Inflict a magical contagion. Choose an ability. The target must succeed on a Constitution save, or else they take 11d8 Necrotic damage, are Poisoned for the duration, and have Disadvantage on all saves made with the chosen ability.
At the end of each turn, the target rerolls the save until it has 3 successes, ending the spell, or 3 failures, making the spell last for 6 days.
If anything tries to end the Poisoned condition on the target, it must succeed on a Constitution save or the Poisoned condition continues.
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When you see a creature in range casting a spell using Verbal, Somatic, or Material components, you may try to interrupt it with a Reaction. The target makes a Constitution save. On failure, the spell dissapates, and the the casting Action, Bonus Action or Reaction is wasted. If the spell used a spell slot, it's not expended.
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Target a creature, object, or magical effect in range and automatically end any ongoing spells of the casting level or lower. For more powerful spells, you must make a spellcasting ability check against DC 10 + the target spell's level, ending it on a success.
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Create a 10-foot-radius, 20-foot-tall Cylinder of magical energy and glowing runes centered on a grounded point you can see in range.
Choose creature types from Celestials, Elementals, Fey, Fiends, and Undead. The chosen types of creature have significant disadvantages against creatures inside the circle.
The duration of the spell scales by 1 hour per level.
See the Player's Handbook for exact rules.
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Break all curses affecting a creature or object. If the target is a cursed magic item, the curse remains, but its owner's Attunement is broken.
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Conjure a shimmering sphere to enclose a Large or smaller creature or object in range. An unwilling creature may roll a Dexterity save to avoid being enclosed. Absolutely nothing may pass through the barrier, although an enclosed creature may breathe. It is immune to all damage, and no external attacks or spells may affect the creature inside or vice versa.
The globe is perfectly sized to the thing inside it and is weightless. A creature inside may use an Action to roll the sphere at half its speed, and the globe may be picked up and carried by other creatures.
The globe may be destroyed by a Disintegrate spell without damaging anything inside.
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