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Acid Burn

  • casting timeAction
  • rangeSelf(15-foot cone)

  • componentsVerb, Som
  • durationInstantaneous

You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard Evocation Cantrip

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsVerb, Som
  • durationInstantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Wizard Evocation Cantrip

Guidance

  • casting timeAction
  • rangeTouch

  • componentsVerb, Som
  • durationConcentration, up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Apothecary Divination Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsVerb, Foc
  • duration1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Apothecary Evocation Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsVerb, Som, Foc
  • durationInstantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such an object.

Apothecary Transmutation Cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsVerb
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Wizard Enchantment Cantrip

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsVerb, Som
  • durationUp to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Wizard Transmutation Cantrip

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsVerb, Som
  • durationInstantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Exorsist Apothecary Necromancy Cantrip

Acrid Orb

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationInstantaneous

You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.

Apothecary Level 1 Evocation

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Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsVerb, Som, Foc
  • duration8 hours

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a 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 audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

Apothecary Level 1 Abjuration

Bless

  • casting timeAction
  • range30 feet

  • componentsVerb, Som, Mat
  • durationConcentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Exorsist Apothecary Level 1 Enchantment

Comet Shards

  • casting timeAction
  • range120 feet

  • componentsVerb, Som, Mat
  • durationInstantaneous

10gp delirium chip, which the spell consumes

When you cast this spell, you gain 1 Contamination Level.
You shatter the delerium fragment in your hand into three glowing comet-like motes of magical force which you hurl at your foes. Each comet hits a creature of your choice that you can see within range. A comet deals 2d4 + your spellcasting ability modifier force damage to its target and pushes it 10 feet away from you. The comets all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more comet for each slot level above 1st.

Wizard Level 1 Evocation

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsVerb, Som, Foc
  • duration1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Apothecary Level 1 Divination

Corrupted Cure

  • casting timeBonus Action
  • range90 feet

  • componentsVerb, Mat
  • durationInstantaneous

10gp delirium chip

When you cast this spell, you gain 1 Contamination Level.
A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.

Wizard Level 1 Evocation

Create or Destroy Water

  • casting timeAction
  • range30 feet

  • componentsVerb, Som, Foc
  • durationInstantaneous

You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Apothecary Level 1 Transmutation

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsVerb, Som
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Apothecary Level 1 Abjuration

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsVerb, Som
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal or a thin sheet of lead.

Apothecary, Wizard Level 1 Divination

Detect Poison and Disease

  • casting timeAction or Ritual
  • rangeSelf

  • componentsVerb, Som, Foc
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Apothecary Level 1 Divination

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Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsVerb, Som
  • duration1 hour

You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Wizard Level 1 Illusion

Envenom

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 minute

Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spell's duration.
While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed saving throw. On a success, the spell ends on that target.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If 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.

Apothecary Level 1 Conjuration

False Life

  • casting timeAction
  • rangeSelf

  • componentsVerb, Som, Foc
  • durationInstantaneous

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Apothecary Level 1 Necromancy

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsVerb, Foc
  • duration1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Apothecary Level 1 Transmutation

Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsVerb, Som, Foc
  • duration1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Apothecary Level 1 Conjuration

Fog Cloud

  • casting timeAction
  • range120 feet

  • componentsVerb, Som
  • durationConcentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.

Apothecary Level 1 Conjuration

Grease

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • duration1 minute

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Apothecary Level 1 Conjuration

Healing Word

  • casting timeBonus Action
  • range60 feet

  • componentsVerb
  • durationInstantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Apothecary Level 1 Abjuration

Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Apothecary Level 1 Enchantment

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Identify

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsVerb, Som, Mat
  • durationInstantaneous

a pearl worth 100+ GP

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Apothecary Level 1 Divination

Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsSom, Mat
  • duration10 days

ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.

Apothecary Level 1 Illusion

Infect

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 minute

You inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends. A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.

Apothecary Level 1 Necromancy

Jump

  • casting timeBonus Action
  • rangeTouch

  • componentsVerb, Som, Foc
  • duration1 minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Apothecary Level 1 Transmutation

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsVerb, Som
  • durationInstantaneous

You create three glowing darts of magical force. Each dart strikes 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.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Wizard Level 1 Evocation

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsVerb, Som, Mat
  • durationConcentration up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Exorsist Apothecary Level 1 Abjuration

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsVerb, Som
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Apothecary Level 1 Transmutation

Shield

  • casting timeReaction
  • rangeSelf

  • componentsVerb, Som
  • duration1 round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Wizard Level 1 Abjuration

Silent Image

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual

Wizard Level 1 Illusion

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Sleep

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Apothecary Level 1 Enchantment

Stream of Consumption

  • casting timeAction
  • rangeSelf

  • componentsVerb, Som
  • durationConcentration, up to 1 minute

For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can't target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.

Apothecary Level 1 Necromancy

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsVerb, Som
  • durationInstantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Wizard Level 1 Evocation

Toxic Shield

  • casting timeAction
  • rangeSelf

  • componentsSom, Foc
  • durationConcentration, up to 1 minute

You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.

Apothecary Level 1 Conjuration

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsVerb, Som, Foc
  • duration1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Apothecary, Wizard Level 1 Conjuration

Witch Bolt

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 minute

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.

Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Wizard Level 1 Evocation

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsVerb, Som, Mat
  • durationInstantaneous

Divination tokens worth 25+gp

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.

Weal -> Good
Woe -> Bad
Weal and woe -> Good and bad
Indifference -> Neither good nor bad

The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Wizard Level 2 Divination

Controlled Mutation [1/2]

  • casting timeAction
  • range30 feet

  • componentsVerb, Som, Mat
  • durationConcentration, up to 1 hour

100gp delirium chip

When you cast this spell, you gain 1 Contamination Level.
You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. The target gains one of the following effects of your choice until the spell ends.
Strength. The target has advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gaina Contamination Level. If it does, its melee weapon attacks deal an additional 2d6 necrotic damage for the spell's duration.
Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level. If it does, it gains resistance to bludgeoning,piercing, and slashing damage for the spell's duration.
Dexterity. The target has advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level. If it does, its attacks with ranged and finesse weapons score a critical hit on an 18-20 for the spell's duration.
Intelligence. The target has advantage on Intelligence ability checks and saving throws, as

Wizard Level 2 Transmutation

Controlled Mutation [2/2]

  • casting timeAction
  • range30 feet

  • componentsVerb, Som, Mat
  • durationConcentration, up to 1 hour

100gp delirium chip

well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, while the target is concentrating on a spell it has cast, it's concentration can't be broken as a result of taking damage.
Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level. If it does, for the duration of this spell, it gains blindsight to a range of 60 feet and can't be surprised while it is conscious.
Charisma. The target has advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination Level. If it does, for the duration of this spell, when the target makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.

Wizard Level 2 Transmutation

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Invisibility

  • casting timeAction
  • rangeTouch

  • componentsVerb, Som, Foc
  • durationConcentration, up to 1 hour

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Wizard Level 2 Illusion

Shatter

  • casting timeAction
  • range60 feet

  • componentsVerb, Som, Foc
  • durationInstantaneous

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Wizard Level 2 Evocation

Vortex Warp

  • casting timeAction
  • range90 feet

  • componentsVerb, Som
  • durationInstantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Wizard Level 2 Conjuration

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