Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
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.
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.
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.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You infuse a weapon, armor or shield with magic. When you cast the spell, the amount of required time and material components depends on the desired enhancement bonus. The target of the spell must be within 5 feet of you throughout the casting.
When cast using a spell slot of level 2, this spell takes 1 hour, yields a +1 enchantment, and costs 2 lbs of kendalite or 4 oz of consecrated zornite.
When cast using a spell slot of level 4, this spell takes 3 hours, increases a +1 enchantment to +2, and costs 7 lbs of kendalite or 5 oz of consecrated zornite.
When cast using a spell slot of level 6, this spell takes 8 hours, increases a +2 enchantment to +3, and costs 22 lbs of kendalite or 6 oz of consecrated zornite.
*Kendalite is an organic crystal that naturally contains a large amount of magical power. One pound usually costs around 200gp.
**An ounce of consecrated zornite can be obtained by casting a blessing ceremony on an ounce of raw zornite.