Gleam
4th-level divination
- Casting Time: 1 bonus action
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You peer into the machinations of an enemy's mind, and use this information against them. A creature in range that you can see must make a Charisma saving throw. On a failure, you have advantage on all attacks against them and they have disadvantage on all attacks against you until the end of their next turn.
You automatically know the target’s location. The target can never be hidden from you. You can see through any illusions conjured by the target, or of the target. Any time that creature would need to guess your location (for example, if there are multiple images of you because you are hidden), it guesses wrong.
You can subject another creature to this effect as a bonus action on a subsequent turn. A creature who succeeds on the Charisma saving throw is immune to the effects of this spell from you for the next 24 hours.
Phasewalk
4th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (A coiled wire)
- Duration: Concentration, up to a minute
Once per turn, one uninterrupted segment of movement counts as magical teleportation for you. Each 5 feet of Phasewalk costs 10 feet of movement. You don't provoke opportunity attacks, you aren't considered to have entered in an spell or effect's area unless you end your movement there, and traps based on location don't go off.
You can enter a creature's space with this movement, and the first time each turn you do so the creature must make succeed on a Dexterity saving throw or take 2d6 electric damage. If you make an attack at the end of this movement, it is at advantage as your weapon teleports directly into the creatures space.
You emit an audible hum and bright afterimage lasts throughout the teleported movement, illuminating areas within 10 feet of your path until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage spell increases by 1d6 for each slot level above the third
Sacrificial Dagger
4th-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (any bladed weapon)
- Duration: Instantaneous
You imbue a blade with a sacrificial curse and plunge it into an enemy. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit. If it hits, every creature other than you within 30 feet of you must make a Wisdom saving throw. On a failed save, a ghostly specter appears within 5 feet of that creature and stabs them as well, dealing 4d12 necrotic damage.
Alternatively, you can stab yourself or a willing ally with the blade, which automatically hits causing irreducible damage, and causes creature other than the target within 30 feet to make the save at disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the area of effect increases by 1d12 for each slot level above the third