Scagli un raggio di energia crepitante. Fai un attacco a distanza con incantesimo contro una creatura o un oggetto in gittata. Se colpisci, il bersaglio prende 1d10+bonus di CAR danni da forza e puoi spingerlo di 3m. Miglioramento: l'incantesimo crea due raggi a livello 5, 3 raggi a livello 11 e 4 raggi a livello 17. Puoi puntare ciascun raggio allo stesso bersaglio o a bersagli diversi. Fai un tiro per colpire per ciascun raggio.
Guidata da un lampo di intuizione magica, fai un attaco con l'arma usata per lanciare l'incantesimo. L'attacco usa la tua carattaristica da incantatore per i tiri di attacco e danno invece di Forza o Destrezza. Se l'attacco fa danno, può essere danno Radioso o il danno normale dell'arma.
Miglioratmento: l'attacco infligge danni radiosi extra a livello 5(1d6),11(2d6) e 17(3d6).,Bard, Sorcerer, Warlock, Wizard(2024)
Lanci un inpulso di fiamme ad una creatura o un oggetto entro gittata. Fai un attacco a distanza con incantesimo contro il bersaglio. Se colpisci, il bersaglio subisce 1d10 danni da Fuoco. Un oggetto infiammabile colpito dall'incantesimo prende fuoco, a meno che sia indossato o trasportato.
Miglioramento: il danno aumenta a livello 5 (2d10), 11, (3d10) e 17 (4d10).,Sorcerer, Wizard(2024)
Manifesti un prodigio minore entro gittata. Crei uno degli effetti di seguito. Se langi l'incantesimo più volte, puoi avere fino a 3 dei suoi effetti da 1 minuto attivi per volta.
Occhi Alterati. Cambi l'aspetto dei tuoi occhi per 1 minuto.
Voce Roboante. La tua voce suona fino a 3 volte più forte del normale per 1 minuto. Per la durata hai Vantaggio ai tiri di Intimidire.
Giocare col Fuoco. Puoi influenzare le fiemme facendole sfarfallare, illuminare, affievolire o cambiare colore per 1 minuto.
Allucinazione Uditiva. Crei un suono istantaneo che origina da un punto qualsiasi entro gittata, come un rombo di tuono, il crido di un corvo o dei sussurri inquietanti.
Tremori. Crei dei tromori innoqui sul terreno per 1 minuto.
Una mano spettrale fluttuante appare in un punto entro gittata. La mano rimane per la durata. La mano sparisce se si allontana a più di 9m date o se lanci l'incantesimo di nuovo.
Quando lanci l'incantesimo, puoi usare la mano per manipolare un oggetto, spalancare una porta o contenitore aperti, riporre o prelevare un oggetto da un contenitore aperto o versare il contenuto di una fiala.
Con una Azione Magica nei turni successivi, puoi controllare la mano per ripetere queste azioni.Come parte dell'azione, puoi muovere la mano di 9m.
La mano non può attaccare, attivare oggetti magici o trasportare più di 4,5Kg.
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Livello Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Livello Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
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-Livello Spell Slot. You can target one additional creature for each spell slot level about 1.
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Livello Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Livello Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 9 m of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 9 m of yourself or one creature within 9 m of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into
its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5
feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
You touch a willing creature. For the duration, the target gains a Fly Speed of 18 m and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Livello Spell Slot. You can target one additional creature for each spell slot level above 3.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Azione, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Azione, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 9 m away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Using a Higher-Livello Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Aziones or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10 
JUSTINE CRUZ
Aberrant Spirit (Beholderkin)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Livello Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Aberrant Spirit
Medium Aberration,
Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save