Arcanist Spell List

## Negation

*Abjuration Cantrip*

Casting Time: 1 reaction, when a creature within 60 ft. of you casts a cantrip or 1st level spell at its lowest level.

Range: 60 ft.

Components: S

Duration: Instantaneous

Interrupt the casting of a low-level spell or cantrip. If a cantrip, it dissipates with no effect. If the target spell is of 1st level, make a spellcasting ability check. (DC=10+caster’s level) On a success, the spell fails but they do not lose the spell slot.

## Absorption

*Abjuration Cantrip*

Casting Time: 1 reaction, spent when you take damage from an attack roll.

Range: self

Components: S, V

Duration: Instantaneous

Throw up a shield of force in desperate defense, reducing an attack by 1d4. At higher levels, the reduction increases. (2d4 at level 5, 3d4 at level 11, 4d4 at level 17) Alternatively, you may use this cantrip to block a single *Magic Missile*, but no more than once per turn.

## Disturbance

*Enchantment Cantrip*

Casting Time: 1 action

Range: 40 ft.

Components: V, M (a pinch of dust)

Duration: 1 round

Choose a single target who is concentrating on a spell within 40 ft. of you and release a thin gray ray. The target must make an Intelligence save, losing concentration if they fail.

## Flicker

*1st level Conjuration*

Casting Time: 1 reaction, spent when a creature within 60 ft. of you casts a cantrip that requires a ranged attack roll.

Range: 60 ft.

Components: S

Duration: Instantaneous

Target an arcane projectile and teleport it up to 60 ft., maintaining its original attack roll, trajectory,  and damage. Alternatively, you could forgo teleportation and simply turn it in air, changing its trajectory. Casting this spell with higher level slots allows you to target an additional projectile for every slot level after 1st.

## Redirection

*1st level Abjuration*

Casting Time: 1 reaction, spent when a creature within 60 ft. of you casts a cantrip or first level spell that requires a ranged attack roll.

Range: 60 ft.

Components: S

Duration: Instantaneous

Target an arcane projectile and change the target. If the target spell is a cantrip, this change happens automatically, but if it is a first level spell then you must make a spellcasting ability check against the target caster's spell DC. On a success, you redirect the attack as normal. This spell can also target missiles produced by the *Magic Missile* spell. If you cast this spell at level higher than 1st, you can target an additional projectile for each slot level past 1st.

## Energy Shield

*2nd Level Conjuration*

Casting Time: 1 reaction, spent when targeted with an attack or spell that deals energy damage.

Range: self

Components: S

Duration: Instantaneous

When targeted by a spell or attack (e.g. a red dragon’s fiery breath or a *Lightning Bolt* spell), conjure a circular shield to ward against a particular energy type. The energy comprising the shield depends on the triggering attack, being as close to it’s elemental opposite as possible.This spell reduces the triggering attack by 2d12+your spellcasting modifier. When you cast this spell with a higher level slot, the reduction increases by 1d12 per slot level after 2nd.

## Arcane Severance

*3rd level Enchantment*

Casting Time: 1 action

Range: 60 ft.

Components: V, M (a pinch of dust and a needle)

Duration: 1 round

Choose a target within 60 feet of you and make a ranged spell attack. On a hit, the target takes 6d6 psychic damage and must make an Intelligence save. If they fail, they are unable to cast spells until the end of their next turn.

## Power Leech

*3rd level Necromancy*

Casting Time: 1 action

Range: touch

Components: V, S

Duration: Instantaneous

Make a melee spell attack against one spellcaster within range. On a hit, they take 4d8 necrotic damage and must make a Constitution save. On a fail, they lose a spell slot of 3rd level or lower (the highest of those that they have unused), and you regain one of the same level.

## Reflection

*5th level Conjuration*

Casting Time: 1 reaction, taken when a creature within 60 ft. of you targets you with a spell.

Range: 60 ft.

Components: V, S, M (a card inscribed with a pair of orbiting arrows)

Duration: instantaneous

When targeted by a spell, use your reaction to attempt to return it to the sender by forming a shield of reflecting force. If the target spell is of third level or lower, it takes immediate effect, but if it is of 4th level or higher, make an ability check using your spellcasting ability (DC=10+spell level). For a 3rd level or lower spell (or a success for a higher level) roll 1d6 to determine which way the spell is reflected. On a 1, you take half damage from the spell and the rest is dispersed equally to any creatures within 5 feet of you. On a 2, the spell’s effect is reflected in a straight line to your left. On a 3, to your right. On a 4, diagonal left and forward. On a 5, diagonal right and forward. On a 6, directly back at the caster. Whichever direction is rolled (except 1), you may choose to target a creature in that line or the whole line if the target spell is an Area of Effect.

## Mass Shield

*5th level Abjuration*

Casting Time: 1 reaction

Range: self

Components: V, S

Duration: Instantaneous

When affected by an area of effect that deals damage (E.g. a red dragon’s fiery breath or a *Fireball* spell), summon a shield of force with a 15 ft. radius which can be rotated in any direction and reduces the triggering attack by 5d10+Intelligence for everyone in that radius. It additionally blocks any *Magic Missiles* in that area.