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Acid Arrow

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf

Fire a shimmering green arrow at a target in range, which bursts. Make a ranged spell attack, which deals 4d4 acid damage immediately and 2d4 acid damage at the end of the target's next turn. If you miss, the target takes half the immediate damage only. Both damages scale normally.

Why settle for fletched arrows if you can use arrows that burrow through plate?
-Necromancer Harald Urvequist

PHB 297 Level 2 Evocation

Blight

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Force a creature you can see in range to make a constitution save, taking 8d8 necrotic damage on failure or half that on a success. The damage scales normally. Plant creatures automatically fail the save.

Alternatively, you can just instantly kill a nonmagical plant, such as a tree or shrub.

A pox and a blight on you, your crops, your cow, and your windowsill!
-Necromancer Arnold Craven

PHB 247 Level 4 Necromancy

Clairvoyance

  • casting time10 minutes
  • range1 mile

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a focus worth 100+ GP - a jeweled horn to hear, or a glass eye to see

Create an invisible sensor in a familiar location or obvious location in range. The sensor does not move and is intangible and invulnerable. Anything that can see the sensor sees a luminous orb the size of your fist.

On casting, you can choose if you can see or hear, based on available material components. You can sense as if you were in the sensor's space. As a bonus action, if you have both material components, you may switch the sense.

See the Player's Handbook for the exact rules.

I can't understand how all of my pranks never come as a surprise!
-Novice Happlestaff Reddlepop Gumbarrivon, the most surveilled student in the Royal University's history

PHB 250 Level 3 Divination

Cloudkill

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure a 20-foot-radius sphere of sickly yellow-green fog centered in range. It lasts for the duration or until dispersed by strong wind. Its area is heavily obscured.

Each creature that enters the sphere, ends its turn there, or is engulfed by it must roll a constitution save once per turn, taking 5d8 poison damage on a failure and half that on a success. The damage scales normally.

The cloud moves 10 feet away from you at the start of each of your turns.

Bah. Not smell worse than Honored Warchief Kle'ketaluu.
-Mistbringer Purtinixa, Orc conjurer

PHB 251 Level 5 Conjuration

Cone of Cold

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a small cone made of glass or crystal

Unleash a blast of cold air. All creatures in a 60-foot cone originating from you makes a constitution save, taking 8d8 cold damage on a failure and half that on a success. The damage scales normally.

Creatures killed by the spell become frozen statues until they thaw.

You're going to need a blanket for this upcoming class. Trust me.
-Qemuel Fridson, Royal professor

PHB 253 Level 5 Evocation

Confusion

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

three nut shells

Confuse each creature in a 10-foot-radius sphere centered in range. The sphere's radius scales by 5 feet per level. They must succeed on a wisdom save, or lose bonus actions and reactions for the duration, and they roll a d10 to determine their behaviour at the start of each turn. Affected targets may reroll the save to end the spell on itself.

See the Player's Handbook for the exact rules.

It feels like cheating, honestly. I have to build a dozen illusions in creative ways to replicate what the enchanters can do in one shot.
-Archmage Moritz

PHB 253 Level 4 Enchantment

Counterspell

  • casting timeReaction
  • range60 feet

  • componentsS
  • durationInstantaneous

When you see a creature in range casting a spell using verbal, somatic, or material components, you may try to interrupt it with a reaction. The target makes a constitution save. On failure, the spell dissapates, and the the casting action, bonus action or reaction is wasted. If the spell used a spell slot, it's not expended.

The most valuable ability as a professor in the Royal University is not academic excellence, but quick reflexes.
-Eudoria Hackett, Royal professor

PHB 258 Level 3 Abjuration

Conjure Minor Elementals

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Conjure spirits of the elemental planes, which flit around you in a 15-foot emanation for the duration. Any attack you make against a creature in the emanation deals 2d8 extra acid, cold, fire or lightning damage, as chosen when you attack. The damage scales by 2d8 per level.

Ground in the emanation is difficult terrain for your enemies.

They're not great company, but they're pretty cute! And they really want to help when you take a swing at something, which is more than I can say for half this campus.
-Archmage Yalikin

PHB 255 Level 4 Conjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Target a creature, object, or magical effect in range and automatically end any ongoing spells of the casting level or lower. For more powerful spells, you must make a spellcasting ability check against DC 10 + the target spell's level, ending it on a success.

The School of Abjuration has the most student applications of all the arcane schools, which they were very proud of until they realized most of the applications were from peasants that wanted to learn how to make magic go away.
-Archmage Julian

PHB 264 Level 3 Abjuration

2 2
4 4
3 3
5 5
5 5
4 4
3 3
4 4
3 3

Dream

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand

Put yourself or a creature you touch in a trance as a dream messenger to a creature you know on the same plane of existence. The messenger is incapacitated and has a speed of 0.

When the target is asleep, the messenger enters the target's dreams and converses with them through the spell's duration. The messenger can affect the dream's content, can emerge at any time, and the target remembers the dream perfectly on awakening. The messenger can make the dream a nightmare, deliver only ten words, and make the target roll a wisdom save, losing all rest benefits and taking 3d6 psychic damage on a failure.

See the Player's Handbook for exact rules.

Unleashing nightmares on your peers is grounds for expulsion, and even execution in Arkip.
-Archmage Moritz

PHB 266 Level 5 Illusion

Enervation

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Drain life from a creature you can see in range. The target makes a dexterity save. On a success, it takes 2d8 necrotic damage and the spell ends. On a failure, it takes 4d8 necrotic damage and the tendril stays. You may automatically deal 4d8 necrotic damage on later turns as a magic action. All damage scales normally, and you regain half all damage you deal in hit points.

The spell ends if you use any other action, if the target moves out of range, or if it finds total cover from you.

This one is rather illegal for now, but if we cannot learn the clerical healing arts, we will do what we are forced to.
-Archmage Tenoch

XGtE 155 Level 5 Necromancy

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

Shoot a fiery streak to a point you choose in range. Each creature in a 20-foot-radius sphere centered on that point rolls a dexterity save, taking 8d6 fire damage on a failure and half that on a success. This damage scales normally.

Loose flammable objects in the sphere start burning.

A tried and true classic, solver of 90% of your problems.
-Archmage Julian

PHB 274 Level 3 Evocation

Flame Arrows

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a quiver or bolt case with ammunition in it

Touch the material component and infuse the ammunition with flame. When you hit a target with a ranged attack using the ammunition, it takes an extra 1d6 fire damage.

The spell ends after 12 pieces of ammunition have been drawn. The spell scales, affecting 4 additional pieces of ammunition per level.

This spell is basically required for students on patrol work duty. Not because we're afraid of someone attacking the campus, but because it looks really powerful and attracts visitors to apply.
-Archmage Wendel

XGtE 156 Level 3 Transmutation

Legend Lore

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each

Name or describe a famous person, place, or object. The spell brings to your mind a summary of the significant lore about that thing. The spell fails if the thing in question isn't actually famous.

The lores might be important details, amusing revelations, or secret lore never widely known. The more you already know about the subject, the more precise the new received lore will be. The information is always accurate, but may be figurative or poetic.

Ah, shoot. I misplaced my lecture notes again. Time for a lore lesson instead.
-Archmage Uthemar

PHB 290 Level 5 Divination

Lightning Bolt

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a crystal rod

Blast everything in a 100-foot-long, 5-foot-wide line originating from you with a stroke of lightning. All creatures in the line roll a dexterity save, taking 8d6 lightning damage on a failure and half that on a success. The damage scales normally.

Nothing fills out an angry false storm like a few real lightning strikes.
-Archmage Moritz

PHB 292 Level 3 Evocation

Locate Creature

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur from a bloodhound

Describe or name a creature familiar to you. You sense the direction to the creature's location if it's within 1000 feet of you, including the direction of its movement.

Alternatively, you may seek the nearest creature of specific kind you have seen within 30 feet of you at least once, such as a unicorn.

The spell cannot find creatures in a different form, such as polymorphed, or if any lead blocks the direct path to the creature.

I like the classes, but the professors are absolutely brutal when it comes to truancy.
-Novice Milo Bigheart

PHB 292 Level 4 Divination

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Create a 10-foot-radius, 20-foot-tall cylinder of magical energy and glowing runes centered on a grounded point you can see in range.

Choose creature types from celestials, elementals, fey, fiends, and undead. The chosen types of creature have significant disadvantages against creatures inside or outside the circle.

The duration of the spell scales by 1 hour per level.

See the Player's Handbook for exact rules.

Catching shrieking devils in magic circles is old Warlock nonsense. We are modern. We catch shrieking embodiments of fire in magic circles.
-Conjurer Kelton Pepperkeep

PHB 293 Level 3 Abjuration

Modify Memory

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Attempt to reshape the memories of a creature you can see in range. It rolls a wisdom save, and has advantage if you are fighting it. If it fails, it is charmed for the duration, and is incapactitated and unaware of its surroundings, although it can hear you.

Speak to the target to adjust a memory sometime in the last 22 hours, such as getting rid of it, making a new one, or changing details. The age of the memory scales to 6 days at level 6, 20 days at level 7, 293 days at level 8, or the creature's lifetime at level 9.

If the memory is too contradictory, it may not affect the creature's behaviour. The memory is restored by Remove Curse or Greater Restoration.

See the Player's Handbook for exact rules.

I'm not touching the ethics of this one.
-Archmage Ieliana

PHB 299 Level 5 Enchantment

5 5
5 5
3 3
3 3
5 5
3 3
4 4
3 3
5 5

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Break all curses affecting a creature or object. If the target is a cursed magic item, the curse remains, but its owner's attunement is broken.

At the end of the day, curses are weavecraft, so we can undo them with a bit of clever prodding.
-Abjurist Wilvirik Vixtoscien

PHB 312 Level 3 Abjuration

Resilient Sphere

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a glass sphere

Conjure a shimmering sphere to enclose a large or smaller creature or object in range. An unwilling creature may roll a dexterity save to avoid being enclosed. Absolutely nothing may pass through the barrier, although an enclosed creature may breathe. It is immune to all damage, and no external attacks or spells may affect the creature inside or vice versa.

The globe is perfectly sized to the thing inside it and is weightless. A creature inside may use an action to roll the sphere at half its speed, and the globe may be picked up and carried by other creatures.

The globe may be destroyed by a Disintegrate spell without damaging anything inside.

Novice Happlestaff. Do not make me put you in the sphere yet again.
-Archmage Kottar

PHB 303 (Otiluke's Resilient...) Level 4 Abjuration

Secret Chest

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a standard size chest made of rare materials worth 5000+ GP, and a tiny replica of the chest made of the same materials worth 50+ GP

Hide a chest and its contents, up to 12 cubic feet, on the ethereal plane.

As a magic action, you can summon or send back the chest to and from its hiding spot by touching the replica. The spell ends if the replica is destroyed or if you cast the spell again.

After 60 days, there is a cumulative 5% chance the spell will end at the end of each day. If the chest is on the ethereal plane when the spell ends, it remains there until found.

See the Player's Handbook for exact rules.

There's secret stashes, then there's SECRET stashes.
-Archmage Ieliana

PHB 290 (Leomund's Secret...) Level 4 Conjuration

Stinking Cloud

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a rotten egg

Create a 20-foot-radius sphere of yellow gas centered in range for the duration, or until it is dispersed by a strong wind. It is heavily obscured.

Creatures that start their turn in the sphere roll a constitution save to avoid being poisoned for the turn. Creatures poisoned by this spell cannot take actions or bonus actions.

While technically harmless, it is easily the most hated spell I teach among the other staff.
-Branson Ottewell Anderson, Royal professor

PHB 321 Level 3 Conjuration

Stoneskin

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100+ GP, which the spell consumes

Give a willing creature resistance to bludgeoning, piercing and slashing damage for the duration.

A shame the material is so expensive, I'd have this in effect literally all the time I'm off campus.
-Branson Ottewell Anderson, Royal professor

PHB 321 Level 4 Transmutation

Summon Fey

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded flower worth 300+ GP

Call forth a fey spirit. It manifests in an unoccupied space that you can see in range. It uses the Fey Spirit stat block. The stat block scales. Choose if it is fuming, mirthful, or tricksy, which affects the stat block. The creature resembles a fey creature you choose.

The creature is a ally to you, shares your initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

It is a shame that the first classic conjuration we can teach is so... volatile and whimsical. It keeps the apprentice chambers in a constant state of mess.
-Archmage Yalikin

PHB 326 Level 3 Conjuration

Summon Undead

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded skull worth 300+ GP

Call forth an undead spirit. It manifests in an unoccupied space that you can see in range. It uses the Undead Spirit stat block. The stat block scales. Choose if it is a ghostly, putrid, or skeletal, which affects the stat block. The creature resembles that kind of undead.

The creature is a ally to you, shares your initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.

We've managed to keep this spell legal, but... well. Best it doesn't leave the campuses. People get upset.
-Conjurer Tavin Okomak

PHB 328 Level 3 Conjuration

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

Draw a 5-foot-radius circle on the ground inscribed with sigils that connects to a permanent teleportation circle you know the sequence for on the same plane of existence as you. A portal opens until the end of your next turn, which instantly teleports you to the target circle.

Casting the spell in the same place daily for 293 days make it permanent. Important places like temples may have permanent circles. When you learn the spell, you learn two sigil sequences for the material plane, and you can study new sequences for 1 minute to memorize them.

See the Player's Handbook for exact rules.

Once we finally reverse-engineered the old circles, we thought they would revolutionize travel, but most of the peasants are still scared of them.
-Archmage Yalikin

PHB 332 Level 5 Conjuration

Tidal Wave

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

Conjure a wave of water that crashes down on an area up to 30 feet long and 10 feet wide. The wave is 10 feet tall. All creatures in that area roll a dexterity save, taking 4d8 bludgeoning damage and being knocked prone on a failure and only taking half damage on a success.

The water extinguishes unprotected flames in the area and within 30 feet as it spreads across the ground, and then it vanishes.

It's a shame the water doesn't stick around. It would make summer much nicer.
-Conjurer Sevalio Scupariniv, sea elf

XGtE 168 Level 3 Conjuration

3 3
4 4
4 4
3 3
4 4
3 3
3 3
5 5
3 3

Tiny Servant

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

Touch a tiny nonmagical loose object. The number of targets scales, increasing by two per level. The targets animate for the duration and sprout little arms and legs. It uses the Tiny Servant stat block.

As a bonus action, you can mentally command any or all of the servants within 120 feet of you with the same command. It may be precise, outlining its next turn, or general. If you issue a general command, such as fetching things or standing watch, it will continue to follow that order until the task is complete.

If a servant drops to 0 hit points, it reverts and excess damage carries over.

See Xanathar's Guide for exact rules.

The shiny... it... it walk?!.
-Novice Heeka, enraptured by a moving candlestick

XGtE 168 Level 3 Transmutation

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Wreathe your hand in shadows. On casting, and as a magic action for the duration, you may make a melee spell attack against a creature in range, dealing 3d6 necrotic damage on a hit and regaining half the damage in hit points yourself. The dealt damage scales normally.

It's a great spell, but everyone thinks this is the domain of the warlock. Sometimes, that includes me.
-Archmage Wendel

PHB 337 Level 3 Necromancy

Water Breathing

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration22 hours

a short reed

Grant up to ten willing creatures in range the ability to breathe underwater for the duration. They retain all other forms of respiration.

We tried to impress a Triton envoy by hosting him underwater. The prig called us a pack of tryhards. He's right, but he's still a prig.
-Conjurer Kelton Pepperkeep

PHB 340 Level 3 Transmutation

3 3
3 3
3 3