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TOMA SPELL LIST:

As a DM, I like to know what spells my players have, so I can give them opportunities to use them. That said, I think it's the divine right of every wizard to have a few secrets up their sleeve.

Hopefully this is enough to illustrate the sort of 'mentalist' character we're going for, though! And a note for DM - if mundane enemies and major NPC's all have counters to charm/illusions, I prob won't have a good time. Like stun, you know? Trusting you!


CANTRIPS

  1. MINOR ILLUSION: Illusion cantrip. 1 action. Range: 30 feet. Components: S, M (a bit of fleece). Duration: 1 minute.

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

    If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

  2. MIND SLIVER: Enchantment cantrip. 1 action. Range: 60 feet. Components: V. Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

  3. TOLL THE DEAD*: Necromancy cantrip. 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

    At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Cantrip Formulas (Optional)**

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

*Note: Chosen because it's also on the cleric spell list. Toma actively dislikes using this spell. Likely to be replaced later, as per below.

**Note: Would reflect a shift of personality. Either when they stop needing to hide, or if want a different spell badly enough to risk being found out.


LEVEL 1 SPELLS

  1. DISGUISE SELF: 1st-level illusion. 1 action. Range: Self. Components: V, S. Duration: 1 hour.

    You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

    The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

  2. LONGSTRIDER: 1st-level transmutation. 1 action. Range: Touch. Components: V, S, M (a pinch of dirt). Duration: 1 hour.

    You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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

  3. SHIELD: 1st-level abjuration. 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell. Range: Self. Components: V, S. Duration: 1 round

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

  4. SILENT IMAGE: 1st-level illusion. 1 action. Range: 60 feet. Components: V, S, M (a bit of fleece). Duration: Concentration, up to 10 minutes.

    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

    You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

    Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

  5. UNSEEN SERVANT: 1st-level conjuration (ritual). 1 action. Range: 60 feet. Components: V, S, M (a piece of string and a bit of wood). Duration: 1 hour

    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

  6. ALARM: 1st-level abjuration (ritual). Casting Time: 1 minute. Range: 30 feet. Components: V, S, M (a tiny bell and a piece of fine silver wire). Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

  7. SLEEP: 1st-level enchantment. 1 action. Range: 90 feet. Components: V, S, M (a pinch of fine sand, rose petals, or a cricket). Duration: 1 minute

    This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Note: The last spell I want to start with is one of the homebrew ones from 'Grimlore's Grimoire'. I've listed it with an asterisk below!

SHOPPING LIST LOL!!!!

Here are all the spells I would maybe want scrolls for later! Either because they fit the character, they'd be useful to the party, or depending on various character beats later down the line.

Also including cantrips that I might choose to swap in, should Scotoma go in other various directions, and also all the higher level spells I haven't decided between yet, so you sort of know what to expect!


CANTRIPS

  1. BOOMING BLADE: Evocation cantrip. 1 action. Range: Self (5-foot radius). Components: S, M (a melee weapon worth at least 1 sp). Duration: 1 round

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

  2. LIGHT: Evocation cantrip. 1 action. Range: Touch. Components: V, M (a firefly or phosphorescent moss). Duration: 1 hour

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

  3. MAGE HAND: Conjuration cantrip. 1 action. Range: 30 feet. Components: V, S. Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.

  4. MENDING: Transmutation cantrip. 1 minute. Range: Touch. Components: V, S, M (two lodestones). Duration: Instantaneous

    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

  5. MESSAGE: Transmutation cantrip. 1 action. Range: 120 feet. Components: V, S, M (a short piece of copper wire). Duration: 1 round.

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

  6. PRESTIDIGITATION: Transmutation cantrip. 1 action. Range: 10 feet. Components: V, S. Duration: Up to 1 hour.

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

  7. RAY OF FROST: Evocation cantrip. 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous.

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


LEVEL 1 SPELLS

  1. ABSORB ELEMENTS: 1st-level abjuration. 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. Range: Self. Components: S. Duration: 1 round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

  2. CHARM PERSON: 1st-level enchantment. 1 action. Range: 30 feet. Components: V, S. Duration: 1 hour.

    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

  3. COMPREHEND LANGUAGES: 1st-level divination (ritual). 1 action. Range: Self. Components: V, S, M (a pinch of soot and salt). Duration: 1 hour.

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

  4. DETECT MAGIC: 1st-level divination (ritual). 1 action. Range: Self. Components: V, S. Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  5. FIND FAMILIAR: 1st-level conjuration (ritual). Casting Time: 1 hour. Range: 10 feet. Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier). Duration: Instantaneous.

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

  6. FOG CLOUD: 1st-level conjuration. 1 action. Range: 120 feet. Components: V, S. Duration: Concentration, up to 1 hour.

    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

  7. ICE KNIFE: 1st-level conjuration. 1 action. Range: 60 feet. Components: S, M (a drop of water or piece of ice). Duration: Instantaneous.

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

  8. IDENTIFY: 1st-level divination (ritual). Casting Time: 1 minute. Range: Touch. Components: V, S, M (a pearl worth at least 100 gp and an owl feather). Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

  9. ILLUSORY SCRIPT: 1st-level illusion (ritual). Casting Time: 1 minute. Range: Touch. Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes). Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

  10. MAGE ARMOR: 1st-level abjuration. 1 action. Range: Touch. Components: V, S, M (a piece of cured leather). Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

  11. THUNDERWAVE: 1st-level evocation. 1 action. Range: Self (15-foot cube). Components: V, S. Duration: Instantaneous

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

OPTIONAL HOMEBREW SPELLS

Here are all the optional spells I picked out from this homebrew 'Grimlore's Grimoire' compilation of spells! Will put a (GG) next to the spell name just for clarity. We talked about a certain cantrip - the 'Shillelagh' for wizards' - but I'm putting some others up here too that I thought were appropriate for the character. Obviously we'll go over these in person, but I just wanted to have them somewhere accessible, for reference.


CANTRIPS

  1. GRIM SCYTHE (GG): Transmutation cantrip. 1 bonus action. Range: Self. Components: V, S, M (a handful of hay seed and a quarterstaff). Duration: 1 minute

    For the duration, a spectral blade forms on the end of a quarterstaff you touch. While this blade lasts, you use your spellcasting ability instead of Strength for the attack and damage rolls of two-handed melee attacks. The weapon also becomes magical if it isn't, it deals necrotic damage instead of bludgeoning, and its damage die becomes a d10. The spell ends if you cast it again or if you let go of the weapon.

  2. SHADOW INK (GG): Conjuration cantrip. 1 action. Range: Touch. Components: S, M (an empty vial). Duration: 1 hour

    You pull shadows into a swirling mass inside an empty vial you possess. As long as the vial is open, you are able to use its new contents as 1 ounce of pitch-black ink. If the vial is stoppered, or 1-hour passes, the ink dissipates back into shadow; any writing that has already been made with the ink is unaffected.

  3. SHAWL OF THE UNSEEN (GG): Conjuration cantrip. 1 action. Range: Touch. Components: S. Duration: Concentration, up to 1 minute

    You touch a Medium or smaller creature, enveloping it in a 10-foot-radius sphere of dark mist. The mist lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While active, the mist grants the target advantage on Dexterity (Stealth) skill checks for the duration.

    At Higher Levels. At 5th level you can target a creature of Large size, at 11th level you can target a creature of Huge size, and at 17th level you can target a creature of Gargantuan size.


LEVEL 1 SPELLS

  1. *ALACRITOUS INTERPRETATION (GG): 1st-level divination (ritual). 1 action. Range: Self. Components: V, S. Duration: 1 hour

    For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell's duration.

  2. ANIMATE PERCUSSION (GG): 1st-level transmutation (ritual). 1 action. Range: Touch. Components: V, S, M (a small cymbal or drum). Duration: Concentration, up to 1 hour

    You may touch one percussion instrument that you possess, bringing it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. Once given an order, the instrument continues to follow it until its task is complete. If you do not issue a command, the instrument will idly play a rhythm that it has been used to play prior to becoming animated.


LEVEL 2 SPELLS

  1. COGNIZANT (GG): 2nd-level enchantment (ritual). Casting Time: 1 action. Range: Touch. Components: V, S. Duration: 1 hour.

    You touch a willing creature, allowing them to add their proficiency bonus to all initiative rolls and all Intelligence based skill checks for the duration. You can only have one instance of this spell active at a time.

  2. SHADOW BIND (GG): 2nd-level illusion. 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous.

    You take control of the shadow belonging to a creature to restrain its master. Make a ranged spell attack against a creature that you can see within range, dealing 2d6 necrotic damage and grappling the target. The grappled creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (creature's choice) against your spellcasting DC, ending the spell if successful. You are not able to control a target's shadow in this manner if the target is in bright light.

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


LEVEL 3 SPELLS

  1. CREATE USEFUL ROBE (GG): 3rd-level conjuration (ritual). Casting Time: 1 hour. Range: Touch. Components: V, S, M (a blank patch worth at least 10gp, an item and a robe of useful things with available space). Duration: Instantaneous.

    You compress a single mundane item onto a blank patch with the intention of attaching it to a Robe of Useful Items. The item you choose must be no larger than 30 feet in any dimension. The patch must then be sewn onto a Robe of Useful Items before it can be used.

    At Higher Levels. When casting this spell using a spell slot, you are able to fashion non-sentient magic items into patches depending on the spell slot used, as follows: 3rd level (common), 5th level (uncommon), 7th level (rare), and 9th level (very rare).


LEVEL 4 SPELLS

  1. BOUNDARY (GG): 4th-level abjuration. 1 action. Range: 30 feet. Components: V. Duration: Instantaneous

    You create a small barrier of force to protect a creature you can see within range. The creature gains 25 + 1d10 worth of temporary hit points.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points increases by 1d10 for each slot level above 4th.

  2. IMPROVED MAGE ARMOR (GG): 4th-level abjuration. 1 action. Range: Touch. Components: V, S, M (A link of a metal chain). Duration: 8 hours

    You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


LEVEL 5 SPELLS

  1. MUFFLE (GG): 5th-level illusion (ritual). 1 action. Range: Touch. Components: V, S. Duration: Up to 24 hours

    You are able to magically reduce the noise an object makes so that it becomes silent for the duration or until you cast this spell again. If the target object would normally impose disadvantage on Dexterity based skill checks, it no longer does for the duration. You can dismiss this effect as a bonus action.

  2. COGNITION (GG): 5th-level enchantment. 1 action. Range: Self. Components: V, S. Duration: 1 hour.

    You are able to use your vast intellect to overcome obstacles that would otherwise seem impossible. For the duration, you use your Intelligence modifier in place of Dexterity or Wisdom (your choice) for any saving throws or skill checks.

  3. RUIN (GG): 5th-level evocation. 1 action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 1 minute.

    You create a maelstrom of fire and brimstone in a 20-foot-radius sphere at a point you can see within range. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 5d8 fire damage or half as much on a success. Constructs and structures automatically fail the save and the spell deals maximum damage.

    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


LEVEL 6 SPELLS

  1. BATTLE BEETLE (GG): 6th-level conjuration. 1 action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 24 hours.

    You a summon fey spirit, which takes the form of a huge beetle that appears in unoccupied space that you can see within range. The beast is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The DM has the creatures' game statistics (stats as a Mammoth but gains 30 ft. fly speed). Up to 5 creatures of medium size or smaller can mount the beetle at a time, but it only responds to commands given by you.

  2. GRACE OF SHAR (GG): 6th-level divination. 1 action. Range: Touch. Components: V, S, M (a small black disk). Duration: 1 hour.

    A creature you touch is blessed with a sliver of Shar's umbral omniscience. For the duration, they gain blindsight out to a range of 30 feet.

    At Higher Levels. At Higher Levels. When you cast this spell using a 9th level spell slot, you can select one additional creature.