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Minor Illusion

  • casting time 1 Bonus Action
  • range 30 feet

  • components S/M
  • duration 1 Minute

You create a sound and/or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Sound. If you create a sound its volume can range from a whisper to a scream. It can be your voice someone else's voice a lion's roar a beating of drums or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the spell ends.

Image. If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot Cube. The image can't create sound light smell or any other sensory effect. Physical interaction with the image reveals it to be an illusion since things can pass through it.

Subclass Illusionist Cantrip

True Strike

  • casting time 1 Action
  • range Self

  • components S/M
  • duration Instantaneous

Guided by a flash of magical insight you make one attack with the weapon used in the spell' casting.

The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity.

If the attack deals damage it can be Radiant damage or the weapon's normal damage type (your choice).

Cantrip Upgrade. - The attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Wizard Divination Cantrip

Toll the Dead

  • casting time 1 Action
  • range 60ft

  • components V/S
  • duration Instantaneous

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 2d8 Necrotic damage.

If the target is missing any of its Hit Points it instead takes 2d12 Necrotic damage.

Cantrip Upgrade. The damage increases when you get to levle 11 (3d8 or 3d12) and 17 (4d8 or 4d12).

Wizard Necromancy Cantrip

Poison Spray

  • casting time 1 Action
  • range 30 feet

  • components V/S
  • duration Instantaneous

You spray toxic mist at a creature within range.

Make a ranged spell attack against the target.

On a hit the target takes 2d12 Poison damage.

Cantrip Upgrade. The damage increases at lvl 11 (3d12) and 17 (4d12).

Wizard Necromancy Cantrip

Shocking Grasp

  • casting time 1 Action
  • range Touch

  • components V/S
  • duration Instantaneous

Lightning springs from you to a creature that you try to touch.

Make a melee spell attack against the target. On a hit the target takes 2d8 Lightning damage and it can't make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases at level11 (3d8) and 17 (4d8).

Wizard Evocation Cantrip

Mending

  • casting time 1 Minute
  • range Touch

  • components V/S/M
  • duration 1 Minute

two lodestones

() 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.

Wizard Cantrip

Ritual Adept

  • casting time N/A
  • range Self

  • components N/A
  • duration Permanent

(N/A) Can Cast any spell in spellbook as a ritual. Takes 10min to cast, no spell slot requirement.

Granted Tenser’s Floating Disk

Wizard Class Feat

Magic Initiate Wizard

  • casting time None
  • range None

  • components None
  • duration Instant

Cast any level 1 spell without using a spell slot once per long rest.

Magic Intitiate - Wizard Class Feat

Mage Hand

  • casting time 1 Action
  • range 30 feet

  • components V/S
  • duration 1 minute

A spectral floating hand appears at a point you choose within range.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

As a Magic action on your later turns you can control the hand. As part of that action you can move the hand up to 30 feet.

The hand can't attack, activate magic items or carry more than 10 pounds.

Magic Inititate - Wizard Conjuration Cantrip

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Fire Bolt

  • casting time 1 Action
  • range 120 Feet

  • components V/S
  • duration Instantaneous

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 2d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Cantrip Upgrade. The damage increases at level 11 (3d10) and 17 (4d10).

Magic Inititate - Wizard Evocation Cantrip

Darkvision

  • casting time N/A
  • range Self

  • components None
  • duration Permanent

(None) Can see in dim light as if it is bright to 60ft.

Can see in darkness as if it is dim light to 60ft.
- Cannot see in color.

Darkvision 60ft Distance

Healing Hands

  • casting time 1 Action
  • range Touch

  • components None
  • duration Instantaneous

As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus.

The creature regains a number of Hit Points equal to the total rolled.

Once you use this trait, you can’t use it again until you finish a Long Rest.

Aasimar Species Healing Ability

Light

  • casting time 1 Action
  • range Touch

  • components V M
  • duration 1 hour

a firefly or phosphorescent moss

() You touch one Large or smaller object that isn't being worn or carried by someone else.

It sheds light in a 20-foot radius.

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.

Aasimar Species Evocation Cantrip

Athlete

  • casting time 1 Action
  • range Self

  • components None
  • duration Instant

Climb Speed. You gain a Climb Speed equal to your Speed.

Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.

Jumping. You can make a running Long or High Jump after moving only 5 feet.

Level Feat Level 4

Celestial Revelation

  • casting time Bonus Action
  • range Self

  • components None
  • duration 1 minute

Once on each of your turns before the transformation ends, you can deal extra damage equal to Proficiency Bonus to one target on one attack.
The extra damage equals your and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Heavenly Wings - Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance - For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud - Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Aasimar Feat Level 3 Bonus

Tenser's Floating Disk

  • casting time Action or Ritual
  • range 30 feet

  • components V/S/M
  • duration 1 Hour

a drop of mercury

() This spell creates a circular 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. 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.

Ritual Adept Level 1 Conjuration

Magic Missile

  • casting time 1 Action
  • range 120 feet

  • components V/S
  • duration Instantaneous

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.

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

Magic Initiate - Wizard Level 1 Evocation

Color Spray

  • casting time 1 Action
  • range Self

  • components V/S/M
  • duration Instantaneous

a pinch of colorful sand

You launch a dazzling array of flashing, colorful light.

Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

Subclass Illusionist Level 1 Illusion

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Ice Knife

  • casting time 1 Action
  • range 60 feet

  • components S/M
  • duration Instantaneous

a drop of water or a piece of ice

() You create a shard of ice and fling it at one creature within range.

Make a ranged spell attack against the target. On a hit the target takes 1d10 Piercing damage.

Hit or miss and the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Wizard Level 1 Conjuration

Feather Fall

  • casting time Reaction
  • range 60 feet

  • components V/M
  • duration 1 minute

a small feather or piece of down

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.

Wizard Level 1 Transmutation

Sleep

  • casting time 1 Action
  • range 60 feet

  • components V/S/M
  • duration Concentration

a pinch of sand or rose petals

() 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 spells effect.

Creatures that don't sleep such as elves or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Wizard Level 1 Enchantment

Tasha's Hideous Laughter

  • casting time 1 Action
  • range 30 feet

  • components V/S/M
  • duration Conentration

a tart and a feather

() 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.

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.

Wizard Level 1 Enchantment

Thunderwave

  • casting time 1 Action
  • range Self

  • components V/S
  • duration Instantaneous

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. Half damage only on a successful save.

IUnsecured 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

Invisibility

  • casting time 1 Action
  • range Touch

  • components V/S/M
  • duration Concentration

an eyelash in gum arabic

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.

Subclass Illusionist Level 2 Illusion

Hold Person

  • casting time 1 Action
  • range 60 feet

  • components V/S/M
  • duration Concentration

a straight piece of iron

() 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-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Wizard Level 2 Enchantment

Scorching Ray

  • casting time 1 Action
  • range 120 feet

  • components V/S
  • duration Instantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Wizard Level 2 Evocation

Phantom Steed

  • casting time 1 Minute Ritual
  • range 30 feet

  • components V/S
  • duration 1 Hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

Sublass Illusionist Level 3 Illusion

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Lightning Bolt

  • casting time 1 Action
  • range Self

  • components V/S/M
  • duration Instantaneous

a bit of fur and a crystal rod

() A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose.

Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Wizard Level 3 Evocation

Fireball

  • casting time 1 Action
  • range 150ft

  • components V/S/M
  • duration Instantaneous

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion.

Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Wizard Level 3 Evocation

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