Type: Evocation, Conjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 1 minute
Range: Object 10ft
Effect: As an action, accelerate a creature or object within range. Doing so violates various magical principles and costs 1 rest dice to stabilize (Subject to GM.)
If the target is a creature, it has their movement speed increased by 10ft, a +1 bonus to AC and block checks, and an extra attack.
If the target is an object, it has its reload property reduced by 2, an extra attack, double the range if it has range, and a +1 bonus to hit and damage for the duration.
Type: Enchantment, Conjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 1 hour
Range: Object within 10ft
Effect: As an action, animate a wand or weapon to come to life. It has 18 AC, 16 HP, no block, +1 to all saves, and a +2 bonus. It can be told to patrol, guard, capture, subdue, attack, retain, obstruct or intercept, or to halt, and it can do so within a range of 500ft of its creation, or to fulfill it's function if it is a tool (Subject to GM.) If the enchanted object exits this range, it is dispelled.
At higher levels: At 5th level the duration is permanent, until the item exits the range. Per level above 4th, +1 to AC, saves, and item bonus.
Type: Transmutation, Divination, Arcane 4
Casting time: 1 full round action.
Components: verbal, somatic, material (1 mana potion or gemstone, which is consumed)
Duration: 10 minutes.
Range: special.
Effect: As an action, enhance your own abilities. For the duration, gain a +4 bonus to intelligence and initiative checks, gain 300ft darkvision, gain echolocation, and a +1 bonus to saves.
At higher levels: Per level above 4th, increase the intelligence and initiative bonus by 1.
Type: Abjuration, Arcane 4
Casting time: 1 action.
Components: verbal, somatic
Duration: 10 minutes.
Range: self
Effect: As an action, enchant a ring, glove, bracer, or gauntlet you wield to have it manifest an arcane interface and shield. Either for the duration, or permanently if you lock 3 rest dice which can only be unlocked by disenchanting the item furint a rest. Choose up to as many benefits from the list below as your casting modifier -4 (min 1) when creating the gauntlet and add them as enchantments:
You gave a +2 bonus to saves vs spells and magical effects.
You have a +2 bonus to block checks and a +1 bonus to AC.
You can spend 1 rest dice as a bonus action or reaction to force a golem or construct to make an inteligence save. On a failure, you can issue a command to them. You can expend a spell slot instead, granting its level as a bonus to the save DC.5
You can use any spell granted ability that would require you to use an action, move action, or bonus action as a free action instead once per round.
You can cast 1 extra cantrip as a free action once per round. Has a 1d3=1 cooldown chance.
You gain a +4 bonus to checks made to interact with magical artifacts or energies.
You can spend a rest dice to detect magic in a 15ft cone, highlighting schools of magic used. This cone can be moved and lasts up to 1 minute.
You gain a +2 bonus to strength while wielding it.
At higher levels: Per slot level used above 4th, grant an extra upgrade.
Type: Evocation, Abjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes.
Range: special
Effect: As an action, conjure an arcfire flame in your palm, a burning blue fire that originates from the aspect of abjuration that consumes other magic. It can be levitated in your palm for up to 10 minutes, at which point it expires. It starts with 1d4 charges, having a maximum of 4.
For the duration of the spell, as an action, you can throw the flame either as a 30/60 single target ranged spell attack, a 10ft cone attack, or a 20ft ray. Doing so deals 2d6 fire damage, consumes a charge after use, and in case of cones and rays it has a dexterity save to halve the damage.
It deals an extra 1d6 lightning damage per charge.
You can invoke the flame as a bonus action, restoring one charge.
Creatures hit are dispelled of magical effects whos remaining duration is less than 4 rounds.
At higher levels: Per level above 4th, the base damage and all range increments are increased by 10ft.
Type: Transmutation, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes
Range: special
Effect: As an action, cause target artifact, construct, mechanism, or mechanical structure within range to do one of the following:
target mechanism or war device automatically perform action(reload, fire, aim, relocate, unload, lock, unlock, power, etc) so long as you maintain concentration.
target a mechanism, construct, or golem or mechanical structure is either healed for 4d12 hp, has a vital part or mechanical limb restored, or is repaired to basic function or revived with 1 unchecked death save if it was destroyed/slain within the last round.
target item or artifact has a -1 penalty removed from it, or a penalty reduced by 1(-3 to -2)
Type: Illusion, Enchantment, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes, concentration.
Range: self
Effect: As an action, alter your appearance to fit an illusory creature of your choice that manages to mask you, so long as you maintain concentration. You can choose to alter the image that each creature perceives and choose what observers you are not aware of see. Creatures can make an initial wisdom save to perceive that it is illusory.
At higher levels: At 5th level the duration is increased to 1 hour, and at 6th level you can maintain the image for allies within 10ft of you casting the spell.
Type: Illusion, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes, concentration.
Range: 30ft
Effect: As an action weave illusory runes around the target creature, object, or location, projecting an illusory bubble of obfuscation up to a range of 30ft. Creatures and objects of the casters choice within the area of effect are made invisible. Such Invisible creatures have aurasight to detect one another. Detection or scry abilities will not show the chosen targets for the duration of the spell.
At higher levels: At 5th level the duration is increased to 1 hour, and at 6th level, duration is increased to 1 day.
Type: Conjuration, Enchantment, Arcane 4
Casting time: 1 action
Components: verbal, somatic, material(1 crystal, gemstone, or pearl that is consumed on cast)
Duration: 10 minutes
Range: 15ft spehere within 40ft.
Effect: As an action, conjure an arcane circle on a surface within range. Creatures caught within must make a wisdom save. Creatures in the circle as it is being summoned make a dexterity save instead. On a failure, they are trapped so long as you maintain concentration and cannot cross a sphere encompassed by the circle.
The caster can perform the following actions while maintaining the circle:
Syphon - Trapped targets must make a wisdom save. On a failure they take 2d6 force damage and you gain 1d4 arcane health.
Transfer - You gain use of a cantrip, or spell that the target can cast. You can expend your class spell slots or points to cast it for the duration. You can only transfer one such thing at a time. For the duration, the target loses this ability.
Force dispell - Trapped targets must make a wisdom save vs their highest DC spell effects, going from highest to lowest, dispelling the effect on a success(or suppressing permanent effects) and ending the save checks.
Interrogate - Trapped target must make a wisdom save. On a failure they either take 3d6 psychic damage or answer a question from the caster truthfully.
Type: Evocation, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: Instant
Range: 70 ft
Effect: As an action, force a 10ft sphere within range to experience a crushing arcane force. Creatures and objects caught must make a dexterity save. On a failure, they take 8d6 force damage.
At higher levels: Per level above 4th, deal an extra 2d6 damage.
Type: Conjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic, material (8 daggers
Duration: Instant
Range: 30 ft
Effect: As an action, cause 8 daggers to levitate around you, granting them a +1 bonus and making them scale with your casting bonus. You can order the daggers to either attack or surround a target within range. When attacking, make a ranged spell attack for each dagger. A dagger that hits the target is dispelled.
When ordered to surround, the target can make a dexterity save to try and avoid being encircled.
The daggers have advantage to hit against an encircled target, and an encircled target cannot move.
At higher levels: Per level above 4th, increase weapon bonus by +1 and allow an extra dagger to be enchantable.
Type: Conjuration, Enchantment, Arcane 4
Casting time: 1 action
Components: verbal, somatic, material(1 crystal, gemstone, or pearl that is consumed on cast)
Duration: permanent, special
Range: 30 ft
Effect: As an action, conjure arcane crystaline ice at a point within the target tile. It immediately spreads to cover aditional connected tiles equal to 1d4 per casting bonus (min 1.)
Direfrost is difficult terrain, creatures must make a strength save to not become ensnared, requiring a strength save as an action to break free. Characters that enter or start their turn on direfrost take 1d10 + your casting bonus cold damage. The DC and damage increases by 1 per turn spent in direfrost(maximum 10.)
Direfrost melts under sunlight or when exposed to arcane fires or potent magical lights, but is very resistant to fire and warmth otherwise (Subject to GM.)
At higher levels: Per level above 4th, increase the number of tiles per casting bonus by 1d4 (1d4 -> 2d4 - > 3d4)
Type: Evocation, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: Instant
Range: touch or 45ft cone.
Effect: As an action, summon a spark of lightning and release it into either a creature or object that you can touch, or in front of you in a cone.
If targeting a creature, make a melee spell attack. On a success the target is electrified, taking 4d6 lightning damage at the start of their turn which is reduced by 1d6 per turn. If they make a successful constitution save they take half damage.
If cast in a cone, lightning arcs from your palm across the surfaces in the cone area, at a height of up to 10ft, dealing 4d6 damage to creatures hit, reduced to half damage on a successful dexterity save.
Targets that critically fail the save are stunned for 1 round.
At higher levels: Per level above 4th, increase damage by 1d6.
Type: Conjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 10 minutes.
Range: self
Effect: As an action, gain a flight speed equal to your land speed.
At higher levels: At 5th level the duration is increased to 1 hour, and at 6th its increased to 6 hours.
Type: Enchantment, Illusion, Arcane 4
Casting time: 1 action
Components: verbal, somatic.
Duration: instant.
Range: 40 ft
Effect: As an action, force a creature within range to make a wisdom or constitution save. On a failure, the target is entranced and remains still for 1 minute. Flying targets fall. For the duration, attacks against the target have advantage and it automatically fails dexterity and wisdom saves. While under this effect, the target is immune to psychic damage damage and other enchantment spells and effects.
If the target is attacked, the effect ends, and the target is shaken for 1 round.
If the target is lulled for the full duration, it forgets the last 1d4 minutes it experienced before being targeted by the spell.
At higher levels: At 5th level, the max duration is increased to 10 minutes. At 6th level, can instead target a creatures in a cone.
Type: Enchantment, Arcane 4
Casting time: 1 action
Components: somatic
Duration: 2d4 rounds
Range: 30ft
Effect: As an action, force a creature within 30ft to make a Wisdom save. On a failure, they are in awe of some attribute of yours for 2d4 rounds and become charmed for the duration. While charmed, they cannot attack or cast harmful effects against you, or target creatures or objects you wish to include into the spell, and must use their reaction to defend you (if able) if you’re attacked.
Alternatively, cast this spell on an object or artifact within range, forcing other non-ally creatures that notice it to become fascinated by it for the duration of the spell if they fail a wisdom check when first seeing it.
Type: Necromancy, Arcane 4
Casting time: 1 action
Components: verbal, somatic.
Duration: instant.
Range: 50ft sphere around caster
Effect: As an action, project a wave of energy out up to 40ft around the caster. Enemy creatures struck take 1d6 + casting bonus necrotic damage and the caster gains 1d3 arcane health per creature hit. The effect grants you 1d20 temporary health if it slays a small or larger creature.
At higher levels: Per level above 4th, increase dice by 1 size category and range by 15ft.
Type: Abjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic.
Duration: 1 hour.
Range: 30ft
Effect: As an action, enchant a creature with an arcane rune on their forehead. The target gains 1 temporary block and 1d6 temporary health at the start of their turn, which lasts 1 round. The target has a +1 bonus to saves and block checks.
Type: Necromancy, Arcane 4
Casting time: 1 action
Components: verbal, somatic.
Duration: instant.
Range: 20ft
Effect: As an action, cause a creature within range to take 6d6 + casting bonus necrotic damage. Damage is reduced by half on a successful wisdom save. You are healed for an amount equal to the damage dealt.
At higher levels: Per level above 4th, increase damage by 2d6
Type: Necromancy, Arcane 4
Casting time: 1 bonus
Components: verbal, somatic.
Duration: instant.
Range: 20ft
Effect: As a bonus action, cause a bolt, arrow, or similar projectile being fired to gain a +4 bonus to hit and block DC, deal 3d8 + casting bonus extra damage even if blocked( of a type of your choosing,) and have its crit range extended by 1. The attacks range is doubled, and any special ammunition conditions it applies are extended by 2(turns, rounds, or minutes, whichever is applicable)
At higher levels: Per level above 4th, increase damage by 2d8, and attack and block DC bonus by +2.
Type: Conjuration, Arcane 4
Casting time: 1 action
Components: verbal, somatic.
Duration: instant.
Range: self, 400ft.
Effect: As a full round action, teleport to an area within the structure you are in(Subject to GM.) up to a range of 500ft. You can grab a creature or object to try and pull it with you, if it is not attached to a far larger structure.
At higher levels: At 5th level, range is increased to 2000 ft. At 6th level, you can transpose an object that is large or smaller( that you are aware of) to an adjacent location instead. Fails if the object is disturbed.
Type: Necromancy, Arcane 4
Casting time: 1 action
Components: verbal, somatic, material(corpse)
Duration: special
Range: 15ft.
Effect: As an action, reanimate a nearby dead creature that has died within a day. Make an arcana check vs 8 + the level of the creature. On a success, it is raised with its stats, and it gains undead fortitude. Its attacks gain a +1d6 bonus to damage. It gains 1 block at the start of combat, and must be fed every day to avoid risking it breaking allegience end becoming feral. It obeys your commands but is quick to become agitated (Subject to GM.)
At higher levels: At 5th and 6th level, grant the ghoul an extra level and feat.
Type: Necromancy, Transmutation, Arcane 4
Casting time: 1 action
Components: verbal, somatic
Duration: 1 hour
Range: 30ft.
Effect: As an action, curse a creature within range. Choose three ability scores. The target must make a save for each ability score. On a failure, the target has a -1d3 penalty to the affected ability score for 1 hour.
At higher levels: At 5th and 6th level, choose an extra ability score.
Type: Necromancy, Transmutation, Enchantment, Arcane 4
Casting time: 1 full round action.
Components: verbal, somatic, material(corpses, 2d4 HP worth of blood)
Duration: 1d8 days
Range: 60ft.
Effect: As an action, raise corpses in a 15ft radius as shambling undead, which decay in 1d8 days.
You can choose to lose 1d4 health to upgrade the range and radius by 5ft. You can do so a number of times up to your casting bonus.
The shambling undead is commanded oppon creation, and those that know this spell can command shambling undead as an action. The caster takes prescident.
Type: Medium, Elemental, Undead 4
Base stats:
HP: 1d12 + casting bonus
BLOCK: -
AC: 10
All saves, all skills +0
Move speed 20ft, undead immunities and resistances, keen scent, no skills
Cannibalism - Can eat a corpse to restore 1d8 HP and extend its lifetime by 1 day.
Attacks:
Melee claw attack +4 - 1d6 + 3 piercing damage, DC 15 to block. grapple if not blocked.
Bite grappled target +6 - 1d6 + 3 piercing, DC 16 to block, inflicts bleed if not blocked.