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Summon demons (ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a vial of blood from a creature killed within the past minute

You utter foul words, summoning demons from the chaos. The DM chooses the a demons of challenge rating 2 or less and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

Wizard 3rd level Conjuration

Know Recipe (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

Cooks Utensils

You touch a piece of edible food that can provide a meal for no more than one person. You instantaneously learn how to cook that dish, as well as the ingredients and equipment needed.

Wizard 1st level Divination

Delayed Fireball

  • casting time 1 action
  • range 50 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a tiny ball of bat guano and sulfur

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 7d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects not being worn or carried.

Wizard 3rd level Evocation

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