Witch Spells

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Stretch out your hand, shooting out a sheet crackling purple electricity at one target within range. Make a ranged spell attack. On a hit, the target takes 1d10 lightning damage. Dark Lightning damage ignores lightning resistance, but if the target has Magic Resistance it takes half damage. If you know this cantrip, you can upcast any other spell you know that deals lightning damage, gaining the normal benefits of the increased spell level and transforming the lightning of that spell into Dark Lightning. At level 5, the damage of this cantrip increases to 2d10, to 3d10 at level 11, and to 4d10 at level 17.

### Eldritch Mesmer

*Illusion Cantrip*

Casting time: 1 action

Range: 10 feet

Components: S

Duration: Instantaneous

Lock eyes with a humanoid target within range and project an ghastly, ethereal illusion of your face. The target must make a wisdom save, taking 1d12 psychic damage on a failed save and no damage on a success. The creature does not need to be able to see you, but you must be able to see it. If the target has less than 8 intelligence, it fails the save automatically. If the target has more than 12 wisdom, they take half damage. At level 5, the damage of this spell increases to 2d12, and to 3d12 and 4d12 at levels 11 and 17 respectively.

### Ghostly Grasp

*Necromancy Cantrip*

Casting Time: 1 action

Range: 30 feet

Components: S, M (a finger bone of any creature)

Duration: 1 round

Summon ghostly hands from the ground around a target you can see who is also on the ground within range. The target must make a strength save, taking 1d6 necrotic damage and being grappled on a failed save and taking no damage and negating the grappled effect on a successful save. The hands disappear at the start of your next turn. At level 5, the damage increases to 2d6, and then to 3d6 and 4d6 at levels 11 and 17 respectively.

### Witchfire

*Evocation Cantrip*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Hurl a handful of vibrant, ghostly flame at a target within range. This fire is usually a bright green, but can be any shade other than normal fire color. Make a ranged spell attack on the target. On a hit, the target takes 1d8 + charisma fire damage. Damage from Witchfire ignores fire resistance, but if the target has Magic Resistance it takes half damage. If you know this cantrip, you can upcast any other spell you know that deals fire damage, gaining the normal benefits of the increased spell level and transforming the fire of that spell into Witchfire. At level 5, you may make two attacks with this cantrip. At level 11, this increases to 3, and to 4 at level 17.

## First Level Spells

### Witchfire Blast

*1st level Evocation*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (sulfur and acidic oil)

Duration: Instantaneous

Hurl a ball of green fire at a target within range. Make a ranged spell attack, dealing 2d12 fire damage on a hit. All creatures within 5 feet of the target must make a dexterity save or take the same damage, taking half on a success. This damage ignores fire resistance, but if the target has Magic Resistance, it takes half damage. Any flammable materials being worn or carried by the target are set on fire. When cast at a higher level, this spell deals an extra 1d12 damage for every slot level above 1st.

### Glass Splinters

*1st level Conjuration*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (crushed glass)

Duration: Instantaneous

Conjure five dagger-like shards of glass and launch them at a single target within range. Make a ranged spell attack for each shard. On a hit, a shard deals 1d6 piercing damage. When cast at higher levels, form two extra shards for each slot level above 1st.

### Life Drain

*1st level Necromancy*

Casting Time: 1 action

Range: 15 feet

Components: V, S

Duration: Instantaneous

Choose a single target within range and attempt to drain their life force through a thin chord of green smoke. The target must make a constitution save or reduce their constitution score by 2 for 1 minute. On a failure, they reduce their max hit points by the appropriate amount and you regain a number fo hit points equal to the number they lost.

## Second Level Spells

### Thirsting Sickle

*2nd level Necromancy*

Casting Time: bonus action

Range: self

Components: S, M (a sharp piece of flint)

Duration: 1 minute, concentration

Summon a piece of necrotic energy in the shape of a sickle. This sickle is considered a simple weapon may be wielded in combat using your charisma modifier as its combat modifier. It deals 2d6+charisma necrotic damage on a hit. If the sickle leaves your hand or goes a turn without dealing damage, it dissipates. Otherwise, for every round it has remained on the battlefield, it deals an extra 2d6 necrotic damage on a hit. When cast at higher levels, you may make an additional attack with the sickle whenever you take the attack action, one for every slot level after 1st. (To a maximum of 3) These attacks do not stack with teh Extra Attack feature.

### Warding Guile

*2nd level Enchantment*

Casting Time: 1 action

Range: self

Components: V, S, M (a dried autumn leaf)

Duration: 1 minute, concentration

Imbue your appearance with otherworldly grace and beauty. For the next minute, any creature that would be attracted to you must succeed on a charisma save before attacking you in any way.

### Eldritch Burst

*2nd level Evocation*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Hurl a ball of purple lightning at a point you can see within range, forcing every creature within 15 feet of the chosen point to make a dexterity save. On a failure, they take 6d8 points of force damage and half as much on a success. When cast at higher levels, this spell deals an additional 2d8 force damage.

## Third Level Spells

### Death Bolt

*3rd level Necromancy*

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree killed by lightning)

Duration: 1 minute, concentration

A beam of crackling purple and black energy lances out at one creature within range. Make a ranged spell attack. On a hit, the target takes 3d6 points of necrotic damage and 3d6 points of force damage. On each of your turns for the spell's duration you can use a bonus action to deal the damage again. A creature reduced to 0 hit points by this spell turns to dust.

### Summons

*3rd level Conjuration*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a magic circle that takes 1 minute to draw and 25 gp worth of gems as a sacrifice, which the spell consumes)

Duration: 1 minute, concentration.

Call upon a Fey, Fiend, Undead, Celestial, or Abberation of CR 4 or lower. It enters the battlefield under your control and may immediately take its turn after yours. You may choose the type, but you do not choose the creature, which will be randomly determined or chosen by the DM. When cast at higher levels, this spell may summon 1 more creature for each slot level above 3rd.

### Witchfire Spirit

*3rd level Conjuration*

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a wooden stick figure, which the spell consumes)

Duration: 1 minute, concentration

Conjure a dark spirit made of Witchfire at a point you can see within 60 feet of you. You can command it to move up to 40 feet using a bonus action, and any creature who's space it moves through must make a dexterity save, taking 4d10 fire damage on a failed save and half as much on a successful save.

## Fourth Level Spells

### Unlicensed Disintegration

*4th level Transmutation*

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a ten foot radius sphere within range, shooting a thin gray-green beam of light towards it. All non-magical objects in that sphere are turned to ash, and any creatures in the area effect must make a dexterity save, taking 8d8 points of force damage on a failed save and half as much on a success. A creature reduced to 0 hp by this spell is turned to ash only if they failed the save.

### Wither

*4th level Necromancy*

Casting Time: 1 action

Range: 50 feet

Components: V, S, M (a mummified hand and charcoal)

Duration: 1 minute, concentration

Choose a target within range that isn't an Undead or Construct. The target must make a wisdom save, taking 8d6 necrotic damage on a failed save and half as much on a success. On a failure, the target has disadvantage on physical (dexterity, strength, and constitution) saving throws, physical ability checks, and attack rolls until the effect is ended on them as their flesh twists and darkens. A successful save ends the spell. While the spell continues, you may use your action on each of your turns to force the save again. A creature reduced to 0 hp by this spell rises at the start of your next turn as a Mummy permanently under your control.

## Fifth Level Spells

### Fragment Mind

*5th level Enchantment*

Casting Time: 1 action

Range: touch

Components: S

Duration: 10 minutes, concentration.

Launch a violent psychic assault on a target creature's mind. Both you and the creature are stunned and make your choice of a mental saving throw. Whoever's save is higher marks down one win. Do this three times. If at the end of three opposed saves neither of you leads by 2 or more, you both remain stunned and repeat this contest on the target's turn. If there is still no two-or-more leader at the end of their turn, you both remain stunned and repeat the contest on your next turn. This continues until the spell ends or until someone leads by two or more. If at any point you lead by two or more, you gain access to all of the knowledge in their mind and all of their memories, the target takes 10d10 psychic damage, and if still alive, is under the effects of Feeblemind. If at any point the target leads by two or more, the spell ends. The spell can be ended early by a successful Dispel Magic spell cast on you.

### Soulbind

*5th level Necromancy*

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a container in the form of a gemstone worth at least 50 gp)

Duration: until dispelled

Attempt to trap the soul of a creature within a gemstone. The target takes 6d6 necrotic damage and must make a constitution save or lose their soul to the stone you hold. On a failed save, they are stunned until the start of their next turn and you contain their soul in the gemstone. A creature that loses their soul in this way cannot be resurrected if they die, and are considered Undead for the purpose of spells and magical effects. A soul stone can be broken with a successful Dispel Magic spell or if it takes 50 points of damage. A single gemstone can contain up to 15 hit dice of souls and may be used as an arcane focus for Witch spells. If the stone contains less than 5 hit dice worth of souls, the arcane focus is +1; if it contains less than 10 but more than 5, the focus is +2; if it contains 10 or more, the focus is +3.