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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Wizard Conjuration cantrip

Healing Elixir

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M (alchemist's supplies)
  • duration24 hours

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until its consumed, at which point the vial vanishes. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Wizard Conjuration

Wild Cunning

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: - If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. - If there is edible forage within range, you know it and where to find it. - If there is clean drinking water within range, you know it and where to find it. - If there is suitable shelter for you and your companions within range, you know it and where to find it. - Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. - Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Wizard Transmutation

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