A beam of crackling dark energy streaks toward a creature within range. Make a ranged spell attack (+5) against the target.
On a hit, the target takes 1d10 force damage.
You extend the Palantír toward a creature next to you and let it gaze into the black orb, filling its mind with terror.
The creature must succeed on a Constitution saving throw (DC 13) or take 1d12 damage.
A protective magical force surrounds you, manifesting as a dark spectral spiked armor that covers you and your gear. You gain 5 temporary HP for the duration. If a creature hits you with a melee attack while you have these temporary HP, the creature takes 5 cold damage.
You invoke the power of Adar, the Dark Father. Tendrils of dark energy erupt from you and batter all creatures within 10 feet (2 vakjes) of you. Each creature in that area must make a Strength saving throw (DC 15).
On a failed save, a target takes 2d6necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.