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Jim's Glowing Coin

  • casting time 1 action
  • range 60 ft.

  • components S, M
  • duration 1 minute

2 gold pieces, which the spell consumes

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Wizard Enchantment

Jim's Magic Missile

  • casting time 1 action
  • range 120 ft.

  • components V, S, M
  • duration Instantaneous

1 gold piece, which the spell consumes

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

Wizard Evocation

2 2
1 1