This is the master spell list for Abominations. The Abomination Class does come with some unique spells, and those will be elaborated on below. This table only shows at a glance what spells are learnable. (Note that some class features may add spells beyond the usual list.)
| Cantrip | Guidance, Resistance, Mending, Spare the Dying, Thaumaturgy, Mage Hand, Message, Arcane Slivers |
| 1st-Level | Guiding Bolt, Healing Word, Command, Detect Magic, False Life, Goodberry, Longstrider, Mage Armor, Magic Missile, Shield, Speak With Animals |
| 2nd-Level | Aid, Blindness/Deafness, Detect Thoughts, Enhance Ability, Gentle Repose, Lesser Restoration, Magic Weapon, Warding Bond, Propagating Recovery |
| 3nd-Level | Aura of Vitality, Beacon Of Hope, Mass Healing Word, Protection From Energy, Harmonize, Haste |
Casting this cantrip creates (5 + your spellcasting modifier) magic sliver projectiles around you (this can be casted over itself up to double the capacity of magic slivers (10 + 2 * your spellcasting modifier)).
So long as you have magic slivers around, you can use a bonus action to fire off up to 4 slivers at targets within 100 feet of you, or you can assign up to 8 magic slivers to an ally within 50 feet, who can then use their own bonus action to fire the slivers.
When attacking, each needle must make an attack roll using your spellcasting modifier (even if you’ve given the slivers to someone else) against the target’s armor class. Each needle does 1d2 force damage on a successful hit.
Cantrip Improvement: The magic slivers become more powerful at higher levels. At 5th level, their damage die is increased to 1d4. At 11th level, their damage die is increased to 2d4. At 17th level, their damage die is increased to 3d4.
Target an ally in range with at least one summoned or animated entity with hit points. That target recovers 1d6 HP, and up to 3 of its underlings recover HP from a pool of 2d4 HP, split however the target desires. (If there are multiple “layers” of underlings (i.e. the underlings have underlings of their own), the pool is shared between them.) While you have no control over the healing split, you can feel where the energy goes.
At Higher Levels: When casting this spell at a slot level higher than 2nd, add 1d6 healing to the initial target and 2d4 healing to the underling pool for every level above 2nd.
Casting this spell creates one of the following results of the caster's choosing:
Guiding weapons conjured in this way last 5 minutes. Casting the spell above second level increases the yield by 1 Longsword, 4 Handaxes, and 12 Bolts per level above second.
Target an enemy in range. Once per turn during this spell’s casting duration, the target can make an Intelligence saving throw against a DC of (16 + your spellcasting modifier). If it fails, all of your allies in a 20 foot radius of the target are healed for 2d8 HP. If it succeeds in a saving throw, the radius is reduced to 10 feet, and the healing is reduced to 1d8.
At Higher Levels: When casting this spell at a slot level higher than 3rd, the healing is increased by 1d8 for both the succeeding and failing values for every level above the 3rd.