you.
  The ground buckles amid your foes, creating a mass of
  jagged rocks.
  Strike up the Dance
  Rank 4 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose up to three creatures within 50 feet of
  you who can hear you. Each target must succeed on a
  Wisdom saving throw or take 7d6 psychic damage and for 1
  minute, the target dances. While dancing, at the start of each
  of its turns, you can move the target up to 20 feet and its
  speed becomes 0 until the start of its next turn. The target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  If you target only one creature with this incantation, the
  target takes 6d10 psychic damage on a failed save, instead of
  7d6.
  Your foes dance to your tune now.
  Sudden Escape
  Rank 4 Incantation • Conjuration, Utility (Long)
  As a reaction, when an enemy hits you with an attack roll,
  you immediately teleport up to 25 feet before damage is
  dealt.
  In the blink of an eye, you’re somewhere else.
  Summon Chainbearer
  Rank 4 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large creature made of
  chains in an unoccupied space within 100 feet.
  The chainbearer is friendly to you and your companions.
  Roll initiative for the chainbearer, which has its own turns. It
  obeys any mental commands that you issue to it (no action
  required). The chainbearer persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, it defends itself and makes opportunity attacks against
  your enemies.
  The creature’s statistics are at the end of this supplement.
  A blast of wind rushes over the battlefield as a dozen
  gleaming chains soar from your outstretched hand and wrap
  themselves into a humanoid form that lashes your enemies.
  Summon Diamond Falcon
  Rank 4 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium diamond falcon
  in an unoccupied space within 25 feet.
  The diamond falcon is friendly to you and your
  companions. Roll initiative for the falcon, which has its own
  turns. It obeys any mental commands that you issue to it (no
  action required). The falcon persists for 1 hour or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, it defends itself, but otherwise, takes no action.
  At your command, the diamond falcon can carry you or one
  Medium or smaller ally that is within 5 feet of it when the
  falcon begins its movement. The carried creature moves with
  the falcon and occupies its space; if the falcon provokes
  opportunity attacks, the attacker can target either the falcon
  or the carried creatures. At the end of the falcon’s movement,
  the carried creature can either remain in the falcon’s space
  (continuing to be carried) or land in a space within 5 feet of
  the falcon. Attack rolls against a carried creature gain
  advantage and the carried creature suffers disadvantage on
  attack rolls.
  The creature’s statistics are at the end of this supplement.
  A great bird of prey with gleaming white feathers appears
  from a planar portal and whisks you or an ally to safey.
  Summon Invisible Stalker
  Rank 4 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium invisible stalker
  in an unoccupied space within 25 feet.
  The invisible stalker is friendly to you and your
  companions. Roll initiative for the stalker, which has its own
  turns. It obeys any mental commands that you issue to it (no
  action required). The stalker persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  to it, it defends itself and makes opportunity attacks against
  your enemies.
  The DM has the creature’s statistics.
  A relentless killer emerges from the Elemental Chaos to
  stalk your foe and strangle it to death.
  82
  
  Summon Stormstone Fury
  Rank 4 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Medium stormstone fury
  in an unoccupied space within 50 feet.
  Roll initiative for the stormstone fury, which has its own
  turns. You can use a bonus action on your turn to issue
  mental commands to it, which it must obey. The fury persists
  for 1 minute or until you dismiss it as a bonus action.
  You are connected to the life force of the stormstone fury.
  While the summoned fury is present, you deal an extra 2d6
  thunder damage with any effect that targets an area.
  If you didn’t issue any commands to the fury by the end of
  your turn, on its turn, it uses stonestorm burst, targeting as
  many creatures as possible. In addition, you take 1d10
  thunder damage and fall prone.
  The creature’s statistics are at the end of this supplement.
  A hulking elemental of stone and living thunder answers
  your summons with a sound akin to cracking rock and
  rumbling thunder.
  Summon Vrock
  Rank 4 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large vrock in an
  unoccupied space within 50 feet.
  Roll initiative for the vrock, which has its own turns. You
  can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The vrock persists for 1
  minute or until you dismiss it as a bonus action.
  You are connected to the life force of the vrock. While the
  summoned vrock is present, you do not provoke opportunity
  attacks from movement, and you deal an extra 2d6 poison
  damage against targets that cannot take reactions.
  If you didn’t issue any commands to the vrock by the end of
  your turn, on its turn, it attacks the nearest creature. If it can’t
  reach any targets, it moves up to its speed toward the nearest
  creature. In addition, you take 2d10 poison damage and you
  cannot take bonus actions on your next turn.
  The DM has the creature’s statistics.
  A foul smelling, feathered demon screeches into being,
  wicked talons flexing in anticipation of tearing flesh.
  Tendrils of Thuban
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, a portal opens, filling a 10-foot radius sphere
  centered on a point you can see within 50 feet. The portal
  persists for 1 minute. Each creature in the area must succeed
  on a Constitution saving throw or take 7d6 cold damage and
  until the portal closes, the target is retrained. While
  restrained, a creature can use an action to repeat the saving
  throw, ending the effect on itself on a success.
  While the portal persists, you can use a bonus action to
  force each creature in the area to succeed on a Constitution
  saving throw or take 7d6 cold damage.
  From the frozen emerald seas under the star Thuban, you
  call forth dozens of glimmering green tentacles. Reaching
  down from overhead, they seize your enemies, draining the
  heat from their bodies and holding them immobile.
  Thirsting Maw
  Rank 4 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 25 feet. On a hit, the target takes 6d10
  necrotic damage, and you regain hit points equal to half of
  the damage dealt. Also on a hit, the eel latches onto the target
  for 1 minute.
  As a bonus action, while the eel is attached, the target must
  make a Constitution saving throw. On a failed save, the target
  takes 6d10 necrotic damage and you regain hit points equal
  to half the damage dealt. On a successful save, the eel
  detaches and the effect ends.
  With the flick of your wrist, you create a phantasmal eellike
  creature from your palm and hurl it at your foe. It latches
  itself to them and begins to drink their blood… and you grow
  stronger.
  Thunder and Strike
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, make a melee spell attack against one
  creature within 5 feet. On a hit, the target takes 7d6 thunder
  damage, and you push the target up to 20 feet.
  After the attack is resolved, choose one creature you can
  see within 50 feet of you other than the first. The secondary
  target must succeed on a Dexterity saving throw or take 7d6
  lightning damage. In addition, on a failed save, if the
  secondary target is within 5 feet of the primary target, the
  secondary target is also dazed until the end of your next turn.
  Your surprise melee blow drives the enemy away in
  thunder, as a lightning strike blasts a distant foe.
  Thunder Breath
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 7d6 thunder damage and
  until the end of your next turn, the target’s speed is reduced
  by 20 feet.
  A blast of thunder like a dragon’s roar issues from your
  mouth, staggering your foes.
  Thunder Buffer
  Rank 4 Incantation • Abjuration, Utility (Long)
  As a bonus action, for 1 minute, you gain a +2 bonus to AC,
  and when any enemy hits you with a melee attack, you can
  use your reaction to push the attacker up to 20 feet.
  Distant thunder grumbles around you, and you can unleash
  it against an attacker to knock the creature backward.
  Thunderlance
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must make a Dexterity
  saving throw. On a failed save, a target takes 7d6 thunder
  damage and is pushed up to 20 feet. On a successful save, a
  target takes no damage and is pushed up to 20 feet.
  A thunderous pule of concussive energy rolls from your
  hand, bowling over your enemies.
  83
  
  Tides of Fate
  Rank 4 Incantation • Divination, Utility (Long)
  As a bonus action, you gain a 15-foot aura that persists for
  1 minute, until you end it as a bonus action, or until you fall
  unconscious. Any ally who fails an ability check or saving
  throw in the aura gains a +2 bonus the next time they make
  the same kind of ability check or saving throw. Any enemy in
  the aura that hits you or an ally in the aura grants advantage
  on attack rolls against it until the end of its next turn.
  With a cry to your mighty patron, you alter the course of
  fate, turning the tables on your enemies.
  Touch of the Two Moons
  Rank 4 Incantation • Enchantment, Fear, Focus, Offensive
  (Long)
  As an action, make a melee spell attack against one
  creature within reach. On a hit, the target takes 6d10
  necrotic damage, and each enemy within 25 feet of the target
  must succeed on a Wisdom saving throw or become
  frightened of you for 1 minute. A frightened creature can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  Invoking the name of Tectuktitlay, ruler of Draj the Two
  Moon City, you plunge your hand into a creature’s flesh and
  tear loose a piece of the creature’s spirit.
  Umbral Assault
  Rank 4 Incantation • Focus, Illusion, Offensive (Short)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on a point within 100 feet. Each
  target must succeed on an Intelligence saving throw or take
  7d6 necrotic damage.
  The sphere creates a zone of illusory darkness until the
  end of your next turn. All of your enemies are blinded while
  within the zone.
  A shroud of roiling shadows coalesces around your focus.
  Your enemies see a globe of utter blackness flare out to
  engulf them.
  Vertigo
  Rank 4 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose any number of creatures in a 10-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Wisdom saving throw or be afflicted with
  vertigo for 1 minute.
  While afflicted by vertigo, the target can’t stand up from
  prone, and if it moves, the target must move at least 20 feet
  or fall prone at the end of its movement. The target can
  repeat the saving throw at the end of each of its turns, ending
  the vertigo on a success, but suffering lesser vertigo for 1
  minute.
  While afflicted by lesser vertigo, the target can’t stand up
  from prone, and if it moves, the target must move at least 10
  feet or it falls prone at the end of its movement.
  Additionally, for 1 minute, the target can’t disengage.
  Your enemies stagger and flail their arms as the world
  seems to spin furiously around them.
  Vile Resonance
  Rank 4 Incantation • Hex, Necromancy, Stance (Long)
  As a bonus action, you enter the Vile Resistance stance.
  Until the stance ends, you suffer a 1d10 susceptibility to all
  damage, but your hex deals an extra 2d10 damage and
  whenever an enemy takes damage from your hex you can
  move them up to 5 feet.
  The words you speak resonate in the area, causing both
  you and those you have hexed to feel wounds more deeply.
  Visage of Zhudun
  Rank 4 Incantation • Fear, Focus, Illusion, Offensive (Long)
  As an action, a 10-foot radius sphere centered on a point
  within 50 feet fills with the semblance of a monstrous face,
  blocking line of sight. The area persists for 1 minute, and
  creatures that enter the area or start their turn there take 3d6
  psychic damage.
  While the area persists, you can use a bonus action to force
  each creature in the area to succeed on a Charisma saving
  throw or take 7d6 psychic damage and have its speed
  reduced by 25 feet until the end of your next turn.
  You manifest an aspect of the blank face of dead Zhudan,
  creating a zone of horror that hammers at the sanity of those
  caught within it.
  Vorpal Edge
  Rank 4 Incantation • Transmutation, Utility (Long)
  As a bonus action, you touch one weapon within reach. For
  1 minute, attacks made with the target can score critical hits
  on rolls of 18—20.
  The deadly parts of the weapon you touch becomes
  suffused with magic, making them sharper and deadlier.
  Vortex of Fire
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you create a fiery 10-foot radius sphere
  centered on a point within 50 feet. Each creature in the area
  must succeed on a Dexterity saving throw or take 7d6 fire
  damage.
  The vortex persists for 1 minute, and any creature that
  ends its turn in the area must succeed on a Dexterity saving
  throw or take 7d6 fire damage and until the end of its next
  turn, the target's speed is reduced by 25 feet.
  As a bonus action, you can move the area up to 15 feet.
  A dancing column of flame sweeps through your enemies,
  burning those within its fiery core and trapping them there
  with its searing winds.
  Warp Space
  Rank 4 Incantation • Conjuration, Utility (Short)
  As an action, you teleport up to 5 willing creatures within
  25 feet of you to any other space within 25 feet of you.
  Using incomprehensible logic from beyond the stars, you
  rearrange the battlefield.
  84
  
  Wracking Radiance
  Rank 4 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 6d10 radiant damage.
  Additionally, the target takes 1d10 radiant damage at the
  start of each of its turns for 1 minute. The target can make a
  Constitution saving throw at the end of each of its turns. On a
  failed save, each of your allies within 25 feet of the target
  regains 1d10 hit points. On a successful save, the effect ends
  and each of your allies within 25 feet of the target regain
  1d10 hit points and also gain a +5 bonus to AC until the end
  of the target’s next turn.
  A burst of light damages your foe and wracks it with
  anguish. As your enemy’s suffering continues, bursts of light
  heal your nearby allies.
  Wraith’s Shadow
  Rank 4 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 6d10 necrotic damage and deal only half damage with
  weapon attacks that use Strength until the end of your next
  turn.
  You can choose to deal no damage with this incantation
  and instead make the target restrained and deals only half
  damage with weapon attacks that use Strength until the end
  of your next turn.
  The shadows congeal and smother your foe in a sickly
  mass of debilitating darkness.
  85
  
  Rank 5 Incantations
  Acid Shackles
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Dexterity saving throw or take 8d6 acid damage
  and if the target moves before the end of its next turn, it takes
  an additional 2d12 acid damage.
  Caustic words crackle from your mouth, taking physical
  form around your foes an bands of acid that further punish
  those who move.
  Acid Wave
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must make a Dexterity
  saving throw. On a failed save, a target takes 8d6 acid
  damage and for 1 minute, the target is covered in acid. While
  covered in acid, the target takes 2d12 acid damage at the
  start of each of its turns. On a failed save, a target takes half
  as much damage, and is partially covered in acid for 1
  minute. While partially covered in acid, a target takes 1d12
  acid damage at the start of each of its turns.
  Any target covered in any acid can repeat the saving throw
  at the end of each of its turns, ending the effect on itself on a
  success.
  A wave of acid dissolves all creatures that stand before you.
  Addling Pattern
  Rank 5 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose up to two creatures you can see
  within a 25-foot cone originating from you. Each target must
  succeed on a Wisdom saving throw or take 8d6 psychic
  damage and until the end of your next turn, if the target
  attacks you or an ally within 5 feet of you, you can force the
  target to also make one additional weapon attack against a
  creature of your choice (no action required).
  You weave an enchantment over your allies’ armor that
  confuses foes, causing them to attack their friends.
  All Soul’s Ball
  Rank 5 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Wisdom saving throw or take 8d6 necrotic
  damage and until the end of its next turn, the target's speed is
  reduced by 25 feet.
  The sphere creates a zone that persists for 1 minute. When
  an enemy within the zone is reduced to 0 hit points, your
  allies within 5 feet of that enemy can immediately spend up
  to five hit dice to regain hit points, and attack rolls against
  your enemies within 5 feet of the dying enemy gain
  advantage.
  A haunting tune fills the air, drawing the souls of the dying
  to dance among their allies.
  Aspect of the Dragon
  Rank 5 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, choose any number of creature in a 25-foot
  cone originating from you. Each target must make a Dexterity
  saving throw. On a failed save, a target takes 8d6 fire damage,
  or half as much damage on a success.
  Additionally, the first time you are reduced below 0 hit
  points within the next minute, repeat this incantation. Targets
  suffer a -6 penalty on the saving throw when you repeat the
  incantation.
  Your form wavers and is replaced by a dragon that releases
  a scouring blast of fire. Depending on the course of the battle,
  it might make another appearance.
  Azure Talons
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose any number of creatures you can see
  within 10 feet of you. Each target must succeed on a
  Dexterity saving throw or take 8d6 lightning damage and if
  the target ends its next turn within 10 feet of you, it takes an
  additional 2d12 lightning damage.
  Blue claws of lightning materialize around you and slash at
  does that remain too close.
  Balance of Power
  Rank 5 Incantation • Divination, Offensive, Weapon (Short)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, anduntil
  the end of your next turn, whenever the target makes an
  attack roll, you roll a d12 and subtract your roll from the
  target’s attack roll.
  Additionally, until the end of your next turn, whenever one
  of your allies makes an attack roll against the target, you roll
  a d12 and add your roll to your ally’s attack roll.
  You disrupt fortune’s weave, shifting it to give your allies a
  little more luck at the expense of one of your foes.
  Baleful Eye of Imix
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure a Large eye of Imix in an
  unoccupied space you can see within 50 feet. The eye
  persists for 1 minute. Each creature other than you that
  starts its turn within 5 feet of the eye is set ablaze for 1
  minute. A blazing target sheds bright light in a 30-foot radius
  and dim light for an additional 30 feet. At the end of each of
  its turns, a burning target must make a Dexterity saving
  throw. It takes 4d6 fire damage on a failed save, and is no
  longer burning on a successful one. These magical flames
  can’t be extinguished by nonmagical means.
  Any creature that enters the eye’s space takes 4d6 fire
  damage and can teleport up to 30 feet (no action required).
  While the eye persists you can use your action to cause the
  eye to blink. When the eye blinks, each creature in 25 feet of
  it must succeed on a Constitution saving throw or take 4d6
  fire damage and be pulled up to 20 feet closer to the eye.
  While the eye persists, you can use a bonus action to cause
  the eye to blink. Roll a d6. On a 1, you cannot use your action
  to cause the eye to blink on your next turn. On a 6, each
  creature in 25 feet of the eye take 4d6 fire damage.
  A great fiery eye opens, and as the eye blinks, it erupts in a
  burst of flames.
  86
  
  Baleful Gaze of the Basilisk
  Rank 5 Incantation • Fear, Focus, Offensive, Transmutation
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Constitution saving throw. On a
  failed save, the target is stunned for 1 minute. On a
  successful save, the target is poisoned for 1 minute. While
  stunned by this incantation, the target is also poisoned.
  While poisoned, the target takes 2d12 poison damage at
  the start of each of its turns. The target can repeat the
  Constitution saving throw at the end of each of its turns,
  ending the incantation on a success.
  You cast a toxic glance at your foe, leaving it paralyzed with
  fear.
  Bane Blade
  Rank 5 Incantation • Offensive, Transmutation, Weapon
  (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and choose
  one creature type that the target has. For 1 minute, your
  weapon attacks against creatures of that type deal an extra
  2d12 damage.
  Attuning your weapon’s arcane might, you launch a
  devastating barrage of strikes and thrusts against your foe.
  Blackfire Serpent
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you conjure a blackfire serpent in an
  unoccupied space within 50 feet. The serpent persists for 1
  minute and occupies a 5-foot space. Enemies cannot move
  through its space, but allies can.
  When it appears, the serpent breaths fire. Each creature in
  a 15-foot cone originating from the serpent must succeed on
  a Dexterity saving throw or take 4d6 fire damage.
  While the serpent persists, you can use a bonus action on
  your turn to move the serpent up to 30 feet and repeat the
  fire breath.
  A coiled serpent made of black flames appears among your
  enemies and unleashes a blast of fire.
  Burrowing Projectile
  Rank 5 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a ranged attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  projectile twists and burrows into the target for 1 minute.
  While burrowing, the target takes 1d12 piercing damage at
  the beginning of each of its turns and attack rolls against it
  gain advantage. The target can make a Strength saving throw
  at the end of each of its turns. If the target succeeds on two
  consecutive saving throws against this effect, the effect ends.
  When your shot strikes a foe, the projectile spins like a top,
  burrowing into the creature.
  Charm of False Glory
  Rank 5 Incantation • Charm, Enchantment, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must make a Wisdom saving throw. On a
  failed save, you can move the target up to 25 feet, and its
  speed becomes 0 until the end of your next turn. Also on a
  failed save, until the end of your next turn, whenever an
  enemy of yours starts its turn or enters a space within 5 feet
  of the target, the target must use its reaction, if available, to
  make an opportunity attack against that enemy. The target
  gains a +6 bonus on the attack roll and a +1d12 bonus on the
  damage roll. Each time the target hits with an opportunity
  attack, you can move the target up to 15 feet.
  Your foe shouts in triumph as it suddenly turns against its
  allies. Your magic twists its sight and mind, causing it to see
  enemies where allies stand.
  Choking Shadow
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you conjure your shadow in an unoccupied
  space within 5 feet of a creature you can see within 100 feet.
  The shadow persists for 1 minute or until the target is not
  within 5 feet of it. Make a melee spell attack through the
  shadow against the target. On a hit, the target takes 4d10
  cold damage and 4d10 necrotic damage and its speed
  becomes 0 until the end of your next turn.
  While the shadow persists, you can use an action once per
  round to command your shadow to repeat the attack.
  Your shadow separates from you and flits across the
  ground to throttle your enemy with spindly talons made of
  freezing darkness.
  Clockwork Acid Wasp
  Rank 5 Incantation • Conjuration, Focus, Summoning, Utility
  (Long)
  As a bonus action, you create a Small clockwork acid wasp
  in an unoccupied space within 25 feet.
  The clockwork acid wasp is friendly to you and your
  companions. Roll initiative for the wasp, which has its own
  turns. It obeys any mental commands that you issue to it (no
  action required). If you don’t issue any commands to it, it
  defends itself from hostile creatures and uses its reactions to
  make opportunity attacks.
  The creature’s statistics are at the end of this supplement.
  You grant animation to a clockwork wasp fueled by acid.
  Combust
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 10d6 fire
  damage.
  You cause several foes to spontaneously burst into flame.
  87
  
  Corralling Song
  Rank 5 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, each enemy in a 15-foot radius sphere
  centered on a point within 50 feet who can hear you must
  succeed on a Wisdom saving throw or take 8d6 psychic
  damage, and you can move the target up to 25 feet to a space
  within 5 feet of one of your enemies.
  Additionally, each target that is within 5 feet of one of your
  enemies after the initial saving throw is resolved is corralled
  for 1 minute. While corralled, the target takes 2d12 psychic
  damage if it does not end its turn within 5 feet of one of your
  enemies. A corralled target can make a Wisdom saving throw
  at the end of each of its turns, ending the effect on itself on a
  success.
  Beguiling words entice your foes to cluster together,
  exposing them to devastating area magics.
  Crashing Winds
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must make a Constitution
  saving throw. On a failed save, a target takes 8d6 thunder
  damage, or half as much damage on a success.
  Additionally, you push each target up to 25 feet, and for 1
  minute, at the start of each of your turns, you can push each
  enemy within 5 feet of you up to 25 feet.
  Everything standing near you is battered and knocked
  away, and the winds continue to swirl in your vicinity.
  Craven Chorus
  Rank 5 Incantation • Enchantment, Fear, Focus, Offensive
  (Long)
  As an action, choose any number of creatures within 5 feet
  of you. Each target who can hear you must make a Wisdom
  saving throw. On a failed save, a target takes 8d6 psychic
  damage, and you push the target up to 25 feet. On a
  successful save, the target takes half as much damage, and
  you push the target up to 15 feet.
  As they flee before you, your enemies add their cries of
  dismay to your daunting dirge.
  Crushing Titan’s Fist
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  cube centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 8d6 force
  damage and have its speed become 0 until the end of your
  next turn.
  The cube creates a zone that lasts until the end of your
  next turn or until you dismiss it as a bonus action. A creature
  moving through the zone must spend 5 feet of movement for
  every 1 foot it moves.
  You clench your fist, and crushing force seizes your targets
  like the first of an invisible titan.
  Dancing Flames
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose any number of creatures in a 25-foot
  cone originating from you. Each target must make a Dexterity
  saving throw. On a failed save, a target takes 8d6 fire damage,
  or half as much damage on a success.
  You unleash shifting streams of fire that burn down your
  foes while leaving allies untouched.
  Darklands Eclipse
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, a cloud forms in a 10-foot radius sphere
  centered on a point within 50 feet. The cloud persists for 1
  minute and is heavily obscured for creatures other than you.
  Each creature in the area must succeed on a Constitution
  saving throw or take 4d6 cold damage and 4d6 necrotic
  damage and for 1 minute, the target is encased in shadows.
  An encased creature must repeat the saving throw at the
  end of each of its turns. On a failed save, the target takes 4d6
  cold damage and 4d6 necrotic damage, and is no longer
  encased on a successful save.
  While the cloud persists, whenever an encased target takes
  damage from an attack roll, you can teleport the target (no
  action required) to any unoccupied space within the cloud.
  A roiling black cloud erupts around your foes, creating a
  trap from which they struggle in vain to escape.
  Dazzling Display
  Rank 5 Incantation • Offensive, Transmutation, Weapon
  (Short)
  As an action, make a melee attack with a weapon against
  any number of creatures you can see within 5 feet of you,
  with a separate attack roll for each target. On a hit, a target
  suffers the attack’s normal effects plus an extra 7d6 damage,
  and the target grants advantage on attack rolls against it until
  the end of your next turn.
  Additionally, until the end of your next turn or until you
  move, you are heavily obscured.
  With dizzying speed, you slash and slice your foes. Your
  swordplay leaves your foes off balance and unable to discern
  your location.
  Death’s Resurgence
  Rank 5 Incantation • Focus, Necromancy, Offensive (Long)
  As a reaction, when you are reduced to half hit points or to
  0 hit points, you force each enemy within 10 feet of you to
  succeed on a Wisdom saving throw or take 8d6 necrotic
  damage.
  Additionally, you can spend up to five hit dice to regain hit
  points. If you do, you regain an additional 1d12 hit points for
  each target that is bloodied after taking damage from this
  incantation.
  Death’s power turns your foe’s triumph into a victory of
  your own. Your pain explodes from you, and as others fall, you
  draw strength from their defeat.
  88
  
  Delban’s Eye
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. the target must succeed on a Constitution saving throw,
  or take 8d10 cold damage and be marked until the end of
  your next turn. While marked by this incantation, the target
  cannot benefit from being obscured, and all attack rolls
  against the target deal an +1d12 cold damage on a hit.
  A slanting shaft of frigid starlight shines down and
  illuminates your foe, revealing it in a spasm of chill agony.
  Your foe realizes you’ve turned the dire attention of a fell
  entity upon them.
  Delusions of Loyalty
  Rank 5 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet who can see you. The target must succeed on a Wisdom
  saving throw or become deluded for 1 minute.
  While deluded, the target must use its action to attack the
  last creature to attack you since the end of your last turn. If
  no one attacked you since the end of your last turn or if the
  target is unable to attack, the target loses its action. The
  target can repeat the saving throw at the end of each of its
  turns, ending the effect on a success.
  Your magic causes your enemy to perceive you as a
  comrade they must defend, even if they are now at odds with
  their former allies.
  Despair of Zhudun
  Rank 5 Incantation • Fear, Focus, Offensive, Transmutation
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 8d10 psychic damage and fall prone in fear. If the target
  stands up before the end of its next turn, it takes an
  additional 4d10 psychic damage and until the end of your
  next turn, the target suffers disadvantage on attack rolls and
  attack rolls against it gain advantage.
  You manifest an aspect of the blank face of dead Zhudun,
  causing your foe to collapse in fear.
  Devouring Death
  Rank 5 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 acid damage and until the end of your next turn,
  the target loses any resistance to acid and necrotic damage,
  and gains a 2d12 susceptibility to acid and necrotic damage.
  A bolt of black vitriol splashes over your foe, leaving it
  susceptible to further acid attacks and to your magic of death
  and decay.
  Devouring Tide
  Rank 5 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 5d10 necrotic damage and all
  attack rolls against the target gain advantage until the end of
  your next turn. Also on a failed save, you can move the target
  up to 25 feet.
  A stream of black motes erupts from your outstretched
  hand, rushing forward to swarm your foes like a cloud of
  ravenous insects.
  Dissonant Imbuement
  Rank 5 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and until
  the end of your next turn, the target suffers a -6 penalty to AC
  and Dexterity saving throws.
  Your strike creates a tone that resonates within your
  opponent, disrupting its defenses.
  Dread Briars
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Strength saving throw. On a
  failed save, the target takes 4d10 necrotic damage and be
  restrained by the briars for 1 minute. On a successful save,
  the target takes half as much damage and its speed is
  reduced by 30 feet until the end of your next turn.
  While restrained by the briars, the target can repeat the
  saving throw at the end of each of its turns. On a failed save,
  the target takes 4d10 necrotic damage. On a successful save,
  the effect ends.
  The damage from this incantation ignores resistance to
  necrotic damage.
  Oily black vines bristling with thorns erupt around your foe
  and swiftly shroud them in life-draining tangles.
  Elemental Detention
  Rank 5 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 lightning damage,
  and the target must succeed on a Strength saving throw or be
  restrained until the end of your next turn.
  The lightning dancing on your weapon leaps to your foe
  and holds it in place.
  Encircling Dance
  Rank 5 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose one or two creatures you can see
  within 50 feet of you. Each target who can see must make a
  Dexterity saving throw. On a failed save, a target takes 8d6
  radiant damage, or half as much damage on a successful
  save.
  Additionally, you and your allies within 50 feet of you can
  safely move up to 30 feet (no action required).
  As dazzling light bursts around your foes, you and your
  allies can move to better positions.
  89
  
  Entombing Earth
  Rank 5 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 necrotic damage and for 1 minute, the target is
  entombed in earth. While entombed, the target is stunned
  and takes 2d12 necrotic damage at the start of each of its
  turns. Other creatures cannot gain line of sight or line of
  effect to the target while it is entombed. Then target can
  make a Strength saving throw at the end of each of its turns,
  ending the entombing on a success.
  A maw of moaning grave dirt appears around your foe and
  slams shut with echoing finality.
  Explosive Outbreak
  Rank 5 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Constitution saving throw
  or become plagued with disease for 1 minute.
  While plagued, the target is poisoned and takes 2d12
  poison damage at the start of each of its turns. The target
  must repeat the saving throw at the end of each of its turns.
  On a successful save, the target is no longer plagued. On a
  failed save, the plague spreads to each of your enemies
  within 25 feet of the target. Each of these secondary targets
  must succeed on a Constitution saving throw or become
  plagued with lesser disease for 1 minute.
  While plagued with lesser disease, a secondary target
  takes 1d12 poison damage at the start of each of its turns. At
  the end of each of its turns, a secondary target can make a
  Constitution saving throw, ending the effect on itself on a
  success.
  Black and purple or greenish energy erupts from each of
  your foe's orifices.
  Evard’s Ebon Bindings
  Rank 5 Incantation • Charm, Conjuration, Focus, Offensive
  (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  have its speed become 0 for 1 minute.
  While the target's speed is 0, it must repeat the saving
  throw at the end of each of its turns. On the first failed saving
  throw, the target is stunned for 1 minute. On the second
  failed saving throw the target is dominated for 1 minute. On
  the first successful saving throw, the other effects end and the
  target takes 8d10 psychic damage, is dazed, and has its speed
  become 0 until the end of your next turn.
  With incantations of imprisonment, you trap your foe in
  writhing black runes that seem almost alive, forcing it to obey
  your command.
  Fable of Focus
  Rank 5 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Fable of Focus stance.
  Until the stance ends, you gain a 15-foot aura. You and your
  allies within the aura who can hear you can reroll any result
  of a 1 or 2 on any damage die, keeping the second result for
  each die rolled.
  You weave a tale that forces your allies to concentrate on
  the task before them, ensuring that every attack counts.
  Feast of Destruction
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 8d6 fire damage
  and for 1 minute, the target is set ablaze. While ablaze, a
  target takes 2d12 fire damage at the start of each of its turns,
  and sheds bright light in a 30-foot radius and dim light for an
  additional 30 feet.
  The sphere creates a zone for 1 minute. Any creature that
  enters the zone or ends its turn there takes 1d12 fire damage.
  While the zone persists, you can use an action to flare the
  zone. Each creature within the zone must succeed on a
  Dexterity saving throw or take 4d6 fire damage and for 1
  minute, the target burns. While burning a target sheds bright
  light in a 10-foot radius and dim light for an additional 10
  feet. Also, a burning target takes 1d12 fire damage at the
  start of each of its turns.
  A burning or blazing target not in the zone can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  Few forces can match the awesome appetite of fire; you
  release it to feed.
  Force of Nature
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Strength saving throw or
  take 8d10 magical bludgeoning damage, be pushed up to 25
  feet, and knocked prone.
  Your magic creates a primordial force that hurls your foe
  through the air.
  Force Volley
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose up to three creatures within 100 feet.
  Make a range spell attack against each target. If you target
  only one creature with this incantation, you gain a +6 bonus
  to the attack roll. On a hit, a target takes 8d6 force damage,
  and is dazed until the end of your next turn.
  Silvery missiles spring from your fingertips and streak
  across the battlefield, striking your enemies with staggering
  force.
  Fragile Form
  Rank 5 Incantation • Focus, Offensive, Polymorph,
  Transmutation (Long)
  As an action, choose one creature you can see within 50
  feet. The target must make a Constitution saving throw. On a
  failed save, the target takes 4d10 force damage, and you
  transform the target’s physical form into glass, paper, cloth, or
  another fragile material for 1 minute. Until the
  transformation ends, the target’s speed is reduced by 25 feet
  and it gains your choice of a 2d12 susceptibility to all damage
  or a 3d12 susceptibility to fire damage. On a successful
  saving throw, the target takes no damage but suffers a 1d12
  susceptibility to all damage for 1 minute. The target can
  repeat the saving throw at the end of each of its turns, ending
  all effects on a success.
  With a word, you transform your enemy’s body into a living
  doll made of glass, dry paper, or threadbare cloth.
  90
  
  Furnace of Sand
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 8d6 fire damage.
  The sphere creates a zone of red-hot swirling sand that
  persists until the end of your next turn. All creatures are
  blinded while they are within the zone, and the area is lightly
  obscured. Each creature that enters the zone or starts its turn
  there takes 1d12 fire damage.
  You create a powerful storm of desert winds and red-hot
  sand.
  Grasping Rope
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose any number of creatures in a 15-foot
  radius sphere centered on a point within 50 feet. Each target
  must succeed on a Dexterity saving throw or take 8d6
  bludgeoning damage and for 1 minute, the target is
  restrained. A retrained target can use an action on its turn to
  make a Strength saving throw, ending the effect on itself on a
  success.
  The sphere creates a zone of grasping rope that persists
  for 1 minute. The zone is difficult terrain to your enemies,
  and each of your enemies that enters the zone or starts its
  turn there has its speed reduced by 25 feet until the end of
  your next turn.
  Weaving magic into a prepared rope, you transform the
  object into a whirling, grasping artiface.
  Greater Chilled Weapon
  Rank 5 Incantation • Evocation, Utility (Short)
  As a bonus action, touch one weapon within reach. The
  next weapon attack made with the target weapon before the
  end of your next turn reduces the target’s speed by 25 feet
  until the end of that creature’s next turn. On a hit, that target
  also takes an extra 7d10 cold damage.
  You touch a weapon and lay your enchantment upon it,
  sheathing the weapon in a thin layer of jagged ice.
  Greater Echoing Weapon
  Rank 5 Incantation • Evocation, Utility (Short)
  As a bonus action, touch one weapon within reach. Until
  the end of your next turn, the next weapon attack made with
  the target weapon deals 7d10 thunder damage to one target
  of the attack, whether the attack hits or misses.
  Your touch causes vibrations to shoot from one end of the
  weapon to the other, filling the air with a low rumble.
  Greater Seek Weakness
  Rank 5 Incantation • Divination, Utility (Short)
  As a bonus action, touch one weapon within reach. Until
  the end of your next turn, weapon attack rolls made with the
  target weapon gain advantage and gain a +1d12 bonus to
  damage rolls.
  After you place your hand upon a weapon and enchant it,
  the weapon seems to point to your enemy’s weak spots.
  Greater Void Burst
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, a 10-foot radius sphere of void appears
  centered on a point within 100 feet. Each creature in the area
  must succeed on a Charisma saving throw or take 8d6
  psychic damage. The area is heavily obscured and lasts until
  the end of your next turn. Any creature other than you that
  ends its turn in the area must succeed on a Charisma saving
  throw or take 8d6 psychic damage.
  You punch a hole in reality through which the void pours
  forth, tearing apart the minds of any creatures caught within
  it.
  Gripping Chains
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  succeed on a Dexterity saving throw or take 8d6 force
  damage and until the end of your next turn, the target’s speed
  is reduced by 25 feet and it cannot disengage.
  You speak a ringing word of doleful power, enmeshing your
  foes in spectral bonds.
  Hell’s Own Blade
  Rank 5 Incantation • Evocation, Offensive, Weapon (Long)
  When you take the attack action on your turn, you can
  forgo one of your attacks to throw your melee weapon, even if
  that weapon does not have the thrown property. Make a
  ranged weapon attack using Strength against one creature
  within 50 feet. On a hit, the target suffers the attack’s normal
  effects plus an extra 1d12 fire damage, and the target and
  each enemy within 10 feet of it must make a Dexterity saving
  throw. On a failed save, a target takes 8d6 fire damage.
  Your weapon then returns to your hand.
  You hurl your weapon, and as it strikes the chest of a
  distant foe it explodes, sending waves of roiling flame out in
  all directions, before returning to your hand.
  Hellfire Eruptions
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 8d6 fire damage and burn until they extinguish
  themselves.
  While burning, the target must repeat the saving throw at
  the end of each of its turns. On a failed save, the target takes
  4d6 fire damage and you can repeat the incantation against
  each creature within 5 feet of the target. On a successful
  save, the target no longer burns.
  Targets suffer disadvantage on attack rolls while burning,
  and these magical black flames cannot be extinguished by
  nonmagical means.
  Your foe range erupts in hellish black flames that boil and
  writhe, incinerating anyone that comes too close.
  91
  
  Hellfire Sigil
  Rank 5 Incantation • Evocation, Utility (Long)
  As a bonus action, touch one weapon or spellcasting focus
  within reach. For 1 minute, any attack, spell, or ability that
  uses the target weapon or focus deals an extra 2d12 fire
  damage.
  The target’s wielder can end the effect when they hit a
  creature using the target in order to igntite that creature with
  hellfire for 1 minute (no action required). While affected by
  hellfire, the target takes 2d12 fire damage at the start of each
  of its turns. Additionally, your enemies that start their turn
  within 10 feet of the target take 2d12 fire damage. A target
  afflicted with hellfire can make a Wisdom saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Flames dance upon the surface of the item you infuse with
  magic, eager to incinerate your foes.
  Horrid Wilting
  Rank 5 Incantation • Focus, Offensive, Transmutation (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Constitution saving throw
  or take 8d10 necrotic damage and for 1 minute, the target’s
  soul wilts. While its soul is wilting, the target’s speed is
  reduced by 15 feet and it deals only half damage with weapon
  attacks that use Strength. If the target can breathe water or is
  made of water, it takes 2d12 extra damage. The target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on a success.
  Crimson droplets fly from the target as your spell pull
  moisture from its body. Flesh withers, bones creak, and a dry
  whistle escapes from your opponent as its pain mounts.
  Horrific Shadow
  Rank 5 Incantation • Focus, Illusion, Offensive (Short)
  As an action, you target each creature within 10 feet of you.
  Each target must succeed on an Intelligence saving throw or
  take 8d6 psychic damage.
  Additionally, until the end of your next turn, you are
  invisible, and any creature that ends its turn within 5 feet of
  you takes 1d12 psychic damage.
  You gather shadow into a monstrous horror that obscures
  you and bites at the minds of any creature within reach.
  Ice Cage
  Rank 5 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 cold damage, and
  until the end of your next turn, the target deals only half
  damage with weapon attacks that use Strength and the target
  takes 1d12 + 6 cold damage each time it makes an attack roll.
  As your weapon strikes your foe, ice erupts from the
  wound, winding around your enemy’s limbs in a crushing
  embrace.
  Ice Tomb
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 cold damage and become entombed in ice until the
  end of your next turn. While entombed, the target is stunned
  and has total cover.
  You target an enemy with a freezing ray that briefly traps
  them in an icy sarcophagus.
  Landslide
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a Strength
  saving throw or take 8d6 bludgeoning damage and be
  knocked prone.
  The cone creates a zone for 1 minute. The ground of the
  zone is difficult terrain. You can use a bonus action to push
  the zone and each creature in it up to 15 feet, when you do
  this, each creature in the zone takes 1d12 bludgeoning
  damage.
  Stones, pebbles, and debris tumble away from you in a
  tremendous flood of earth that sweeps through everything in
  its path.
  Life Force Reclaimed
  Rank 5 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 8d10
  necrotic damage, and you regain 4d10 hit points.
  Your bolt of arcane energy draws vitality from your foe.
  Lightning Rod
  Rank 5 Incantation • Evocation, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target conducts lightning for 1 minute. While under this
  effect, the target, and each of your enemies within 5 feet of it,
  take 2d12 lightning damage at the start of each of its turns.
  The target can make a Constitution saving throw at the end
  of each of its turns, ending the effect on a success.
  Thrusting the point of your weapon into your enemy, you
  channel a kernel of deadly power into it. Dark clouds seep
  from the wound and lightning lashes out, shocking nearby
  foes.
  Llymic’s Frigid Prison
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 8d10 cold damage and be restrained until the end of
  your next turn.
  A puff of icy air escapes from Father Llymic’s icy prison,
  foreshadowing when glaciers will cover all the worlds and
  remaining life will serve to feed the Father’s brood.
  92
  
  Maelstrom of Despair
  Rank 5 Incantation • Enchantment, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Wisdom saving throw or
  take 4d10 psychic damage and for 1 minute, the target is
  afflicted with despair. While afflicted, the target takes 1d12
  psychic damage at the start of each of its turns. The target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on a success.
  Also, while the target is afflicted, you can use a bonus
  action to gain a +6 bonus to saving throws until the end of
  your next turn.
  Additionally, until the end of your next turn, the target takes
  2d12 psychic damage whenever it rolls a saving throw.
  You trap your foe in a crushing vortex of despair, wracking
  its mind with each passing moment of affliction.
  Malicious Guide Star
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 radiant damage.
  Additionally, you place a 5-foot aura on the target for 1
  minute. Attack rolls against your enemies within the aura
  gain advantage.
  Until the aura ends, you can use a bonus action on each of
  your turns to teleport the target or another creature within
  the aura up to 25 feet.
  An apocalyptic starscape waits for the world’s end. That
  inevitable end draws a little closer each time you conjure a
  malicious spark to guide your foes to ruination.
  Mask of Menace
  Rank 5 Incantation • Fear, Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on an Intelligence saving throw
  or take 8d10 psychic damage and you can choose one of your
  allies within 25 feet of you. Until the end of your next turn,
  the target suffers a -6 penalty to attack rolls that don't include
  that ally as a target.
  You warp your enemy’s perception so that it perceives your
  allies a frightful beasts. Only one ally retains a normal
  appearance.
  Memory of Blades
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As a bonus action, for 1 minute, you gain a +3 bonus to AC
  and Dexterity saving throws. When a creature within 15 feet
  of you attacks you, you can use your reaction to unleash
  shards of force in a 15-foot cone originating from you which
  must include the attacking creature. Each creature in the
  area must succeed on a Dexterity saving throw or take 4d6
  force damage and be pushed up to 15 feet.
  A weightless iron shield crafted from a dozen sword blades
  appears on your arm. At your command, it unleashes shards
  of force that slice through your enemies.
  Minions of Malbolge
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you gain 4d10 temporary hit points. Any
  enemy that enters a space within 5 feet of you must succeed
  on a Dexterity saving throw or take 8d6 fire damage and be
  pushed up to 15 feet. An enemy can only suffer this effect
  once per turn.
  The effect ends when you have no temporary hit points
  from this incantation remaining.
  You bring forth fire in the shape of small, infernal imps
  from Malbolge, sixth of the Nine Hells. They hover close
  around you and hurl themselves upon any enemy that dares
  to approach, searing with their fiery touch and driving foes
  away.
  Necromantic Disruption
  Rank 5 Incantation • Necromancy, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage. All damage
  from this attack is considered magical.
  If this attack reduces your target to 0 hit points, you regain
  the use of this incantation.
  A burst of light from your soul ensures that each enemy’s
  death brings you greater opportunities to strike them down.
  Night Tempest
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Constitution saving throw or take 8d6 cold damage, and be
  pushed up to 25 feet and knocked prone.
  Your will is as strong as the chilling wind that comes at
  your call, grasping your enemies and tossing them like toys.
  Nightshade Cloud
  Rank 5 Incantation • Conjuration, Fear, Focus, Offensive
  (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Charisma saving throw or take 8d6 poison damage and for 1
  minute, the target is maddened.
  While maddened, the target cannot disengage, and if it
  ends its turn within 5 feet of one of its enemies, it becomes
  dazed until the end of its next turn. The target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  Additionally, this cone creates a lightly obscured zone that
  lasts for 1 minute. Whenever one of your enemies starts its
  turn in the zone, you can move it up to 5 feet (no action
  required).
  A thick cloud of smoke pours through the area, choking
  your enemies and filling their minds with visions of terror
  and madness.
  93
  
  Obedience’s Reward
  Rank 5 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one ally within 25 feet who can see or
  hear you. The target can use their reaction to make a weapon
  attack or charging attack, gaining a +6 bonus to on the attack
  roll. If the target’s attack hits, they deal an extra 7d10
  damage. If they miss every target, your ally takes 5d12
  psychic damage and you regain the use of this incantation.
  At your command, an ally leaps forward to savage an
  enemy. However, that comrade suffers your ire if they waste
  the opportunity you provide.
  Oppressive Force
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 force damage, be knocked prone, and for 1 minute,
  be affected by oppressive force. While affected by oppressive
  force, the target takes 2d12 force damage and can’t stand up
  from prone. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on a success.
  A massive barrage of arcane energy slams your foe to the
  ground and grinds it into the dirt.
  Passionate Betrayal
  Rank 5 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature you can see who is
  below half hit points. The target must succeed on a Wisdom
  saving throw or become dominated for 1 minute. The target
  can repeat the saving throw at the end of each of its turns,
  ending the effect on a success. The target’s saving throws
  against this effect suffer disadvantage if any of its allies that it
  can see are above half hit points. The target immediately
  makes a saving throw against this effect if it is the target of an
  attack by you or your allies. While dominated, the target’s
  attacks gain a +1d12 bonus to damage rolls.
  Dark promises overwhelm your enemy’s sense of self.
  Those who were your foe’s friends are now threats.
  Phantasmal Horror
  Rank 5 Incantation • Fear, Focus, Illusion, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Charisma saving throw or
  be stunned until the end of your next turn. While the target is
  stunned by this incantation, you gain a +1d12 bonus to
  damage rolls against it.
  Your enemy is assailed by an imaginary monster ripped
  from its nightmares, frightening it into a catatonic state.
  Plague of Illusions
  Rank 5 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on an Intelligence saving throw
  or be unable to take actions or cast spells for 1 minute.
  While under this effect, the target must repeat the saving
  throw at the end of each of its turns. On the first failed save,
  the target is blinded for 1 minute. On the second failed saving
  throw, the target’s speed becomes 0 for 1 minute. On a
  successful save, each effect ends.
  You invade your enemy’s mind to produce a bewildering
  array of illusions: nightmares sprung to life, gaping rifts in the
  ground, and hissing, encircling snakes.
  Planar Shock
  Rank 5 Incantation • Conjuration, Offensive, Weapon (Long)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, and the
  target must make a Wisdom saving throw. On a successful
  save, you can teleport the target up to 15 feet. On a failed
  save, you can teleport the target up to 25 feet, and the target
  is stunned for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the stun on a
  success.
  Your weapon sends an enemy flying through otherworldly
  space. When the foe returns, it is reeling from the experience.
  Poisonous Evasion
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As a reaction, when an enemy misses you with an attack
  roll, you teleport up to 50 feet, and each creature within 5 feet
  of the space you teleported from must succeed on a
  Constitution saving throw or take 8d6 poison damage.
  You disappear as your enemy misses, leaving a cloud of
  poison behind.
  Prismatic Explosion
  Rank 5 Incantation • Focus, Offensive (Long)
  As an action, you target each creature in a 20-foot radius
  sphere centered on a point within 50 feet. Each target must
  make a Dexterity saving throw. A target takes 8d6 damage on
  a failed save, or half as much damage on a success. Roll a d6
  for each target to determine the incantation’s damage type
  and effect.
  1. Yellow: Radiant damage, and the target is blinded for 1
  minute. The target can make a Wisdom saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  2. Red: Fire damage, and the target is knocked prone and
  for 1 minute, the target takes 2d12 fire damage at the
  start of each of its turns. The target can make a Dexterity
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  3. Green: Poison damage, and the target takes 3d12
  poison damage at the start of each of its turns for 1
  minute. The target can make a Constitution saving throw
  at the end of each of its turns, ending the effect on itself on
  a success.
  4. Turquoise: Lightning damage, and you knock the target
  prone and move it up to 25 feet.
  5. Blue: Cold damage, and the target is stunned for 1
  minute. The target can make a Strength saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  Violet: Psychic damage, and the target suffers a -3 penalty
  to AC for 1 minute. The target can make a Charisma
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  You batter a group of enemies with dazzling colors, each
  color causing a different effect.
  94
  
  Radiant Burst
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 50
  feet. You or one of your allies within 5 feet of the target can
  spend up to five hit dice to regain hit points. The target must
  then succeed on a Constitution saving throw or take 8d10
  radiant damage and until the end of your next turn, the target
  is dazed.
  As your ally heals, you channel the excess healing energy
  into a flash of arcane light that burns a nearby foe.
  Radiant Forcefield
  Rank 5 Incantation • Evocation, Focus, Utility (Long)
  As a bonus action, you touch yourself or one ally within
  reach. You infuse the target’s armor with radiant energy. For
  1 minute, the target gains resistance to force damage.
  Until the incantation ends, you can use an action on your
  turn if the target is within 25 feet of you to radiate the armor.
  Each enemy within 10 feet of the target takes 3d12 radiant
  damage, and until the end of your next turn, attack rolls
  against those enemies gain advantage.
  You bestow an enchantment of radiant energy upon the
  armor of your ally, warding them against oncoming attackers.
  Rain of Lead
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 8d6 fire damage and for 1
  minute, the target is encased in lead.
  While encased, the target is restrained. If an encased target
  takes 20 or more damage from a single source (including its
  own attacks), it can make a Strength saving throw against
  this effect (no action required), ending the effect on itself on a
  success.
  The cone creates a zone of difficult terrain for 1 minute.
  The area around your enemies darkens as chunks of
  molten lead fall, searing them with agonizing heat even as the
  lead coating hardens.
  Rippling Strike
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, choose one creature you can see within 5 feet
  of you. The target must succeed on a Wisdom saving throw
  or take 8d10 magical slashing damage and one other enemy
  you can see within 25 feet of the target takes 2d12 psychic
  damage. If no other enemy creature is within 25 feet of the
  target, the target takes an extra 1d12 psychic damage.
  If this incantation reduces one or more creatures to 0 hit
  points, choose an enemy within 25 feet of you not damaged
  by this incantation. That enemy takes 2d12 psychic damage.
  Your slash opens a psychic connection. The incantation
  seals the connection in pain.
  Sea Tyrant’s Fury
  Rank 5 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 25-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 8d6 force damage, be pushed
  up to 25 feet, and knocked prone.
  Arcane waves sweep your foes to the ground as you
  harness the rage of the ancient Sea Tyrant.
  Shadow Mire
  Rank 5 Incantation • Focus, Necromancy, Offensive (Long)
  As an action, a 10-foot radius sphere centered on a point
  within 100 feet fills with shadow. Each creature in the area
  must succeed on a Dexterity saving throw or take 8d6
  necrotic damage and for 1 minute, the target's speed is
  reduced by 15 feet. A target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  The incantation creates a zone of shadowstuff for 1
  minute. Any creature that tries to leave the zone must roll a
  d20. On a 10 or higher, it cannot leave the zone during its
  current turn and its speed becomes 0 until the end of its turn.
  Any creature that ends its turn in the zone takes 4d6 necrotic
  damage.
  Dense shadowstuff swirls across the battlefield, capturing
  your enemies in a mire of dark energy.
  Shard of the Endless Avalanche
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you conjure a Medium boulder in an
  unoccupied space within 100 feet, and you can move it up to
  25 feet. At the end of this movement, the boulder disappears.
  While it moves, each creature whose space it enters must
  succeed on a Strength saving throw or take 8d6 magical
  bludgeoning damage and you can move the target up to 15
  feet.
  You conjure a massive boulder from the Elemental Chaos
  that smashes through your enemies’ ranks, then shatters and
  dissipates.
  Snake Strike
  Rank 5 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 poison damage, and
  if the target does not end its next turn in a space within 5 feet
  of you, it takes an additional 3d10 poison damage.
  Your weapon extends into the form of a shadowy asp and
  bites an enemy. If that foe dares to leave your side, poison
  assails it a second time.
  Song of Flagging Strength
  Rank 5 Incantation • Enchantment, Stance (Long)
  As a bonus action, you enter the Song of Flagging Strength
  stance. Until the stance ends, you gain a 15-foot aura. When
  you or one of your allies hits an enemy in the aura with an
  attack roll, that enemy’s strength is sapped for 1 minute.
  While sapped, the target deals only half damage with weapon
  attacks that use Strength, and the target takes 2d12 psychic
  damage at the start of each of its turns. A sapped target can
  make a Constitution saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Your song seems to sap the spirt of your enemies, taking
  some of the zest of battle out of them.
  95
  
  Song of Summons
  Rank 5 Incantation • Conjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 5d10 damage, andyou can
  teleport one of your allies within 50 feet of you who can hear
  you to a space within 5 feet of you. Until the end of your next
  turn, that ally also gains a +6 bonus to attack rolls against the
  target.
  As you strike your foe with your weapon, you call an ally to
  lend aid to your attack.
  Soul Blight
  Rank 5 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 50 feet. Each target must
  succeed on a Constitution saving throw or take 4d6 fire
  damage and 4d6 necrotic damage. If the target is undead, it
  takes no damage, it is instead dominated until the end of your
  next turn.
  Additionally, each target takes a -6 penalty to attack rolls
  and grants advantage on attack rolls against it until the end of
  your next turn.
  A chiming sound presages a ring of black, roiling flames
  that leaves death in its wake.
  Spectral Vanguard
  Rank 5 Incantation • Abjuration, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, you gain a 15-foot aura that lasts until the end of
  your next turn. While in the aura, you and your allies gain a
  +6 bonus to AC and saving throws. In addition, whenever any
  enemy ends its turn in the aura, you can move it up to 25 feet
  (no action required).
  As you swing your weapon, you shout lines from an ancient
  saga, summoning forth its heroes to lend their aid.
  Spidersilk Slash
  Rank 5 Incantation • Conjuration, Offensive, Weapon (Short)
  As an action, make a melee attack with a weapon against
  any number of creatures you can see within 5 feet of you,
  with a separate attack roll for each target. On a hit, a target
  suffers the attack’s normal effects, and the target is
  restrained until the end of your next turn.
  You spin your weapon impossibly fast, creating silvery
  strands of silk that bind nearby enemies.
  Split Strike
  Rank 5 Incantation • Evocation, Focus, Offensive (Long)
  As an action, choose one or two creatures within 50 feet of
  you. Make a separate ranged spell attack against each target.
  On a hit, a target takes 8d6 lightning damage.
  Additionally, if you rolled an even number on the attack roll,
  the target’s speed becomes 0 for 1 minute. If you rolled an
  odd number on the attack roll, the target is dazed for 1
  minute. A target suffering from an effect from this incantation
  can make a Constitution saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  A bolt of lightning leaps from each of your hands.
  Spring to Action
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As an action, you target each creature in a 10-foot radius
  sphere centered on a point within 100 feet. Each target must
  make a Dexterity saving throw. On a failed save, a target
  takes 8d6 force damage, or half as much damage on a
  success.
  The sphere creates a zone of warped space for 1 minute.
  While the zone persists, you and your allies within 100 feet of
  you can use a bonus action to teleport to an unoccupied
  space within the zone.
  Intoning a melody of the planes, you thin the boundaries
  between realities so that your allies travel far in one step.
  Star of Death’s Omen
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Dexterity saving throw or
  take 8d10 cold damage and for 1 minute, the target is dazed.
  While dazed by this incantation, the target can make a
  Constitution saving throw at the end of each of its turns,
  ending the effect on a success.
  A pulsing black star appears above your enemy, marking
  their doom.
  Strand of Fate
  Rank 5 Incantation • Charm, Divination, Focus, Offensive
  (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 4d10 force damage and until the end of your next turn,
  the target suffers a 3d12 susceptibility to all damage.
  You call upon a snaking strand of distilled fate that lances
  toward your foe. If they can’t evade it, terrible misfortune
  ensues.
  Summon Angel Wretch
  Rank 5 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large angel wretch in an
  unoccupied space within 50 feet.
  The angel wretch is friendly to you and your companions.
  Roll initiative for the angel, which has its own turns. It obeys
  any mental commands that you issue to it (no action
  required). The angel persists for 1 minute or until you dismiss
  it as a bonus action. If you don’t issue any commands to it, it
  defends itself, and makes opportunity attacks against your
  enemies.
  The creature’s statistics are at the end of this supplement.
  A spectral creature composed of numerous wispy black-
  feathered wings, all joined together at the pinions, attacks
  with gouts of shadowy noxious gas.
  96
  
  Summon Black Devourer
  Rank 5 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large black devourer in
  an unoccupied space within 50 feet.
  The black devourer is friendly to you and your companions.
  Roll initiative for the devourer, which has its own turns. It
  obeys any mental commands that you issue to it (no action
  required). The devourer persists for 1 minute or until you
  dismiss it as a bonus action. If you don’t issue any commands
  it, it defends itself, and makes opportunity attacks against
  your enemies.
  The creature’s statistics are at the end of this supplement.
  Your fingers claw open an inky portal and draw forth a
  terror of solid darkness: a razor-toothed maw surrounded by
  dozens of whipping tentacles.
  Summon Couatl
  Rank 5 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large couatl in an
  unoccupied space within 50 feet.
  Roll initiative for the couatl, which has its own turns. You
  can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The couatl persists for 1
  minute or until you dismiss it as a bonus action.
  You are connected to the life force of the couatl. While the
  summoned couatl is present, if you take radiant damage from
  a creature other than the couatl you summoned, until the end
  of your next turn, your attacks deal an extra 2d6 radiant
  damage on a hit. Additionally, you gain advantage on saving
  throws against any effect that would grapple you, restrain
  you, or reduce your speed.
  If you didn’t issue any commands to the couatl by the end
  of your turn, on its turn, it safely moves up to its speed and
  attacks the nearest creature within range. In addition, you
  take 2d12 radiant damage and the couatl pushes you up to 25
  feet away from it.
  Your DM has the creature’s statistics.
  An ancient incantation summons a benevolent, winged,
  snakelike, couatl to your aid.
  Summon Rockfire Dreadnought
  Rank 5 Incantation • Conjuration, Focus, Summoning (Long)
  As a bonus action, you summon a Large rockfire
  dreadnought in an unoccupied space within 50 feet.
  Roll initiative for the dreadnought, which has its own turns.
  You can use a bonus action on your turn to issue mental
  commands to it, which it must obey. The dreadnought
  persists for 1 minute or until you dismiss it as a bonus action.
  You are connected to the life force of the rockfire
  dreadnought. While the summoned dreadnought is present,
  you gain a +3 bonus to AC and creatures that hit you with
  melee attacks take 1d12 fire damage.
  If you didn’t issue any commands to the dreadnought by the
  end of your turn, on its turn, it attacks the nearest enemy
  within its reach. If no enemies are within its reach, it attacks
  the nearest creatures within its reach. Otherwise it moves up
  to its speed toward the nearest enemy. In addition, you take
  2d12 fire damage and suffer a -6 penalty to AC until the end
  of your next turn.
  The creature’s statistics are at the end of this supplement.
  You summon a durable elemental minion from a fiery
  region of the Elemental Chaos.
  Surprising Transposition
  Rank 5 Incantation • Conjuration, Focus, Offensive (Short)
  As a reaction, when an enemy you can see within 50 feet of
  you hits one of your allies with a melee attack, choose one
  creature other than the triggering enemy or the ally who was
  hit. The target must make a Wisdom saving throw. On a
  failed save, the target and the triggering ally teleport,
  swapping positions, and the target is subject to the triggering
  enemy’s attack.
  You sever the fabric of reality, transporting an ally to safety
  while redirecting an enemy’s attack.
  Swordshock
  Rank 5 Incantation • Evocation, Offensive, Weapon (Short)
  When you hit a creature with a melee attack using a
  weapon, your attack deals an extra 6d10 lightning damage.
  Electric death pulses from your weapon as you strike the
  enemy.
  Thirsting Tendrils
  Rank 5 Incantation • Focus, Necromancy, Offensive (Short)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 8d10
  necrotic damage and you can spend up to five hit dice to
  regain hit points. If you do so, you regain an additional 3d10
  hit points.
  You lower your hand, and rootlike tendrils shoot from your
  palm into the ground. An instant later they erupt from the
  earth beneath your enemy’s feat and bore into its flesh,
  replenishing you with their vital force.
  Thought Cage
  Rank 5 Incantation • Focus, Illusion, Offensive (Long)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  be stunned for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the stun on a
  success. This effect also ends if the target is targeted with an
  attack roll or subjected to forced movement.
  Once the target stops being stunned, it is dazed until the
  end of its next turn.
  Your foe stands dumbfounded as the world around it seems
  to swirl into a pleasant and mesmerizing scene.
  Thunderous Transformation
  Rank 5 Incantation • Focus, Offensive, Transmutation (Short)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Constitution saving throw
  or take 8d6 thunder damage and each creature within 10 feet
  of the target takes 2d12 thunder damage and is knocked
  prone. You can then teleport the target up to 25 feet.
  If you have an active familiar, you can teleport the target up
  to 100 feet to a space within 15 feet of your familiar.
  You translate your enemy’s physical form into a monstrous
  peal of thunder before it reincorporates nearby.
  97
  
  Unholy Glee
  Rank 5 Incantation • Enchantment, Focus, Offensive (Short)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Constitution or Charisma
  saving throw (your choice) or take 6d10 psychic damage and
  for 1 minute, the target is poisoned. While poisoned by this
  incantation, the target takes 2d12 poison damage at the start
  of each of its turns. At the end of each of its turns, the target
  can make a Constitution saving throw, ending the effect on a
  success.
  As an action on its turn, the target can make a melee attack
  against itself, ending the effect immediately. This attack is an
  automatic critical hit.
  Your mystic gesture pushes your foe into inflicting
  murderous pain on itself.
  Unstable Invocation
  Rank 4 Incantation • Evocation, Focus, Offensive (Short)
  As an action, you target each creature in a 15-foot cone
  originating from you. Each target must succeed on a
  Dexterity saving throw or take 8d6 force damage and be
  knocked prone.
  You loose a blast of raw arcane energy.
  Voice of the Dictator
  Rank 5 Incantation • Charm, Enchantment, Focus, Offensive
  (Long)
  As an action, choose one creature within 25 feet who can
  hear you. The target must make a Wisdom saving throw. On a
  failed save, the target is dominated for 1 minute. On a
  successful save, the target takes 4d10 psychic damage.
  While dominated, the target must repeat the saving throw
  at the end of each of its turns. On a failed save, the target
  takes 2d10 psychic damage and one of your allies within 25
  feet of you gains temporary hit points equal to the damage
  dealt. On a successful save, the effect ends.
  When you speak, the voice of Andropinis, sorcerer-king of
  Balic, joins your own, giving weight and power to your
  commands.
  Void Star
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, make a ranged spell attack against one
  creature within 50 feet. On a hit, the target takes 6d10
  necrotic damage and a void fragment embeds in the target’s
  body.
  While the fragment is embedded, the target takes 2d12
  necrotic damage at the start of each of its turns, and
  whenever the target would regain hit points, you regain the
  hit points instead. The target can make a Constitution saving
  throw at the end of each of its turns, ending the effect on a
  success.
  You summon a fragment of a dark star and hurl it at your
  foe, causing the creature's flesh to slough away.
  Word of Susceptibility
  Rank 5 Incantation • Offensive, Transmutation, Weapon
  (Short)
  When you hit a creature with a melee attack using a
  weapon, until the end of your next turn, the target suffers a
  1d12 susceptibility to all damage dealt by your allies.
  You speak a word of power as you strike your foe, and the
  foe becomes susceptible to your allies’ attacks.
  Wrath of Acamar
  Rank 5 Incantation • Conjuration, Focus, Offensive (Long)
  As an action, choose one creature you can see within 50
  feet. The target must succeed on a Dexterity saving throw or
  take 4d10 necrotic damage and for 1 minute, the target
  disappears into a starry realm.
  While in the starry realm, the target is on a different plane,
  cannot take actions, cannot be targeted, and takes 4d10
  necrotic damage at the start of each of its turns. The target
  can make a Wisdom saving throw at the end of each of its
  turns, returning to the space it was last in on a success. If
  that space is occupied, the target returns to the nearest
  unoccupied space of its choice.
  You fire a ray of crackling black energy at your enemy. At its
  touch, they are instantly hurled headlong into the soul-
  draining depths of Acamar, a dark and distant star.
  Wrath of Battle
  Rank 5 Incantation • Charm, Enchantment, Fear, Focus,
  Offensive (Long)
  As an action, you move each creature in a 10-foot radius
  sphere centered on a point within 100 feet up to 25 feet.
  Each target must then use its reaction, if available, to make a
  melee weapon attack against a creature of your choice. If that
  attack misses, the target of this incantation takes 3d12
  psychic damage.
  With a shout, you tap deep into your foes’ hearts and
  minds, forcing them to turn on each other with devastating
  results.
  Your Delectable Pain
  Rank 5 Incantation • Focus, Offensive (Short)
  As an action, choose one creature you can see within 100
  feet. The target must succeed on a Wisdom saving throw or
  take 8d10 psychic damage. If the target is susceptible to any
  damage types, this incantation instead deals damage of that
  type. If the target has more than one susceptibility, you
  choose which damage type to deal.
  If the target takes damage of a type it is susceptible to, it
  takes an extra 4d10 damage of that type.
  The weaknesses of your target are obvious, singing forth
  from your enemy’s soul in tongues only you can hear.
  98
  
  New Monsters
  These monsters are summoned from the various
  incantations with the summoning tag. Though they could be
  used as normal monsters as well, and in some cases with
  various conjure and summoning spells.
  An abyssal maw is a disgusting creature consisting mainly of
  teeth. Its appetite is legendary; one maw has been known to
  consume the better part of a centaur in less than a minute.
  An abyssal maw looks like a huge, toothy mouth perched
  on a few stubby appendages. Its hide is a dull brown shade.
  Abyssal maws serve as shock troops in evil armies. Since
  they lack ranged attacks, they usually rush into melee combat
  as soon as possible, where their gnashing teeth do the rest.
  99
  Abyssal Maw
  Medium fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  13 (+1)
  6 (-2) 9 (-1) 8 (-1)
  Skills Athletics +5, Perception +3
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive perception 13
  Languages Abyssal, telepathy 60 ft. (works only with
  creatures that understand Abyssal)
  Challenge 2 (450 XP)
  Menacing Presence. If an enemy within 5 feet of the
  maw makes a melee attack that does not include the
  maw as a target, the maw can make an opportunity
  attack against that enemy.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. or
  range 25 ft., one target. Hit: 17 (4d6 + 3) piercing
  damage.
  Angel Wretch
  Large celestial, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 57 (6d10 + 24)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 18 (+4)
  Saving Throws Str +7, Con +7
  Skills Perception +8
  Damage Resistances necrotic, radiant; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion,
  frightened
  Senses darkvision 120 ft., passive Perception 18
  Languages all, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Fallen Weapons. The wretch's weapon attacks are
  magical. When the wretch hits with any weapon, the
  weapon deals an extra 15 (3d10) necrotic damage
  (included in the attack).
  Innate Spellcasting. The wretch's spellcasting ability
  is Charisma (spell save DC 15). The wretch can
  innately cast the following spells, requiring only
  verbal components:
  At will: detect evil and good
  1/day each: commune, animate dead
  Magic Resistance. The wretch has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The angelic wretch makes two
  shortsword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, Reach
  5 ft., one target. Hit: Damage 7 (1d6 + 4) slashing
  damage plus 15 (3d10) necrotic damage.
  Noxious Blast (Recharge 5–6). The wretch expels
  noxious poison gas in a 15-foot cone. Each creature
  in that area must succeed on a DC 15 Constitution
  saving throw, or become poisoned for 1 minute.
  While poisoned, the target takes 13 (2d12) poison
  damage at the start of each of its turns. The target
  can repeat the saving throw at the end of each of its
  turns, ending the effect on a success.
  
  100
  Arrowhawk
  Medium fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 10 ft. fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 17 (+3) 13 (+1) 6 (-2) 11 (+0) 8 (-1)
  Saving Throws Dex +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive perception 13
  Languages Abyssal, telepathy 60 ft. (works only with
  creatures that understand Abyssal)
  Challenge 4 (1,100 XP)
  Flyby. The arrowhawk doesn't provoke an
  opportunity attack when it flies out of an enemy's
  reach.
  Actions
  Multiattack. The arrowhawk makes two attacks: one
  with its bite and one with its claw.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 13 (3d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 16 (3d8 + 3) piercing damage.
  Black Devourer
  Large aberration, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Wis +4, Cha +3
  Skills Perception +4
  Damage Immunities necrotic
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 14
  Languages Deep Speech, Undercommon
  Challenge 6 (2,300 XP)
  Necrotic Blood. A creature within 5 feet of the black
  devourer takes 5 (1d10) necrotic damage whenever
  it hits the devourer with a melee attack that deals
  piercing or slashing damage.
  Actions
  Multiattack. The black devourer makes three attacks;
  two with its tentacles and one with its bite.
  Tentacle. Melee Weapon Attack: +7 to hit, Reach 20
  ft., one target. Hit: 14 (3d6 + 4) bludgeoning
  damage, and the target is grappled (escape DC 15)
  if it is a Huge or smaller creature. Until this grapple
  ends, the target is restrained, and the black devourer
  can't use the same tentacle on another target. The
  devourer has twelve tentacles.
  Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft.,
  one target. Hit: 30 (4d12 + 4) piercing damage.
  
  101
  Chainbearer
  Large construct, unaligned
  Armor Class 19 (natural armor)
  Hit Points 63 (6d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  20 (+5)
  1 (-5) 3 (-4) 1 (-1)
  Saving Throws Str +6, Con +8
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive perception 6
  Languages -
  Challenge 5 (1,800 XP)
  Antimagic Susceptibility. The chainbearer is
  incapacitated while in the area of an antimagic field.
  If targeted by dispel magic, the chainbearer must
  succeed on a Constitution saving throw against the
  caster's spell save DC or fall unconscious for 1
  minute.
  Actions
  Multiattack. The chainbearer makes four attacks with
  its chains.
  Chains. Melee Weapon Attack: +6 to hit, reach 10
  ft., one target. Hit: 8 (1d10 + 3) slashing damage,
  and the chainbearer can move the target up to 10
  feet to an unoccupied space within 5 feet of the
  chainbearer.
  Clockwork Acid Wasp
  Small construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 127 (23d6 + 46)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
  Saving Throws Dex +7
  Damage Immunities acid, poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified and
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 6 (2,300 XP)
  Antimagic Susceptibility. The wasp is incapacitated
  while in the area of an antimagic field. If targeted by
  dispel magic, the wasp must succeed on a
  Constitution saving throw against the caster's spell
  save DC or fall unconscious for 1 minute.
  Deathburst. When the wasp is reduced to 0 hit
  points, each creature within 10 feet of it must
  succeed on a DC 15 Dexterity saving throw or take
  28 (8d6) acid damage.
  Actions
  Sting. Melee or Ranged Weapon Attack: +7 to hit,
  Reach 5 ft. or Range 25 ft., one creature. Hit: 5 (1d4
  + 4) piercing damage plus 19 (3d12) acid damage,
  and the target takes an additional 19 (3d12) acid
  damage at the start of its next turn.
  
  102
  Diamond Falcon
  Medium fey, unaligned
  Armor Class 17
  Hit Points 83 (15d8 + 15)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 24 (+7) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
  Saving Throws Dex +8, Int +2
  Skills Perception +5
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses darkvision 60 ft., passive perception 15
  Languages Diamond Falcon, understands Sylvan but
  can't speak it
  Challenge 5 (1,800 XP)
  Keen Sight. The falcon has advantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The falcon makes three attacks: one
  with its beak and two with its talons
  Beak. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 13 (1d12 + 7) piercing damage.
  Talons. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 10 (1d6 + 7) slashing damage.
  Dust Devil
  Small elemental, unaligned
  Armor Class 14
  Hit Points 36 (8d6 + 16)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
  Damage Resistances lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses darkvision 60 ft., passive perception 10
  Languages Auran
  Challenge 1 (200 XP)
  Air Form. The dust devil can enter a hostile
  creature's space and stop there. It can move
  through a space as narrow as 1 inch wide without
  squeezing.
  Actions
  Whirlwind. Each creature in the elementals space
  and within 5 feet of it must make a DC 13 Strength
  saving throw. On a failed save, a target takes 2d6
  bludgeoning damage and the dust devil can move
  the target up to 5 feet. On a successful save, the
  target takes half as much damage and isn't moved.
  
  103
  Flameheart Defender
  Small construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 55 (10d6 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 2 (450 XP)
  Defender Aura. The defender has a 5-foot aura of
  defense. Any enemy that starts its turn within 5 feet
  of the defender is marked by the defender until the
  start of the defender's next turn.
  Flameheart Core. When the defender is reduced to 0
  hit points, each creature within 10 feet of it must
  succeed on a DC 13 Dexterity saving throw or take
  14 (4d6) fire damage.
  Actions
  Conjured Flame. Melee or Ranged Spell Attack: +5 to
  hit, reach 5 ft. or range 25 ft., one target. Hit: 16
  (3d10) fire damage.
  Fire Warrior
  Medium elemental, neutral
  Armor Class 15 (breastplate)
  Hit Points 20 (3d8 + 6)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
  Saving Throws Str +5, Con +4
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconcious
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 1 (200 XP)
  Heated Body. A creature that touches the fire warrior
  or hits it with a melee attack while within 5 feet of it
  takes 2 (1d4) fire damage.
  Heated Weapons. When the fire warrior hits with a
  metal melee attack, it deals an extra 3 (1d6) fire
  damage (included in the attack)
  Illumination. The fire warrior sheds bright light in a
  10-foot radius and dim light for an additional 10
  feet.
  Water Susceptibility. For every 5 feet the fire warrior
  moves in water, or for every gallon of water splashed
  on it, it takes 1 cold damage.
  Actions
  Battleaxe. Melee Weapon Attack: +5 to hit, Reach 5
  ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8
  (1d10 + 3) slashing damaage if wielded with two
  hands plus 3 (1d6) fire damage.
  
  104
  Hammerfist Crusher
  Medium elemental, neutral
  Armor Class 16 (natural armor)
  Hit Points 95 (10d8 + 50)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 8 (-1) 20 (+5) 5 (-3)
  10 (+0)
  5 (-3)
  Saving Throws Str +7, Con +7
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses darkvision 60 ft.
  Languages Terran
  Challenge 4 (1,100 XP)
  Lumbering Hulk. The hammerfist crusher is so slow
  that it has disadvantage on any attack roll against a
  concious creature.
  Siege Monster. The hammerfist crusher deals double
  damage to objects and structures
  Actions
  Crushing Hammerfist. Melee Weapon Attack: +7 to
  hit, Reach 5 ft,, one target. Hit: 32 (5d10 + 5)
  bludgeoning damage.
  Iron Cohort
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 57 (6d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 3 (-4)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive perception 10
  Languages understands the languages of its creator
  but can's speak
  Challenge 2 (450 XP)
  Reactions
  Bodyguard. While the cohort is within 5 feet of a
  creature it has been commanded to protect, it can
  use its reaction when that creature is targeted with
  an attack to become the target instead.
  
  105
  Magma Beast
  Medium elemental, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 85 (13d8 + 26)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 10 (+0)
  Skills Perception +2
  Damage Vulnerabilities cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive perception 12
  Languages Ignan, Terran
  Challenge 2 (450 XP)
  Traits
  Heated Body. A creature that touches the magma
  beast or hits it with a melee attack while within 5
  feet of it takes 3 (1d6) fire damage.
  Actions
  Magma Claw. Melee Weapon Attack: +5 to hit, Reach
  5 ft., one target. Hit: 14 (2d10 + 3) fire damage, and
  the target is set on fire.
  While on fire, the target's speed is reduced by 10
  feet, and it sheds bright light in a 15-foot radius and
  dim light for an additional 15 feet. Also while on
  fire, the target takes 3 (1d6) fire damage at the start
  of each of its turns.
  The target or a creature within 5 feet of it can use an
  action to grant the target a DC 13 Dexterity saving
  throw. On a success, the fire is extinguished.
  Obedient Servant
  Medium construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 feet
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 3 (-4) 11 (+0) 3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive perception 10
  Languages understands the langages of its creator
  but can't speak
  Challenge 1 (200 XP)
  Arcane Onslaught. Any marked enemy that starts its
  turn within 5 feet of the servant takes 1d4 force
  damage.
  Opportune Strike. If the servant hits a creature with
  an opportunity attack, the target is also marked until
  the end of the servants next turn.
  Actions
  Force Strike. Melee or Ranged Weapon Attack: +5 to
  hit, reach 5 ft. or range 25 ft., one target. Hit: 11
  (2d10) force damage.
  
  106
  Relentless Harrier
  Small construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 130 (20d6 + 60)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 14 (+2) 3 (-4) 11 (+0) 3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive perception 10
  Languages understands the languages of its creator
  but can's speak
  Challenge 4 (1,100 XP)
  Relentless Advantage. Once per turn, the harrier can
  deal an extra 9 (2d8) damage to a creature it hits
  with a weapon attack if that creature is within 5 feet
  of an ally of the harrier that isn't incapacitated, or if
  the attack is made with advantage.
  Nimble Combatant. If the relentless harrier hit the
  same creature with both its bite and claw attacks on
  its turn, until the end of its turn, it can disengage as
  a bonus action.
  Actions
  Multiattack. The relentless harrier makes two attacks:
  one with its bite and one with its claw.
  Bite. Melee weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 9 (1d10 + 4) piercing damage.
  Claw. Melee weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Rockfire Dreadnought
  Large elemental, neutral
  Armor Class 17 (natural armor)
  Hit Points 128 (12d10 + 60)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 20 (+5) 6 (-2) 10 (Mod) 7 (-2)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, paralyzed,
  petrified, poisoned, unconscious
  Senses darkvision 60 ft., tremor sense 60 ft., passive
  Perception 10
  Languages Ignan, Terran
  Challenge 6 (2,300 XP)
  Illumination. The elemental sheds bright light in a
  30-foot radius and dim light in an additional 30 ft..
  Rockfire Form. A creature that enters a space within
  5 feet of the elemental or starts its turn there takes
  6 (1d12) fire damage. Additionally, a creature that
  touches the elemental or hits it with a melee attack
  while within 5 feet of it takes 6 (1d12) fire damage.
  Siege Monster. The elemental deals double damage
  to objects and structures.
  Water Susceptibility. For every 5 ft. the elemental
  moves in water, or for every gallon of water splashed
  on it, it takes 1 cold damage.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, Reach 10 ft.,
  one target. Hit: Damage 15 (2d10 + 4) bludgeoning
  damage. If the target is a creature or a flammable
  object, it ignites. Until a creature takes an action to
  douse the fire, the target takes 13 (2d12) fire
  damage at the start of each of its turns.
  
  107
  Stalwart Defender
  Medium construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 95 (10d8 + 50)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 5 (1,800 XP)
  Defender Aura. The stalwart defender has a 5-foot
  aura of defense. Any enemy that starts its turn
  within 5 feet of the defender is marked by the
  defender until the start of the defender's next turn.
  Sentinel. Marked creature's provoke opportunity
  attacks from the stalwart defender even if they
  disengage. Additionally, if the defender hits a
  creature with an opportunity attack, its speed is
  reduced to 0 for the rest of that turn.
  Actions
  Multiattack. The stalwart defender makes two
  serrated blade attacks.
  Serrated Blade. Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing
  damage, and the target's speed is reduced by 20
  feet until the end of the defender's next turn.
  Stormstone Fury
  Medium elemental, neutral
  Armor Class 15 (natural armor)
  Hit Points 83 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 16 (+3) 16 (+3) 6 (+2) 10 (+0) 6 (-2)
  Damage Resistances lightning, thunder; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed,
  petrified, poisoned, unconcious
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages Auran, Terran
  Challenge 5 (1,800 XP)
  Stormstone Form. The fury can move through a
  space as narrow as 3 inches wide without
  squeezing.
  Actions
  Slam. Melee Weapon Attack: +8 to hit, Reach 5 ft.,
  one target. Hit: Damage 16 (2d10 + 5) bludgeoning
  damage plus 11 (2d10) lightning damage.
  Thunderclap. Each creature in a 10-foot radius
  sphere centered on a point the fury can see within
  50 feet of it must make a DC 16 Constitution
  saving throw. On a failed save, a target takes 10
  (3d6) lightning damage and 10 (3d6) thunder
  damage, or half as much damage on a success.
  
  Change Notes
  Version 1.0
  First Draft
  Version 1.5
  Rebalanced the damage of "When you hit" incantations
  Updated the wording on many incantations to bring them
  in-line with Martial Exploits and Divine Prayers
  108
  
  Power
  Power
  Power
  Power
  Power
  Conversion
  Conversion
  Conversion
  Conversion
  Conversion
  Homebrew
  Homebrew
  Homebrew
  Homebrew
  Homebrew
  This is part of a larger collection of Power
  Conversions available on the DM's Guild:
  Arcane Incantations
  Divine Prayers
  Martial Exploits
  Primal Rites
  Psionic Disciplines
  For more updates on the conversions and other
  houserules, homebrews, rulehacks of DM_Steel,
  follow me on: https://ko-fi.com/dm_steel
  Cover: Ancient Antique Armor by Maria Pop
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Conversion from 4e to 5e/Arcane Incantations v1.5.pdf