11

Hurl Boulder 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You rip a Medium sized boulder out of the earth from an unoccupied space you can see within range and hurl it 30 feet in a direction of your choice.  The boulder moves along the path until it is stopped by a creature or object of size Large or larger.  Each target in its path must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be pushed along with the boulder.  On a successful save, a target takes no damage and is moved out of the path of the boulder to the nearest unoccupied space.  At Higher Levels.  When you cast this spell using a spell slot of 5th level or higher, the boulder is size Large, it is only stopped by Huge or larger creatures or objects, and it deals 5d6 bludgeoning damage.  When you cast this spell using a spell slot of 7th level or higher, the boulder is size Huge, it is only stopped by Gargantuan or larger creatures or objects, and it deals 7d6 bludgeoning damage.  When you cast this spell using a spell slot of 9th level, the boulder is size Gargantuan, it can't be stopped by any creature or object in its way, and it deals 9d6 bludgeoning damage. 

Ice Glide 1st-level Transmutation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M (an ice pick)

V, S, M (an ice pick) Duration: Concentration, up to 1 round You create a ramp of ice formed from condensed water underneath your feet as you walk.  The ramp continuously forms up from the ground until it reaches 20 feet in length, 15 feet in height, you stop moving, or you move through a space without some amount of water.  The ramp also stops forming if you attempt to move above another creature or above a space with a lower elevation than the start of the ramp.  The ramp is 3 feet thick.  When the spell ends at the start of your next turn, the ramp melts and safely brings any creatures standing on it down to the ground.  The ramp is an object made of ice that can be damaged.  The ramp has an AC of 10, 30 hit points, and vulnerability to fire damage.  Reducing the ramp to 0 hit points destroys it.  At Higher Levels.  When you cast this spell using a spell slot of 3rd level or higher, the ramp can be up to 30 feet in height and 40 feet in length, it has 60 hit points, and you gain a +10-foot bonus to your base walking speed for the duration.  When you cast this spell using a spell slot of 5th level or higher, the ramp can be up to 50 feet in height and 60 feet in length, it has 90 hit points, and you gain a +30-foot bonus to your base walking speed for the duration. 

Ice Tower 4th-level Transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 minute Choose an unoccupied space that you can see within range.  The space must contain some amount of water, such as a puddle, fog, or a fountain.  Using the water, you create a 5-foot tall cylindrical tower of ice coming out of the ground in that space.  When you cast the spell, and as an action on each of your turns, you can cleave off a section of the tower and launch it as a whirling ice disc if you are within 30 feet of the tower.  The disc originates from the tower and travels towards the target.  When you do, make a ranged spell attack against a target that you can see and that is within 60 feet of the tower.  On a hit, the target takes 2d4 cold damage and 2d10 slashing damage.  When the spell ends, the ice tower melts away.  At Higher Levels.  When you cast this spell using a slot of 5th level or higher, the slashing damage increases by 1d10 for each slot level above 4th. 

Jet 4th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: S, M (a pinch of ash)

S, M (a pinch of ash) Duration: Concentration, up to 10 minutes Jets of flames erupt from your heels.  You gain a flying speed of 30 feet for the duration.  The first time you take off from the ground on each of your turns, each creature within 5 feet of you must succeed on a Dexterity saving throw.  A target takes 2d10 fire damage on a failed save, or half as much on a successful save.  When the spell ends, you fall if you are still aloft, unless you can stop the fall.  At Higher Levels.  When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.