As we run it most spells from other games and all spells from D&D are allowed to be learned.
*Also if a spell has significant length it will be hyperlinked to its own hidden page instead of all written out on a main page.
Cruel Blood: Encase your hand in your blood when making a melee attack. If it touches a target it will inflict your blood strength (if you are not a cursed hand this will only deal 1d4 bludgeoning damage). Lasts until you dispel the cruel blood.
Thunderport. You can transport any distance through elmthunder.
Shadow Clone. 4th level conjuration.
Casting Time: 1 action - Range: 5 ft. - Components: S, V, - Duration: Up to 1 hour
Concentrate for a short moment and summon a copy of your self with 1d6 hit points per spell level. You may multiply the number of clones by a number up to 9, but when doing so divide the hit points of these clones by the number of clones made.
On your next action, you may command them to make an attack or use your features for you. Doing so does expend your uses of those features and ends your turn.
Lightning Rod. 5th level conjuration.
Casting Time: 1 action - Range: touch - Components: S - Duration: Instantaneous
Immediately after making an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your casting modifier in lightning damage and be stunned until the end of its next turn. Half as much damage on a success. If the damage of this spell kills the target the remaining damage will chain to your chosen target.
Twin Cleaving Winds
You may begin channeling and make cleaving winds in a 30 ft. cone. while reducing your movement by half while doing so. Each action the winds are channeled subjects within the cone must make a dexterity save. On success they take half damage. On failure they take full damaged and are knocked prone. It deals 5d6 slashing. Each additional round channeled the caster must pass a concentration / con save of 12 + X (x = the number of rounds channeled).
Elmthunder. 7th level evocation.
Concentrate up to an hour extending a thunderous tree for 3 ft. per minute.
War Fire: 7th level divination.
Requires the burning of a flag. When doing so you feel an intense desire for fighting and gain the benefits of a long rest. This last for an hour. While under the effects you gain 1d10 to all damage.
Refraction Barrier. 8th level conjuration.
Casting time: 1 Standard Action - Range: 15ft +5ft/caster level - Target, or Area: 5 x 10 ft. wall - Duration: 1 action up to 1 minute with concentration
The Refraction Barrier knocks any Projectile, Ray, or Line spell off course if the target fails a wisdom save of 15 + Wisdom - Spell level. (Each different ray, beam or projectile gets a will save.)
Refraction barrier can also be used against a line of sight with the same DC and visions will be considered a level 1 spell.
Any Spell successfully refracted has a chance of hitting a different target to the left, right, or above the barrier at a 45 degree angle from which the attack was made or back at the target. If there is a target possible for the refraction, roll a d4 to determine if it goes left, right, up, or back. Otherwise, you choose the direction of the refraction.
Perun Lightning Spear. 8th level evocation.
1 instant action. 70 ft. single target
Charge arc staff and throw it forward at a single target within 70 ft. If it lands it will deal 4d12 lightning and subject them to a con save of 18. If they fail they will be stunned and take an additional 4d12 lightning damage. If they succeed it will deal an additional 2d12 lightning.
Dead Calm. 9th level evocation
Casting Time: 2 turns - Range: 100 ft. - Components: S - Duration: 12 seconds, while concentrating
Summon raging waters for the first action and for another calm them to a mirror. As you tame the waters on the second movement anyone within 100 ft. who moves takes 22d6 force damage.
Blood Mists. 9th level conjuration
Casting Time: Instant - Range: 250 ft. radius - Components: S - Duration: 1 hour
Summon mists with blood filling the air. It is a magical haze that obscures all sights but true sight in the area except for the caster's. While doing so you have the ability to move teleport x2 your movement speed while in the mists per turn. Anyone who bleeds in the mists takes 3d6 additional magical slashing damage and extends the duration of the mists by minutes equal to the damage.