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.
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.
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.
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.
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.
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.
Mind Magic
Spirit Magic
Light Magic
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.
Holy Magic
Divine Strike
1st-level holy magic
Casting Time: 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.