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Sapping Sting

  • casting time 1 action
  • range 30ft

  • components V,S
  • duration Instantaneous

You sap the vitality of one creature you can see in range.,The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),and 17th level (4d4). ,

Wizard Necromancy cantrip

Faerie Fire

  • casting time 1 action
  • range 60ft

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

,Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. ,,

Wizard 1st-level evocation

Gift of Alacrity

  • casting time 1 minute
  • range Touch

  • components V,S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Wizard 1st-level divination (chronurgy)

Fortune's Favor

  • casting time 1 minute
  • range 60ft

  • components V,S,M
  • duration 1 hour

,You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled., If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.,

Wizard 2nd-level divination (chronurgy)

Immovable Object

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration 1 hour

,You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.,If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.,At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Wizard 2nd-level transmutation (graviturgy)

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