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Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

Ranged spell attack +8 for 2d8 necrotic dmg

On a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of your next turn.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Sorcerer Necromancy cantrip

Mage Hand (+)

  • casting time1 action
  • range60 feet*

  • componentsNONE
  • duration1 minute

Invisible floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds ~4,5kg.

Telekinetic Feat Conjuration cantrip

Mind Sliver

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

INT save vs DC 16 or 2d6 psychic dmg and 1d4 penalty to next saving throw

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Sorcerer Enchantment cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Sorcerer Transmutation cantrip

Sacred Flame (+)

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

DEX save vs DC 16 or 2d8 radiant dmg. Two adjacent targets. No cover

Flame-like radiance descends on a creature that you can see within range.
You can target one creature as normal or target two creatures within range that are within 5 feet of each other.
a Dexterity saving throw (DC 16) or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw.

Sorcerer (Lunar) Evocation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

CON save vs DC 16 or 2d12 poison dmg. Short range

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Sorcerer Conjuration cantrip

Push / Pull

  • casting time1 bonus action
  • range30 feet

  • componentsnone
  • durationInstantaneous

STR save vs DC 16 or push or pull 5ft

You can try to telekinetically shove one creature you can see within 30 feet of you.
A creature can willingly fail this save.

Telekinetic Feat Not a spell

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

WIS save vs DC 16 or charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels:+1 target in 30ft/level

Sorcerer 1st level Enchantment

Color Spray

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S, M
  • duration1 round

a pinch of powder or sand that is colored red, yellow, and blue

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

1 free cast per day

Malarz (Crescent moon) 1st level Illusion

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Comprehend Languages

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

1 free cast per day
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Rune Shaper 1st level Divination

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Sorcerer 1st level Abjuration

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Ranged spell attack +8 for 2d8 poison dmg + CON save DC 16 or posisoned.
1 free cast per day.


A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wiersze (New moon) 1st level Necromancy

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

1 free cast per day

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Muzyka (Full moon) 1st level Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sorcerer 1st level Abjuration

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6

Malarz (Crescent moon) 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Malarz (Crescent moon) 2nd level Transmutation

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

CON save vs DV 16 or be blinded or deafened. No concentration.
Repeat save on the end of each foe's turn


You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wiersze (New moon) 2nd level Necromancy

Maximilian's Earthen Grasp

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a miniature hand sculpted from clay

STR save vs DC 16 or 2d6 and restarined

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Sorcerer 2nd level Transmutation

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Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Muzyka (Full moon) 3rd level Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Sorcerer 3rd level Transmutation

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Melee spell attack +8 for 3d6 necrotic dmg and heal for the same amount

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wiersze (New moon) 3rd level Necromancy

Goodberry

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a sprig of mistletoe

1 free cast per day

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Sorcerer 1st level Transmutation

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Muzyka (Full moon) 2nd level Abjuration

Phantom Steed (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S
  • duration1 hour

A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but 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 creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Malarz (Crescent moon) 3rd level Illusion

Wither and Bloom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a withered vine twisted into a loop

10 foot radius CON save vs DC 16 or 2d6 necrotic dmg. Heals 1 ally for 1 HD + 5

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Malarz (Crescent moon) 2nd level Necromancy

Metamagic

Flexible casting Convert spell slots to points and reverse

Distant: 1 Double spell range. Melee becomes 30ft.

Quickened: 2 Casting time: 1 action ->1 bonus action

Subtle: 1 No verbal or somantic component

Twinned: 1/lvl Affect second target. Cantrip costs 1 point.

Metamagic

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