Spells

You touch a creature with at least 1 hit point to channel a small amount of healing energy from within themselves. The target may immediately spend one of their hit dice to restore lost hit points. Creatures that benefit from this spell cannot do so again until they finish a long rest.

**At Higher Levels.** Increase the amount of hit dice the target can spend by one die when you reach 5th level (2 hit dice), 11th level (3 hit dice), and 17th level (4 hit dice).

### Decompose

* Necromancy
* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous
* **Spell Lists:** Druid, Cleric, Paladin, Ranger, Warlock

You perform a small ritual and touch a creature's corpse to have it rapidly decompose into compost and ash. It is impossible to ressurect or raise a creature's corpse that has been affected by this spell.

### Origami

* Transmutation
* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** S
* **Duration:** Concentration, up to 10 minutes
* **Spell Lists:** Bard, Druid, Cleric, Paladin, Ranger, Sorcerer, Wizard, Warlock

You gain the ability to freely manipulate paper material occupying a space no larger than 5x5 sqft. You can choose for the paper to take the shape of anything you imagine. The material returns to its former state once the spell ends.

## 1st Level

### Amnesia

* Enchantment
* **Casting Time:** 1 action
* **Range:** 15 feet
* **Components:** V, S
* **Duration:** Instantaneous
* **Spell Lists:** Bard, Cleric, Sorcerer, Wizard, Warlock

A creature within range must succeed a Wisdom saving throw or they permanently forget a recent minor event of your choosing that occurred no longer than one hour ago from when you cast the spell. The memory must be something lasting no longer than 1 minute. This could be something like hearing your name or having seen you pass by. The target can regain the lost memory through effects such as Dispel Magic. If the target succeeds their saving throw or after the spell ends, they know you charmed them.

### Bloodhound

* Enchantment
* Ritual
* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a patch of wolf's fur)
* **Duration:** Concentration, up to 10 minutes
* **Spell Lists:** Druid, Ranger

Your sense of smell becomes enhanced like that of a wild animal. You gain the ability to sense the pheramones and scent of all things within 120 feet of you. You can use this sensory information to pinpoint the direction and distance of a particular scent you detect while the spell is active. This can be used to detect scents left by creatures or objects from a surface or area up to 24 hours ago. If you wish to trace a particular scent, you'll need a source to go off of such as a hankerchief, clothes or objects the target has manipulated recently.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, you can increase the sensory range by 100 feet for each spell slot level above 1st.

### Bridge

* Conjuration
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Cleric, Paladin, Ranger, Wizard

When casting this spell, choose an area no larger than 30x30 sqft. You can create a magical bridge composed of radiant light that covers as much of the chosen area as you want, but must be at least 10ft wide. The bridge radiates dim light within 30ft, can support up to 1,000 lbs of weight and connect elevations at no greater than 45 degree angles. Anything on the bridge when the spell ends immediately begins to fall.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, you can increase the area the bridge covers by an additional 30sqft for each spell slot level above 1st.

### Corpse Explosion

* Necromancy
* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (a bone from any corpse)
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Cleric, Paladin, Sorcerer, Wizard, Warlock

While concentrating on this spell, you can use your action to cause a creature's corpse within 60 feet of you to magically explode with massive force. All creatures within a 15ft radius of the explosion must perform a Dexterity saving throw and take 2d10 force damage, or half as much on a successful save. Nothing remains of the corpse after the explosion.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d10 for each spell slot level above 1st.

### Evoke Energy

* Evocation
* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Instantaneous
* **Spell Lists:** Cleric, Druid, Paladin, Sorcerer, Wizard

When casting this spell, you must speak one of the following elements to evoke depending on your class:

* Cleric and Paladin: Fire, Necrotic, Lightning, Radiant, Thunder
* Druid: Acid, Cold, Fire, Lightning, Poison, Thunder
* Sorcerer and Wizard: Acid, Cold, Fire, Lightning, Poison, Thunder

Additionally, you must then speak one of the following spell shapes that the spell will use: Circle (15ft diameter), Cone (15ft), Cube (15ft diameter), Line (15ft). For a circle or cube, you must also choose an origin point within the spell's range in order to cast the spell from. Otherwise for a cone or line, the origin point is centered on you.

Upon speaking the magical commands, you briefly evoke a spark of energy in the fashion you've chosen. All creatures within the spell's affected area must perform a Dexterity saving throw and take 3d6 damage of the chosen element type, or half as much on a successful save.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d6 and the affected area by 5ft for each spell slot level above 1st.

### Gaze of Decay

* Necromancy
* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S, M (a twig from a dead plant)
* **Duration:** Concentration, up to 10 minutes
* **Spell Lists:** Cleric, Druid, Paladin, Ranger, Warlock

While concentrating on this spell, you can use your action to focus your gaze on a 15ft cone area to succumb all foilage within it to immediate decay. The foilage permanently crumbles to ash instantly. If a plant type creature is within the affected area, they must instead perform on a Constitution saving throw and suffer 4d6 necrotic damage, or half as much on a successful save. If this spell reduces that creature to 0 hit points, their corpse crumbles to ash instantly.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d6 for each spell slot level above 1st.

### Melt Metal

* Transmutation
* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S
* **Duration:** Instantaneous
* **Spell Lists:** Druid

You touch a surface made of a metal alloy and it begins to liquify into hot, viscous liquid that deforms into a puddle on the ground. You can liquify a metallic surface or object up to an area of 1x1 sqft over the course of the spell's casting time. If you fail to cast this spell before 1 minute has passed, then the surface you're attempting to melt returns to its original state.

## 2nd Level

### Curse: Hinder Ability

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse that hinders their performance at particular tasks. When you cast this spell, you must choose an ability score for your curse to affect. The target must then succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse forces the target to suffer disadvantage during ability checks and skill checks of the chosen ability score type.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional target for each spell slot level above 1st.

### Curse: Jinx

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse of terrible luck. The target must then succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse forces the target to suffer disadvantage on the next attack or saving throw they perform. While concentrating on this spell, you can use a bonus action during your turn to automatically renew the curse's effects.

### Curse: Malediction

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse that washes ethereal energy over their body, preventing their recovery from harm. The target must then succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse renders the target unable to recover hit points from magical healing sources such as Cure Wounds.

### Curse: Snail's Pace

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse that slows them. The target must succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse halve's the target's speed and the target cannot make reactions. Additionally, the target must spend a full round action to get up from being prone.

**At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional target for each spell slot level above 1st.

### Icy Blast

* Evocation
* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a bit of ice)
* **Duration:** Instantaneous
* **Spell Lists:** Druid, Sorcerer, Wizard

White energy streaks from your pointing finger to a point within range which then showers an area with freezing air and water that spirals outwards from the point. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. This spell leaves behind a thin layer of ice that is considered difficult terrain and lasts for 10 minutes then melts. Any creature that moves over the ice must succeed a Dexterity DC 12 saving throw or go prone.

**At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, increase the damage by 1d6 each spell slot level above 2nd.

### Instant Search

* Divination
* **Casting Time:** 1 minute
* **Range:** Self (1 mile radius)
* **Components:** V, S, M (a magnifying glass)
* **Duration:** Concentration, up to 10 minutes
* **Spell Lists:** Bard, Cleric, Paladin, Ranger, Wizard, Warlock

When you cast this spell, you must name a specific creature or object. You instantly learn of the target's location if they're within 1 mile of you including their presence, distance and direction from you. If the target is not in range or their presence is undetectable, the spell fails. While concentrating on this spell, you can use your action to detect the target's location again.

### Phoenix Dive

* Evocation
* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a phoenix feather)
* **Duration:** Instantaneous
* **Spell Lists:** Druid, Ranger, Sorcerer, Wizard, Warlock

You become briefly surrounded by a fiery veil and shoot upwards into the air towards an unoccupied point that you can see and up to 60 feet away from your location. You crash onto the point in a fiery explosion afterwards, dealing 3d6 fire damage to all creatures within 5ft of you.

### Recall Pathways

* Divination
* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour
* **Spell Lists:** Druid, Ranger

While concentrating on this spell, you can use your action to perfectly remember every path you've traveled since casting the spell. This resembles tracing your steps on a map, but is done so with memory. This includes the total distance, time traveled and all directions you've turned at any point along all pathways that you've trekked.

**At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, increase the spell's duration by an additional 3 hours for each spell slot level above 2nd.

### Transposition

* Evocation
* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous
* **Spell Lists:** Sorcerer, Wizard, Warlock

Choose another creature within 60ft of you that you can see when you cast this spell. You and the target magically teleport to switch locations with one another. You can alternatively choose another creature within 60ft of you that you can see to switch locations with the target. If any creature is unwilling to be affected by this spell, they must succeed on a Wisdom saving throw or be teleported. On success, the spell fails. Additionally, both affected creatures must be firmly grounded on a floor in order to be eligible targets.

## 3rd Level

### Aura of Protection

* Abjuration
* **Casting Time:** 1 action
* **Range:** Self (30ft radius)
* **Components:** V, M (a shield in one of your hands)
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Cleric, Paladin

You radiate a protective, astral force in an aura with a 30ft radius area. Until the spell ends, the aura moves with you, centered on you. The spell automatically ends if your shield leaves your hand. Whenever a creature in the aura (including you) becomes the target of an attack, you can use your reaction to grant that creature +2 AC until the start of your next turn.

### Curse: Mute

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse that renders their speech mute. The target must succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse makes the target unable to produce any sound from their voice. This also renders the target unable to cast spells that require the verbal component.

### Mortis Sphere

* Necromancy
* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a black jewel worth at least 100 gp)
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Cleric, Paladin, Wizard, Warlock

A sphere of negative energy roils throughout a 20ft area radius sphere from a point you choose within range. Each creature in the area must make a Concentration saving throw. A target takes 2d6 necrotic damage on a failed save, or half as much on a successful one. Undead creatures and constructs are unaffected by this spell. You can use your future actions while concentrating on this spell to roil the the negative energy throughout the same area to resolve this spell's effects again.

The first time a creature in the spell's area is reduced to 0 hit points, increase the sphere's damage by your spellcasting ability modifier for the remainder of the spell's duration.

### Pitfall

* Conjuration
* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a pinch of dirt)
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Druid, Ranger, Wizard

You create a magical pit in the ground that traps nearby creatures. Choose a point within range when casting this spell and all creatures within a 10ft radius must succeed on a Dexterity saving throw or fall into the pit. On succes, the target manuevres to be adjacent to the pit instead, as close as possible to their original location. While in the pit, the target is restrained, cannot perform any actions and they are visually obscured from other creatures. Climbing out of the pit requires succeeding on a Strength saving throw at the end of each of their turns while the spell is active. All creatures trapped in the pit when the spell ends become prone and are placed along the surface the pit was created.

## 4th Level

### Curse: Vulnerability

* Enchantment
* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 minute
* **Spell Lists:** Bard, Cleric, Paladin, Warlock

You utter dreadful words upon another creature to afflict them with a curse that makes them highly conductive to elemental damage. The target must succeed on a Charisma saving throw or become afflicted by the curse for the spell's duration. The curse makes the target vulnerable to a damage type of your choice between: Poison, Fire, Cold, Lightning.