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Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Wizard (XGE) 1st level Abjuration

Distort Value

  • casting time1 minute
  • rangeSelf

  • componentsV
  • duration8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st,

Wizard (XGE) 1st level Illusion

Frost Fingers

  • casting time1 action
  • rangeSelf (15-foor cone)

  • components V, S
  • duration Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st,

Wizard (XGE) 1st-level Evocation

Silvery Barbs

  • casting time 1 reaction
  • range60 feet

  • componentsV
  • durationInstantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time,

Wizard (XGE) 1st-level Enchantment

Air Bubble

  • casting time1 action
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd,

Wizard (XGE) 2nd-level Conjuration

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M (a book worth at least 25 gp)
  • duration 1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again,

Wizard (XGE) 2nd-level divination

Kinetic Jaunt

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

• Your walking speed increases by 10 feet.

• You don't provoke opportunity attacks.

• You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage,

Wizard (XGE) 2nd-level transmutation

Nathair's Mischief

  • casting time 1 action
  • range 60 feet

  • components S, M (a piece of crust from an apple pie)
  • duration Concentration, up to 1 minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge

d4Effect
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Wizard (XGE) 2nd-level illusion

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1 1
1 1
1 1
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