(Materials: a drop of water or a piece of ice ) You create a shard of ice and fling it at one creature within range.
Make a ranged spell attack against the target (+6 to Hit).
On a hit, the target takes 1d10 piercing damage.
Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a DEX saving throw (DC 14) or take 2d6 cold damage.
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
-2nd Level: 3d6 Cold
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed Investigation check against your spell save (DC 14).
A frigid beam of blue-white light streaks toward a creature within range.
Make a ranged spell attack against the target (+6 to hit).
On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach
-5th level (2d8)
-11th level (3d8)
-17th level (4d8)
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
The target must succeed on an INT saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels:
-5th level (2d6)
-11th level (3d6)
-17th level (4d6)
You speak a one-word command to a creature you can see within range. The target must succeed on a WIS save (14) or follow the command on its next turn. The spell has no effect if the target is undead, doesn't understand your language, or if your command is directly harmful to it.
Here are some ideas. You might issue a command other than ones described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends:
-APPROACH: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 ft of you.
-DROP: The target drops whatever it is holding and then ends its turn.
-FLEE: The target spends its turn moving away from you by the fastest available means.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
(Materials: A pinch of Dirt) You touch a creature giving them an additional 10 feet of movement speed until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(Materials: a tiny bell and a piece of fine silver wire) You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range that is no larger than a 20-ft cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area.
When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
(Materials: a bit of spiderweb) You conjure a mass of thick, sticky webbing at a point of your choice within 60 ft. The webs fill a 20-ft cube from that point for up to 1 hour. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft.
Each creature that starts its turn in the webs or that enters them during its turn must make a DEX save (14). On a fail, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a STR check (DC 14). If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-ft cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to creatures that start their turn in the fire.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Useful for evading enemies before or after launching a surprise attack.
(Materials: an eyelash encased in gum arabic) A creature you touch, including yourself, becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long as it is on the target's person.
The spell ends for a target that attacks or casts a spell.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
(Materials: bat fur and a drop of pitch or piece of coal) Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
(Materials: a bit of fleece) You create a sound or an image of an object within range that lasts up to 1 min.
-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, 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 Investigation check (DC 14)
Call upon an item you can see and are familiar with to your hand.
You can use your action to control the object.
You can use the spell 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.
This spell can't attack, activate magic items, or carry more than 10 pounds.
(1d4+1 Force Damage, 7 Charges) You create three glowing darts of magical force.
Each dart hits a creature of your choice that you can see within range.
A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct them to hit one creature or several.
You can cast this at 1st level all the way up to 7th level (up to 10 Bombarda Darts).
Casting it all in one go may cause the wand to break, and it will need mending from a specialist.