Inept Wizard

Water Magic

Acid Spray

1st-level water magic

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You eject a burst of acid droplets that splash outward from your body. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d4 + your Skill Rank in Water Magic acid damage. On a successful save, the creature takes half as much damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4, and the radius of the spray increases by 5 feet.

Awaken

1st-level water magic

Casting Time: 1 action
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

Choose a number of creatures within range, up to your Skill Rank in Water Magic, that are unconscious due to sleep (natural or magical). Each chosen creature immediately awakens and can act on its upcoming turn as normal.

Ice Bolt

1st-level water magic

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Spell Point Cost: 1

You hurl a shard of conjured ice at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 + your Skill Rank in Water Magic cold damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d6.

Talisman

1st-level water magic

Casting Time: 8 hours
Range: Touch
Components: V, S, M (15 arcane gems per spell level used)
Duration: Permanent

You perform a slow ritual of infusion, binding latent magical patterns into a mundane item. Choose a nonmagical ring or amulet you touch for the entire casting time. At the end of the ritual, the item becomes an Enchanted Item.

When you cast this spell, the enchantment’s potency is determined by the level at which you cast this spell (this value is referred to as n in enchantment descriptions). The specific nature of the enchantment is determined randomly by dice rolls according to the Enchanted Item rules.

The resulting enchantment is permanent unless otherwise specified. For available enchantments, and resolution procedure refer to Enchanted Items

Casting at Higher Levels. When you cast this spell using a higher spell level, the potency (n) of the enchantment increases accordingly.

Anchorage

2nd-level water magic

Casting Time: 1 hour
Range: Self
Components: V, S, M (6 arcane gems per level cast)
Duration: Instantaneous

When you cast this spell, choose one of the following effects:

Set an Anchorage. You mark your current physical location as a magical anchor point. The anchor is invisible and intangible. It persists for a number of days equal to your Skill Rank in Water Magic × 10, after which it fades.

Teleport. You and up to 8 willing creatures within 10 feet of you instantly teleport to an anchor point you have previously set. The destination must be on the same plane of existence.

You may maintain a number of active anchor points equal to 1 + your Skill Rank in Water Magic. When teleporting, you may travel to any of your active anchor points, but only those set within the number accessible at the spell level used + 1. For example, if you have four active anchor points but cast Anchorage as a 2nd-level spell, only the first three anchor points you set are accessible.

Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum number of active anchor points you can maintain and access increases by 1.

Fire Magic

Burning Tar

1st-level fire magic

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You conjure a glob of burning tar and hurl it at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 + your Skill Rank in Fire Magic fire damage and must succeed on a Dexterity saving throw or catch fire.

A burning creature takes 1d4 fire damage at the start of each of its turns. A creature can use its action to repeat the saving throw, ending the effect on a success.

Casting as a Higher-Level Spell. For each spell level above 1st the initial hit damage increases by 1d6, and the ongoing fire damage increases by 1d4.

Fire Bolt

1st-level fire magic

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You hurl a compact lance of burning force at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 + your Skill Rank in Fire Magic fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d12.

Fire Emanation

1st-level fire magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: Special

You imbue a nonmagical weapon you touch with a simmering heat. For the duration, the weapon deals an additional 1d4 fire damage on each hit.

The effect lasts for a number of minutes equal to your Skill Rank in Fire Magic.

Torchlight

1st-level fire magic

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Special

You kindle a steady magical flame that clings to an object you carry. The flame sheds dim light in a 30-foot radius and produces heat comparable to a mundane torch, though it does not consume fuel.

The flame lasts for a number of hours equal to your Skill Rank in Fire Magic. It can ignite flammable objects as a normal torch would. Should you give an item carrying the flame to another creature or drop it, the spell ends.

Fiery Mines

2nd-level fire magic

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (1 arcane gem per mine)
Duration: 1 minute

You conjure three small fire mines and place each one in an unoccupied 5-foot square of your choice within range. You cannot place two mines in the same square. The mines are concealed and remain for the duration.

When a creature enters a mined space, the mine detonates. The creature takes 1d8 + your Skill Rank in Fire Magic fire damage. Each mine detonates only once.

The mines are concealed from sight. A creature can detect a mine by succeeding on a Wisdom (Perception) check against your spell save DC. The act of casting this spell is obvious to any creature that can witness it and comprehend what it sees (Intelligence score of 6 or higher), though the locations of the mines are not revealed.

Any creature can trigger a mine, including allies of the caster.

Casting as a Higher-Level Spell. For each spell level above 2nd, you place 2 additional mines.

Fiery Sword

2nd-level fire magic

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: 1 minute

You evoke a blade of living flame in your free hand, shaped like a backsword. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sword lasts for the duration. If you let go of it, the blade vanishes.

As a Magic action, you can make a melee spell attack with the fiery sword. On a hit, the target takes 2d6 + your Skill Rank in Fire Magic fire damage.

Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d6, and the duration increases by 1 minute.

Gadara’s Beast

2nd-level fire magic

Casting Time: 1 action
Range: Self
Components: V, S, M (3 arcane gems)
Duration: Instantaneous

You summon a blazing, boar-shaped beast that erupts from flame near you and charges in a straight line in a direction you choose. The beast has a stat block of a Boar; it immediately moves, always using the Dash action, and travels in a chosen direction.

The beast does not adjust its course, always continuing along its original path.

If the beast collides with a creature, that creature takes 2d8 fire damage. If the beast moved at least 20 feet before the collision, the creature also takes 1d6 bludgeoning damage and must succeed on a Dexterity saving throw or fall Prone.

After a collision, the beast continues moving in the same direction and may collide with additional creatures along its path. A creature struck after the first takes the same fire damage, and also takes the bludgeoning damage if the beast traveled at least 20 feet since the previous collision; additional creatures also risk to fall prone.

The beast vanishes after traveling 150 feet.

Air Magic Spells

Feather Fall

1st-level air magic

Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M (1 arcane gem)
Duration: 1 minute

Choose amount of falling creatures equal to your Skill Rank in Air Magic 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.

Sparks

1st-level air magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You release a burst of crackling air static that forms into small orbs of lightning. Choose a number of creatures you can see within range, up to your Skill Rank in Air Magic. You cannot target the same creature more than once.

For each target, make a ranged spell attack. On a hit, the target takes 1d6 lightning damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage of each Spark increases by 1d6.

Will-o’-Wisp

1st-level air magic

Casting Time: 1 action
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: Concentration, up to 10 minutes

You summon a small glowing orb of charged air and pale light. The orb hovers within 2 feet of you and drifts alongside you as you move. It sheds dim light in a 15-foot radius.

The orb possesses an instinctive awareness. When a creature you can see hits you with an attack, the orb instantly uses its reaction to streak toward the attacker and release a crackling spark. The attack automatically hits and deals 3d4 radiant damage, after which the orb vanishes.

Casting as a Higher-Level Spell. For each spell level above 1st, you create one additional orb. The light radius emitted by orbs increases by 15 feet.

Wizard Eye

1st-level air magic

Casting Time: 1 action
Range: 30 feet
Components: S, M (1 arcane gem)
Duration: Concentration, up to 1 hour

You create an invisible floating eye that transmits visual information to you. The eye has Darkvision out to 30 feet and a Passive Perception of 11. It can move up to 120 feet away from you and, as a bonus action, you may move it up to 30 feet in any direction.

The eye has physical substance and a shape that can be detected (by an ability to see invisible entities or by accidental physical collision, for instance). Solid and magical barriers prevent its passage, although it can pass through openings of at least one inch in diameter.

Casting as a Higher-Level Spell. For each spell level above 1st, the eye’s maximum range from you increases by 120 feet, and its Passive Perception increases by 1.

Vanish

2nd-level air magic

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You teleport up to 30 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.

Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum distance you can teleport increases by 5 feet.

Earth Magic

Barkskin

1st-level earth magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 4 hours

You touch a willing creature. Its skin firms and takes on a muted texture. Until the spell ends, the target gains 3 resistance points to each bludgeoning, slashing, and piercing damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the granted resistances increase by 1.

Elemental Protection

1st-level earth magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 2 hours

You touch a willing creature. Until the spell ends, the target gains 3 resistance points to one of the following damage types of your choice: acid, cold, fire, lightning, poison, or thunder.

Casting as a Higher-Level Spell. For each spell level above 1st, the granted resistances increase by 1.

Slow

1st-level earth magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: 1 minute

Choose a creature you can see within range. The target's movement speed is reduced by 5 feet for the duration. This spell requires no saving throw.

A creature's movement speed cannot be reduced below 10 feet by this spell, regardless of how many times it is affected.

Casting as a Higher-Level Spell. For each spell level above 1st, the movement speed reduction increases by 5 feet (to a minimum of 10 feet remaining).

Trenching

1st-level earth magic

Casting Time: Reaction, which you take when you or a creature within 15 feet of you is targeted by an attack roll (before the result is known)
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: 1 round

A barrier of hardened earth momentarily rises to shield the target. The target gains +3 to AC for the duration.

Casting as a Higher-Level Spell. For each spell level above 1st, the AC bonus increases by 1.

Locust Swarm

2nd-level earth magic

Casting Time: 1 action
Range: Self
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You summon a cloud of locusts that pours outward from you in a 15-foot cone. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 3d4 piercing damage. On a successful save, the creature takes half as much damage.

Food and drink carried by creatures within the cone becomes fouled by poison and disease, rendering it unsafe to consume.

Casting as a Higher-Level Spell. For each spell level above 2nd, the cone’s length increases by 5 feet, and the damage increases by 2d4.

Stun

2nd-level earth magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Concentration, up to 1 minute

Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature has the Stunned condition for the duration. At the end of each of its turns, the Stunned creature may repeat the saving throw, ending the effect on a success.

Telekinesis

2nd-level earth magic

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You extend your will toward an object within range. When you cast this spell, you can immediately use your Action to move an object up to 30 feet in any direction.

If the object is not worn or carried, it moves freely. If the object is worn or carried by a creature, the creature must succeed on a Strength check (DC = 5 + the spell's maximum weight limit / 5) or the object is pulled from its grasp.

The object's weight must not exceed 10 lb. You can also use this force to trigger traps, open doors, windows, chests, or take similar actions of applied force against inanimate objects, provided the force required does not exceed the spell's weight limit.

Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum weight increases by 10 lb, and the movement distance increases by 5 feet.

Body Magic

Cure Weakness

1st-level body magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Special

You steady a creature’s breath, purge fatigue from its muscles, and temporarily restore physical resilience. The target ignores all levels of Exhaustion for a number of minutes equal to your Skill Rank in Body Magic.

When the duration ends, all ignored levels of Exhaustion immediately return.

Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature.

Cure Wounds

1st-level body magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

A creature you touch regains a number of 2d6 + your Skill Rank in Body Magic hit points.

Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.

Harm

1st-level body magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You focus your understanding of anatomy and vital stress points into a lance of controlled force. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 + your Skill Rank in Body Magic force damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d8.

Heroism

1st-level body magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Concentration, special

You flood a creature’s body with resolve, breath, and disciplined aggression. For the duration, the target gains the following benefits:

  • It has advantage on saving throws against being Frightened. If the creature is already Frightened, it may immediately make a saving throw to end that condition.
  • The creature gains a bonus to all damage rolls equal to your Skill Rank in Body Magic.
  • At the start of each of its turns, the creature gains temporary hit points equal to your Skill Rank in Body Magic.

Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature.

Flying Fist

2nd-level body magic

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

You manifest a flying fist in an unoccupied space you can see within range. The fist has a flying speed of 25 feet, AC 13, and hit points equal to 3d4.

As a bonus action on your turn, you may mentally command the fist to move up to its speed and strike a creature within 5 feet of it. Make a melee spell attack using your spellcasting ability. On a hit, the target takes 1d4 + your Skill Rank in Body Magic force damage.

The fist cannot manipulate objects, activate items, carry creatures, or do any other actions rather than punching. If the fist is reduced to 0 hit points, the spell ends.

You can have only one Flying Fist active at a time. Casting this spell while a fist already exists causes casting failure (spell ponts and componens are consumed nevertheless).

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, the fist’s hit points increase by 2d4 and its damage increases by 1d4 for each level above 2nd.

Mind Magic

Mind Blast

1st-level mind magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You unleash a focused surge of hostile thought toward a creature within range, even one you cannot see, provided you are aware of its presence. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 + your Skill Rank in Mind Magic psychic damage. On a successful save, the creature takes half as much damage.

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, choose one of the following options for each level above 1st: the damage increases by 1d8, or you may target one additional creature within range.

Aim

2nd-level mind magic

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (2 arcane gems)
Duration: 1 minute

You touch a creature to steady a creature’s perception and accuracy. Until the spell ends, the target gains a +1 bonus to all attack rolls it makes, including melee and ranged weapon attacks as well as spell attacks.

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, you may affect one additional creature for each level above 2nd.

Spirit Magic

Detect Vigor

1st-level spirit magic

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You briefly attune to the life force of a creature you can see within range. You learn the following information about the target:

  • The number of Hit Dice the creature has (indicating its approximate maximum hit points).
  • The creature's current hit point state: full, three-quarters, one-half, or one-quarter.

If the target is a Construct, the spell reveals only whether the creature is currently functioning or not. No other information is gained.

First Aid

1st-level spirit magic

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You steady a creature’s resolve and call its spirit back into the struggle. A creature you touch regains 1d6 + your Skill Rank in Spirit Magic hit points.

Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.

Bless

1st-level spirit magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Special

You bestow a benediction upon a creature within range. The blessing lasts for a number of minutes equal to your Skill Rank in Spirit Magic.

While the blessing lasts, whenever the target makes an attack roll or a saving throw, it adds 1d4 to the roll.

Casting as a Higher-Level Spell. For each spell level above 1st, you may bless one additional creature.

Curse

1st-level spirit magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Concentration, up to 1 minute

You lay a malediction upon a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is cursed for the duration.

While cursed, the creature suffers the following effects:

  • Whenever the creature deals damage, each damage die rolled is treated as having rolled its minimum value.
  • Whenever the creature attempts to cast a spell, it must roll 1d10. If the result is equal to or less than your Skill Rank in Spirit Magic, the spell fails, though any spell points and material components are still expended.

At the end of each of its turns, the cursed creature may use its bonus action to repeat the saving throw, ending the curse on a success.

Casting as a Higher-Level Spell. For each spell level above 1st, you may target one additional creature.

Light Magic

Light Bolt

1st-level light magic

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You release a narrow ray of focused light that strikes a creature you can see within range. The spell automatically hits.

The target takes 1d4 + your Skill Rank in Light Magic radiant damage. If the target is Undead or of Evil alignment, the damage instead becomes 1d8 + your Skill Rank in Light Magic radiant damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4 (or 1d8 against Undead or Evil targets).

Midas’s Touch

1st-level light magic

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You touch a non-magical item you own, transforming it into raw gold—if fate allows. Roll a d10. If the result is equal to or less than your Skill Rank in Light Magic, the item instantly turns into a pile of coins equal to the item’s base market value.

If the roll exceeds your Skill Rank, the item evaporates into harmless motes of light and is destroyed. Items transformed by this spell cannot be returned to their original form.

Dark Magic

Bloodsucker

1st-level dark magic

Casting Time: 1 bonus action
Range: Touch
Components: S, M (5 chunks of sulphur)
Duration: 10 minutes

You touch a nonmagical weapon. Until the spell ends, the weapon becomes a magic weapon. Whenever its wielder deals damage with that weapon, the wielder regains hit points equal to half of the damage dealt with that weapon (including the attack’s ability modifier, but excluding any additional damage dealt with that hit, a Sneak Attack or Divine Smite, for instance).

Casting as a Higher-Level Spell. For each spell level above 1st, the weapon deals an additional 1d8 necrotic damage on each hit. This necrotic damage is included when calculating the hit points restored to the wielder.

Enslavement

1st-level dark magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (3 chunks of sulphur)
Duration: Concentration, up to 1 minute

You point your finger and extend your will towards a Hostile creature within range. The target must be a creature with CR 1 or lower that can see you. The creature makes a Wisdom saving throw. On a failed save, its attitude toward you shifts to Indifferent, and it becomes Hostile to any creature it can see that is Hostile to you.

Casting as a Higher-Level Spell. For each spell level above 1st, the maximum CR of a valid target increases by 1.

Cause Fear

1st-level dark magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (2 chunks of sulphur)
Duration: 1 minute

Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition for the duration. At the end of each of its turns, the Frightened creature may repeat the saving throw, ending the effect on a success.

Casting as a Higher-Level Spell. For each spell level above 1st, you may target one additional creature within range.

Spire of Babel

1st-level dark magic

Casting Time: 1 action
Range: Self
Components: V, S, M (5 chunks of sulphur)
Duration: 2 rounds

You slam your hand against the ground, and a jagged spire of dark stone erupts from the earth at a point within 5 feet of you. The spire is 20 feet tall with a 5-foot diameter at its base, tapering to a point at its top. The spire is a solid object that can be used as cover or as a terrain feature.

If there is not enough room for the spire to fully form, the spell silently fails (spell points and material components are still consumed).

When the spell ends, the spire topples in the direction opposite to your current position relative to it. Each creature in the spire's path must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage. On a successful save, the creature takes no damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the spire's height increases by 5 feet, the duration increases by 1 round, and the falling damage increases by 1d6.

Pain Reflection

2nd-level dark magic

Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (8 chunks of sulphur)
Duration: Concentration, up to 1 minute

A dark aura surrounds you. For the duration, whenever you take damage, you ignore half of that damage (rounded down). The ignored portion is distributed equally among all other creatures within 20 feet of you (rounded up per creature), retaining the original damage type. This includes allies.

If no creatures are within range when you take damage, you take the full amount.

Raise Dead

2nd-level dark magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (12 chunks of sulphur)
Duration: 1 minute

You touch a dead creature that has been dead for no longer than 3 days. The creature's body rises under your control. Its type changes to Undead, and it has 1d6 hit points. All other ability scores, speeds, and physical capabilities remain as they were before death.

The raised creature can take any action that relies on physical capability, including Attack, Dash, Dodge, Disengage, and the use of weapons or natural attacks. It cannot cast spells, use magical abilities, or activate magic items.

On each of your turns, you can use a Bonus Action to mentally command the raised creature. If you control multiple creatures raised by this spell, you command all of them with the same Bonus Action. If you issue no command, the creature takes no action.

When the spell ends, the creature falls dead. A creature's body that has been raised by this spell is desecrated and cannot be raised again, resurrected, or restored to life by any means.

This spell does not require Concentration. You may cast this spell multiple times to raise and control multiple creatures simultaneously.

Casting as a Higher-Level Spell. For each spell level above 2nd, the raised creature's hit points increase by 1d6, and the duration increases by 1 minute.

Shrapnel

2nd-level dark magic

Casting Time: 1 action
Range: 45 feet
Components: V, S, M (7 chunks of sulphur)
Duration: Instantaneous

You conjure a hot, glowing iron sphere in your hands that instantly shatters apart into jagged fragments. A number of fragments equal to your Skill Rank in Dark Magic streak toward creatures of your choice that you can see within range.

For each fragment, make a ranged spell attack against a target. You may direct multiple fragments at the same creature or at different creatures. On a hit, a fragment deals 1d6 + your Skill Rank in Dark Magic piercing damage and 1d4 fire damage.

Casting as a Higher-Level Spell. For each spell level above 2nd, you create one additional fragment, and the piercing damage of each fragment increases by 1d4.

Holy Magic

Divine Strike

1st-level holy magic

Casting Time: 1 bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Attack
Range: Self
Components: V
Duration: Instantaneous

The target takes an extra 1d8 + your Skill Rank in Holy Magic Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Casting as a Higher-Level Spell. The damage increases by 1d8 for each spell slot level above 1.

Dust and Breath

1st-level holy magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You touch a creature that has 0 or less Hit Points and is not dead. The creature becomes Stable.

The target briefly regains consciousness and may speak a single sentence of no more than seven words. After speaking, the creature immediately falls unconscious again (yet remains Stable).

This spell does not restore hit points, end ongoing effects, or prevent the creature from dying if it takes further damage.

Eye for an Eye

1st-level holy magic

Casting Time: reaction, which you take when you see a creature within 60 feet of you deal damage to another creature
Range: 60 feet
Components: V, S, M (1 holy relic)
Duration: Concentration, up to 1 minute

When a creature within range deals damage to another creature (except you), you mark the offender with a balancing judgment.

Until the spell ends, the marked creature cannot deal more damage on its turn to that creature than the total damage it has taken from that same creature since the end of its previous turn. Any excess damage it would deal is negated.

Feeding the Multitude

1st-level holy magic

Casting Time: 1 action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You touch a one-day ration and speak a prayer, transforming it into simple fresh food and wine sufficient to feed your entire adventuring group.

The food fully nourishes those who partake of it. Any portions remaining after the party completes a long rest crumble into ash and cannot be preserved by any means.

If you cast the spell again before food created by a previous casting has vanished, the spell fails, however the spell slot is expended, and the material component is consumed.

Inquisition

2nd-level holy magic

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You speak a single question that can be answered with "yes" or "no" to a creature within range that can understand you and is capable of speech. The creature must make a Charisma saving throw. On a failed save, the creature is compelled to answer truthfully with either "yes" or "no." On a successful save, the creature doesn't answer.

A creature that cannot understand you or is incapable of speech is unaffected.

Scapegoat

2nd-level holy magic

Casting Time: 1 action
Range: 15 feet
Components: V, S, M (2 holy relics)
Duration: Instantaneous

Choose a creature within range that is suffering from one or more conditions. Choose one condition affecting the target, except Unconscious, Grappled, Restrained, Prone, or Incapacitated. The chosen condition is removed from the target and immediately applied to you.

You may end this condition on yourself on the same terms the original creature could have ended it on itself (such as repeating a saving throw at the end of your turn, or performing a specific action).

Casting as a Higher-Level Spell. For each spell level above 2nd, you have Advantage on the first attempt you make to end the transferred condition. For example, if you cast this spell at 4th level and the condition allows a saving throw at the end of your turn, you have Advantage on that saving throw for two consecutive attempts.

Pillar of Salt

2nd-level holy magic

Casting Time: Reaction, which you take when a creature within your melee range moves out of your melee range
Range: Self
Components: V, S, M (4 holy relics)
Duration: Instantaneous

When a creature provokes this reaction, it must make a Strength saving throw. On a failed save, the creature begins to turn into a pillar of salt and has the Restrained condition. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.

Casting as a Higher-Level Spell. This spell may only be upcast at 5th level. When cast as a 5th-level spell, the creature has the Petrified condition instead of Restrained. The creature may repeat the saving throw at the end of each of its turns. If the creature fails three consecutive saving throws, it is Petrified permanently, and the condition can be ended only by using magic.