Inept Wizard

Water Magic

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.

Fire Magic

Air Magic Spells

Sparks

1st-level air magic

Casting Time: 1 action
Range: 30 feet
Components: V, S
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 1d4 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
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

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

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