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Message

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration 1 round

Point your finger at the target

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Wizard Transmutation cantrip

Minor hologram [1/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

Focus on the light made by your finger

You create a sound or an image of an object within range that lasts for the duration. The hologram also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the

Wizard Illusion cantrip

Minor hologram [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

Focus on the light made by your finger

illusion becomes faint to the creature.

Wizard Illusion cantrip

Color Spray

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S, M
  • duration 1 round

Point all your fingers in front of you and focus really hard

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Wizard 1st level Illusion

Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

Expensive! don't lose it!

(Scanner (worth 100 space credits )) You choose one object that you must scan throughout the casting of the spell. If it is a scientific item or some other science-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Wizard 1st level Divination

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

Consciousness Disruptor

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Wizard 1st level Enchantment

Minor Telekinesis

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A invisible, telekinetic hand appears floating at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
You can do the following additional things:
-You can stow one object the hand is holding in a container worn or carried by another creature.
-You can retrieve an object in a container worn or carried by another creature.
-You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the creature's Perception check.

Wizard Conjuration cantrip

Dancing Lights

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Focus your finger really hard

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Wizard Evocation cantrip

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