Conjure a 20-foot-radius sphere of sickly yellow-green fog centered in range. It lasts for the duration or until dispersed by strong wind. Its area is heavily obscured.
Each creature that enters the sphere, ends its turn there, or is engulfed by it must roll a constitution save once per turn, taking 5d8 poison damage on a failure and half that on a success. The damage scales normally.
The cloud moves 10 feet away from you at the start of each of your turns.
Bah. Not smell worse than Honored Warchief Kle'ketaluu.
-Mistbringer Purtinixa, Orc conjurer
When you see a creature in range casting a spell using verbal, somatic, or material components, you may try to interrupt it with a reaction. The target makes a constitution save. On failure, the spell dissapates, and the the casting action, bonus action or reaction is wasted. If the spell used a spell slot, it's not expended.
The most valuable ability as a professor in the Royal University is not academic excellence, but quick reflexes.
-Eudoria Hackett, Royal professor
Conjure spirits of the elemental planes, which flit around you in a 15-foot emanation for the duration. Any attack you make against a creature in the emanation deals 2d8 extra acid, cold, fire or lightning damage, as chosen when you attack. The damage scales by 2d8 per level.
Ground in the emanation is difficult terrain for your enemies.
They're not great company, but they're pretty cute! And they really want to help when you take a swing at something, which is more than I can say for half this campus.
-Archmage Yalikin
Target a creature, object, or magical effect in range and automatically end any ongoing spells of the casting level or lower. For more powerful spells, you must make a spellcasting ability check against DC 10 + the target spell's level, ending it on a success.
The School of Abjuration has the most applications of all the arcane schools, which they were very proud of until they realized most of the applications were from peasants that wanted to learn how to make magic go away.
-Archmage Julian
Create a 10-foot-radius, 20-foot-tall cylinder of magical energy and glowing runes centered on a grounded point you can see in range.
Choose creature types from celestials, elementals, fey, fiends, and undead. The chosen types of creature have significant disadvantages against creatures inside or outside the circle.
The duration of the spell scales by 1 hour per level.
See the Player's Handbook for exact rules.
Catching shrieking devils in magic circles is old Warlock nonsense. We are modern. We catch shrieking embodiments of fire in magic circles.
-Conjurer Kelton Pepperkeep
Break all curses affecting a creature or object. If the target is a cursed magic item, the curse remains, but its owner's attunement is broken.
At the end of the day, curses are weavecraft, so we can undo them with a bit of clever prodding.
-Abjurist Wilvirik Vixtoscien
Conjure a shimmering sphere to enclose a large or smaller creature or object in range. An unwilling creature may roll a dexterity save to avoid being enclosed. Absolutely nothing may pass through the barrier, although an enclosed creature may breathe. It is immune to all damage, and no external attacks or spells may affect the creature inside or vice versa.
The globe is perfectly sized to the thing inside it and is weightless. A creature inside may use an action to roll the sphere at half its speed, and the globe may be picked up and carried by other creatures.
The globe may be destroyed by a Disintegrate spell without damaging anything inside.
Novice Happlestaff. Do not make me put you in the sphere yet again.
-Archmage Kottar
Hide a chest and its contents, up to 12 cubic feet, on the ethereal plane.
As a magic action, you can summon or send back the chest to and from its hiding spot by touching the replica. The spell ends if the replica is destroyed or if you cast the spell again.
After 60 days, there is a cumulative 5% chance the spell will end at the end of each day. If the chest is on the ethereal plane when the spell ends, it remains there until found.
See the Player's Handbook for exact rules.
There's secret stashes, then there's SECRET stashes.
-Archmage Ilyana
Create a 20-foot-radius sphere of yellow gas centered in range for the duration, or until it is dispersed by a strong wind. It is heavily obscured.
Creatures that start their turn in the sphere roll a constitution save to avoid being poisoned for the turn. Creatures poisoned by this spell cannot take actions or bonus actions.
While technically harmless, it is easily the most hated spell I teach among the other staff.
-Branson Ottewell Anderson, Royal professor
Call forth a fey spirit. It manifests in an unoccupied space that you can see in range. It uses the Fey Spirit stat block. The stat block scales. Choose if it is fuming, mirthful, or tricksy, which affects the stat block. The creature resembles a fey creature you choose.
The creature is a ally to you, shares your initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
It is a shame that the first classic conjuration we can teach is so... volatile and whimsical. It keeps the apprentice chambers in a constant state of mess.
-Archmage Yalikin
Call forth an undead spirit. It manifests in an unoccupied space that you can see in range. It uses the Undead Spirit stat block. The stat block scales. Choose if it is a ghostly, putrid, or skeletal, which affects the stat block. The creature resembles that kind of undead.
The creature is a ally to you, shares your initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
We've managed to keep this spell legal, but... well. Best it doesn't leave the campuses. People get upset.
-Conjurer Tavin Okomak
Conjure a wave of water that crashes down on an area up to 30 feet long and 10 feet wide. The wave is 10 feet tall. All creatures in that area roll a dexterity save, taking 4d8 bludgeoning damage and being knocked prone on a failure and only taking half damage on a success.
The water extinguishes unprotected flames in the area and within 30 feet as it spreads across the ground, and then it vanishes.
It's a shame the water doesn't stick around. It would make summer much nicer.
-Conjurer Sevalio Scupariniv, sea elf