Type: divination, concentration, cantrip
Casting time: reaction
Components: somatic
Range: self
Effect: As an action assume an arcane lens between both hands. This allows you to gain darksight through it in a narrow arc, and allows you to see through illusions with it. It remains so long as you retain concentration and retain both hands free to form the lens.
At 5th level, you can form the lens with one hand.
At 9th level, the lens simply hovers in front of one of your eyes, and you no longer need your hands to manage it.
Type: necromancy, curse, arcane, cantrip
Casting time: 1 action
Components: somatic, verbal
Range: 30ft
Effect: As an action, force a creature within 30ft to make a wisdom save. On a failure, they become the subject of a lesser arcane curse for 1 minute. Fur the duration of the spell, your spell attacks and spell DCs are increased by 1 against the target.
Only one hex can be applied at a time.
At 5th and 9th level, choose an upgrade:
The bonus for spell attacks and DCs is increased by 1. Can be taken multiple times.
The next spell attack you make against the target has advantage, or the next save the target makes against your spells incurs disadvantage, whichever comes first.
The bonus is increased by 2 for necromancy spells you cast.
The bonus is increased by 2 for transmutation spells you cast.
The bonus is increased by 2 for evocation spells you cast.
Type: illusion, divination, cantrip
Casting time: 1 action
Components: somatic, material(ink or chalk worth 1 gold)
Range: touch
Effect: As an action, inscribe up to a square foot large rune on an object within range. The rune is visible only to you and those that have either arcane or true sight, or if investigated with detect magic. The rune can contain a message made of up to 25 symbols.
Only the last rune created remains in effect.
At 1st, 4th, 7th, and 10th level, choose an upgrade:
You always know the direction towards the rune.
You can listen to the surroundings of the rune, regardless of distance. If you are in another plane, listening will require concentration.
The amount of symbols possible is increased by 25 and it can be visible to targets of choice without the need for detecting magic.
Can be inscribed on a willing creature, granting it a +1 bonus to intelligence saves.
You can have an extra rune active. Can be taken multiple times. A rune cannot be applied to the same creature or object more than once.
When inscribed on a weapon, the weapon deals 1 extra force damage.
You gain a +1 bonus to checks made to decipher runes.
Type: Evocation, Arcane, Cantrip
Casting time: 1 action
Components: somatic, material(ink or chalk worth 1 gold)
Range: 20 ft.
Effect: As an action, invoke a minor cryomancy effect:
Ice spike - make a ranged spell attack that can be blocked, dealing 1d4 + casting bonus cold damage.
Ice barrier - Conjure an ice barrier up to 5ft in area. It has health equal to ice spike damage and thaws in as many minutes as it has HP in warm conditions.
Freeze - Cause exposed liquids in a 5ft cube to freeze, or a 5ft surface to become difficult terrain. Creatures can become encased by this, requiring a strength check as an action to break free.
Dispell fire - Cause a medium fire to go out, a creature to lose 1d6 instances of the burning condition, or a fire elemental to take twice the ice spike damage on a failed save.
At 3rd, 7th, and 10th level, choose an upgrade:
Double the range. Can be taken multiple times.
Increase ice spike damage dealt by 2d4. Can be taken multiple times.
Reduce casting time to a bonus action.
Ice barrier has double the HP.
Type: evocation, cantrip
Casting time: 1 action
Components: somatic, verbal
Range: special
As an action, produce one of the following effects:
Bubble: Create a small bubble around a creatures head, or a 5ft bubble around a specific location or point underwater. The target creature or location must be within 10 feet. The bubble repels liquids, contains fresh air, and lasts 5 minutes. You cannot have more bubbles active than your casting bonus - 2 (min 1.)
Blast: Cause a nearby creature within 10 feet to make a strength save. Creatures larger than you have advantage. Small, floating, or suspended creatures have disadvantage. On a failure, they are pushed 5 feet per casting bonus in the direction of your choice. If the target collides with another creature, both creatures take 1d6 force damage.
Jump: Dash up to 10 + 5 feet per casting bonus, or jump up to 5 feet per casting bonus above 2 (min 10ft)
At 2nd, 5th, 8th, and 10th level, increase the range and distance(but not area) of all this cantrips effects by 5 feet.
Also at those levels, choose an upgrade:
You have resistance to fall damage while conscious.
Learn the effect Bellow: As an action, propel nearby wind to deflect incoming attacks. until the start of your next turn, all ranged attacks intersecting a 15 ft surface of your choice within 5 feet gain disadvantage. The surface can be facing any direction.
Increase the number of bubbles that can be sustained by bubble by 4.
Further increase the range and distance of all effects by 5 feet. Can be taken multiple times.
Your ranged attacks and ranged spell attacks gain a +1 bonus to hit.
Your ranged spell attacks gain a 20/40 bonus to range. Can be taken multiple times.
Blast can now be cast on two targets at once. If both collide, they take an extra 1d8 damage.
Type: transmutation, cantrip
Casting time: special
Components: somatic
Range: special
As an action, cause one of the following effects to occur:
Move earth: As an action to cause up to a 5ft cube of soil or dirt within 30 feet to move and shift up to 5 feet. If this would encase a creature, it must make a strength save, if it's strength is below 14, when attempting to move. On a failure, the move attempt is wasted.
Erosion: As an action to turn 5ft area of hard rocky surfaces into soil or brittle earth, or erode a 5ft cube area of soil, effectively granting you a tunneling speed of 5 feet in brittle earth or soil, and 5 feet per two rounds, in hard rocky earth.
At 5th level, this spell can effect even hard stone or clay masonry. At 9th level, this spell can affect solid stone.
Also at 5th and 9th level, choose an upgrade:
Learn Earthbind: As an action, cause a creature within 30 feet to make a dexterity save. On a failure, they are entangled for 1d6 rounds, and can attempt a strength check as an action to escape.
Learn Barrier: As a reaction to an attack, while standing on an earth or stone surface, cause a stone barrier to jut out between you and an incoming attack, granting you 2/4 cover in that direction immediately. The barrier has 10 hp and 3 AC. Increases to 3/4 cover, 30 hp, and 11 AC at 9th level.
Learn Rust: As an action, cause a metal object within 10 feet to rapidly corrode, dealing 1d8 damage to the item.
Learn Crush: As an action, cause a medium or smaller creature inside a pit, partially buried, or encased in dirt to take 2d10 + casting bonus bludgeoning damage as they are crushed. The creature may make a constitution save to halve the damage, but on a critical failure they take 1 point of fatigue damage.
Type: illusion, concentration, cantrip
Casting time: action
Components: somatic
Range: 60 feet
Effect: As an action, perform or maintain one of the following effects:
Lesser image - create an image of an object or creature within range. The image cannot occupy more than a 5-foot cube. The image cannot emit more than a dim light, and the image must remain in place, either fixed to a point, or fixed to an object. The image cannot give off sound or smell, or other such sensory effect. If a creature examines the image, it must make an intelligence save. On a success, it sees that it is an illusion.
Phantasmal sound - create a sound originating anywhere within range. The sound can vary in volume from almost silent to a scream, and can be of anything of your choosing. It can be either discrete, or continuous.
Light - cause an small or smaller object within range to shine a light up to half the range of this spell. The brightness and color of the light is up to you, and you can cause it to alternate in a particular pattern.
At 5th and 9th level, increase the range of this spell by 30 feet.
Also at those levels, choose an upgrade:
Gain a +1 bonus to the DC of your illusion spells.
You can choose phantasmal sound to originate in the ears of a creature within range, dealing 1d4 nonlethal sonic damage, if it can hear.
Lesser image can be moved up to 30 feet per turn, and can emit low volume, simple sounds.
Light can be momentarily cast in the eyes of a creature within range. The creature must make a constitution save. On a failure, they are blinded for 1 turn.
Type: necromancy, cantrip
Casting time: special
Components: none
Range: 30 ft
Effect: You have dabbled in necromancy, gaining the ability to perform the following effects:
False life: As an action, cause a recently dead creature to forcefully come to life for one turn. A creature cannot be subject to this effect more than twice in its existence. After 1 turn the creature collapses again and its decay is accelerated.
Suppress: As an action deal 1d4 necrotic damage to a creature. Deals double damage to temporary health.
Transfer essence: As an action, transfer 1 health between two living targets within range. More life cannot be gained than is drained.
Shortcut: As a bonus action take 1 necrotic damage and gain a +1 bonus to your next d20 roll until the start of your next turn.
At 2nd, 6th, and 10th level choose an upgrade:
Double the effect of one of the cantrip abilities, if possible. Can be taken multiple times.
Double the duration of one of the cantrip abilities, if possible. Can be taken multiple times.
Type: evocation, cantrip
Casting time: action
Components: somatic
Range: special
Effect: As an action, do one of the following effects:
Singe - make a melee spell attack against a target, dealing 1d4 + casting bonus fire damage
Fire bolt - Make a 30/60 foot spell attack against a target, dealing 1d4 + casting bonus fire damage
Spark - Cause object or creature within 30 feet to make a constitution save. On a failure, the target is set on fire.
Extinguish - Cause a burning creature to lose 1 stack of on fire, or cause a lit object such as a torch, a lantern, or a campfire to extinguish.
If you have access to a source of fire, such as a torch, lantern, or campfire, then any creature that is critically hit by singe or fire bolt is also set on fire.
If you have access to a source of fire, you can cast spark twice.
At 4th, 7th, and 10th level, increase the number of damage dice of any spell effect by 1.
Also at those levels, choose one upgrade:
Increase the number of times you can cast spark with or without a source of fire by 1. Can be taken multiple times.
If your source of fire is an item that can be used to make a melee attack, then singe can instead use the items damage, and deal an additional 1d6 fire damage.
Extinguish removes all on fire instances from 1 creature.
Increase fire bolt range by 60/120 feet.
Increase the range of spark by 30 feet. Can be taken multiple times.
Increase all of this spells damage dice by 1 size category. Can be taken multiple times.
Increase DC of all fire damage dealing spells by 1.
Type: conjuration, cantrip
Casting time: action
Components: somatic
Range: special
Effect: As an action, do one of the following effects:
Force strike - Make a spell attack against a creature within 30 feet, dealing 2d4 + casting bonus force damage.
Levitate - Cause an object or creature within 30 feet to be levitated into the air, allowing it to be moved up to 30 feet, or be held suspended in the air. You can sustain this effect so long as you concentrate on it and do not use other effects of this spell. The maximum weight you can move is determined as though your casting bonus was the total strength score used.
Force shield - As a reaction to a ranged or melee attack, cause the attack to gain disadvantage. for ranged attacks, the trajectory of the attack must intersect an area within 10 feet of you.
At 2nd, 5th, 8th, and 11th level, increase the range of all effects by 10 feet.
Also at those levels, choose one upgrade:
Increase the damage dice of force strike by 1 size category, and the spell attack gains the critical property, allowing it to crit on a natural 19. This upgrade can be taken twice.
Increase the number of damage dice for force strike by 2.
Increase the distance you can move an object with levitate by 20 feet, and gain a +3 bonus to the calculated strength score for it. Can be taken twice.
Once per round, the reaction is not spent on force shield, if the reduced attack does not hit. This upgrade can be taken twice to increase this to twice per round.
Learn Force choke - target large or smaller creature within 30 range must make a strength save. On a failure, it takes 1 damage to fatigue and is hobbled.
Type: enchantment, concentration, cantrip
Casting time: special
Components: none
Range: 80 feet
Effect: You have unlocked the secrets of the mind, gaining the ability to perform the following effects:
Telepathy: communicate a message telepathically to another creature within range. The message is only as complicated as a voice. If the creature wants, it can respond with a simple thought. Interrupts concentration spells.
Mind spike: cause a creature within range to make a wisdom save. On a failure, they take 1d6 + casting bonus psychic damage. Interrupts concentration spells.
At 2nd, 6th, and 10th level choose an upgrade:
Telepathy can communicate a more complicated message, such as any sound or voice, or still images of your choice. Can be taken twice to allow sending moving images, scenes and even experiences, and to be able to receive more complicated thoughts as a response.
Telepathy has 4 times the range.
Mind spike damage is increased by 1d6. Can be taken multiple times.
Telepathy and mind spike no longer interrupt concentration.
Learn sense presence: Retain concentration and remain still. Any creature moving within or entering spell range must make a wisdom save, or their presence(but not location) will become known.
Increase range by 120 feet.
Type: conjuration, transmutation, illusion, cantrip
Casting time: reaction
Components: verbal, somatic
Range: 10 feet
Effect: As an action, you can manifest any of the following effects:
Cause a mundane near-worthless(Subject to GM) object that can fit in your hand to manifest within range.
Instantly light or snuff out a candle, torch, or small campfire.
Instantly clean or soil an object or area no larger than 1 cubic foot.
Cause a pen, ink, and scroll to write to your liking.
Cause an instantaneous, harmless sensory effect, such as a small flash, a funny smell, a slight breeze, or a faint tune.
Create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn.
Cause an article of clothing to alter in appearance in a way that does not alter the material it is made of. Can alter color or markings.
Cause small objects such as stools, pebbles, and clothes etc. in a 5ft cube to become organized in some way. Clothes become folded, pebbles are piled up neatly, etc.
Cause a small light object such as a dagger, cup, or book to levitate lightly within range.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Type: abjuration, cantrip
Casting time: reaction
Components: verbal, somatic
Range: self
Effect: As a reaction when blocking an attack, contest it using your casting ability. On a success, the block is not spent.
At 5th and 9th level, choose an upgrade:
You can cast this spell as a reaction to an ally within 10 feet being attacked, effectively blocking in their place.
You gain a +1 bonus to the block check. Can be taken twice.
You can also cast ward as a reaction to making a saving throw, to grant yourself a 1d4 bonus to it.
You gain a +1 bonus to death saves. Increases to +2 at 9th level.