Psyweilder Spell List

* Mage Hand - A spectral, floating hand appears at a point you choose within range.

***Enchantment***

* Vicious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range.

***Evocation***

* Eldritch Blast - A beam of crackling energy streaks toward a creature within range.

***Illusion***

* Minor Illusion - You create a sound or an image of an object within range that lasts for the duration.

***Necromancy***

* Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range.

***Transmutation***

* Message - You point your finger toward a creature within range and whisper a message.
* Thaumaturgy - You manifest a minor wonder, a sign of supernatural power, within range.

### 1st-Level Spells

***Div***

* Comprehend Languages - For the duration, you understand the literal meaning of any spoken language that you hear.
* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Identify - You choose one object that you must touch throughout the casting of the spell, and learn of its properties

***Ench***

* Bane - Whenever a target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
* Animal Friendship - This spell lets you convince a beast that you mean it no harm.
* Charm Person - You attempt to charm a humanoid you can see within range.
* Command - You speak a one-word command to a creature you can see within range.
* Compelled Duel - You attempt to compel a creature into a duel.
* Dissonant Whispers - You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
* Hex - You place a curse on a creature that you can see within range.
* Heroism - A willing creature you touch is imbued with bravery.
* Hideous Laughter - A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
* Sleep - This spell sends creatures into a magical slumber.

***Necro***

* Inflict Wounds - On a hit, the target takes 3d10 necrotic damage.
* Ray of Sickness - A ray of sickening greenish energy lashes out toward a creature within range.

### 2nd-Level Spells

***Abjur***

* Aid - Your spell bolsters your allies with toughness and resolve.
* Warding Bond - This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

***Conj***

* Misty Step - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

***Div***

* Beast Sense - You can use your action to see through the beast’s eyes and hear what it hears
* Detect Thoughts - For the duration, you can read the thoughts of certain creatures.

***Ench***

* Animal Messenger - By means of this spell, you use an animal to deliver a message.
* Calm Emotions - You attempt to suppress strong emotions in a group of people.
* Crown of Madness - One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
* Enhance Ability - You touch a creature and bestow upon it a magical enhancement.
* Enthrall - The target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.
* Hold Person - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
* Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

***Necro***

* Blindness/Deafness - You can blind or deafen a foe.
* Ray of Enfeeblement - A black beam of enervating energy springs from your finger toward a creature within range.

***Trans***

* Darkvision - You touch a willing creature to grant it the ability to see in the dark.

### 3rd-Level Spells

***Abjur***

* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Glyph of Warding - When you cast this spell, you inscribe a glyph that harms other creatures
* Remove Curse - At your touch, all curses affecting one creature or object end.

***Div***

* Tongues - This spell grants the creature you touch the ability to understand any spoken language it hears.

***Ench***

* Motivational Speech - For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws.

***Illus***

* Fear - You project a phantasmal image of a creature's worst fears.
* Hypnotic Pattern - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
* Major Image - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.

***Necro***

* Bestow Curse - When you cast this spell, choose the nature of the curse from the following options:
* Vampiric Touch - The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.

***Trans***

* Haste - 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.
* Slow - You alter the space around up to six creatures of your choice in a 40-foot cube within range. This makes them slower.

### 4th-Level Spells

***Div***

* Arcane Eye - You create an invisible, magical eye within range that hovers in the air for the duration.

***Ench***

* Compulsion - Each affected target must use as much of its movement as possible to move in that direction on its next turn.
* Confusion - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
* Dominate Beast - You attempt to beguile a beast that you can see within range.
* Ego Whip - You lash the mind of one creature you can see within range, filling it with despair
* Psychic Lance - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range.

***Illus***

* Hallucinatory Terrain - You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain.
* Phantasmal Killer - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

***Necro***

* Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.

### 5th-Level Spells

***Conj***

* Far Step - You teleport up to 60 feet to an unoccupied space you can see.

***Div***

* Scrying - You can see and hear a particular creature you choose that is on the same plane of existence as you.
* Telepathic Bond - You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration.

***Ench***

* Dominate Person - You attempt to beguile a humanoid that you can see within range.
* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
* Hold Monster - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Modify Memory - You attempt to reshape another creature's memories.
* Synaptic Static - You choose a point within range and cause psychic energy to explode there.

***Evoc***

* Arcane Hand - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range.
* Wall of Force - An invisible wall of force springs into existence at a point you choose within range.

***Illus***

* Dream - This spell shapes a creature's dreams.

***Necro***

* Contagion - Your touch inflicts disease.
* Enervation - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it.

***Trans***

* Animate Objects - Objects come to life at your command.
* Awaken - A Beast of plant gains an Intelligence of 10. The target also gains the ability to speak one language you know.
* Telekinesis - You gain the ability to move or manipulate creatures or objects by thought.

### 6th-Level Spells

***Div***

* True Seeing - This spell gives the willing creature you touch the ability to see things as they actually are.

***Ench***

* Irresistible Dance - The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.
* Mass Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you.

***Evoc***

* Contingency - Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell–called the contingent spell–as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.

***Illus***

* Mental Prison - You attempt to bind a creature within an illusory cell that only it perceives.
* Programmed Illusion - You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs.

***Necro***

* Eyebite - For the spell's duration, your eyes become an inky void imbued with dread power.
* Harm - You unleash a virulent disease on a creature that you can see within range.

***Trans***

* Disintegrate - A thin green ray springs from your pointing finger to a target that you can see within range.

### 7th-Level Spells

***Abjur***

***Conj***

***Div***

***Ench***

***Evoc***

* Arcane Sword - You create a sword-shaped plane of force that hovers within range.
* Forcecage - An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range.

***Illus***

* Mirage Arcane - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
* Project Image - You create an illusory copy of yourself that lasts for the duration.
* Simulacrum - You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell.

***Necro***

* Finger of Death - You send negative energy coursing through a creature that you can see within range, causing it searing pain.

***Trans***

* Sequester - By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration.

### 8th-Level Spells

***Abjur***

* Mind Blank - Until the spell ends, one willing creature you touch is immune to psychic damage

***Ench***

* Antipathy/Sympathy - This spell attracts or repels creatures of your choice.
* Dominate Monster - You attempt to beguile a creature that you can see within range.
* Feeblemind - You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
* Power Word Stun - You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.

***Evoc***

* Maddening Darkness - Shrieks, gibbering, and mad laughter can be heard within the sphere.
* Telepathy - You create a telepathic link between yourself and a willing creature with which you are familiar.

***Trans***

* Glibness - Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.

### 9th-Level Spells

***Abjur***

* Imprisonment - You create a magical restraint to hold a creature that you can see within range.

***Div***

* Foresight - You touch a willing creature and bestow a limited ability to see into the immediate future.

***Ench***

* Power Word Kill - You utter a word of power that can compel one creature you can see within range to die instantly.
* Psychic Scream - You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.

***Illus***

* Weird - Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.