Art Cedits: Image edited by me, Book cover: 'Book of Shadows' published by Tempelwelt, The Witcher School of the Wolf Medallion image copyright of CD Projekt Red Bard Spells

Cantrips (0 Level) Luthien’s Quill

Magic Compass 1st Level Air Pocket

Dormyn’s Fog

Ice Slick

Mind Manipulation

Threads of Life

Urien’s Shelter 2nd Level Carys’ Hail

Rock Blast (Cenlly Graig) 3rd Level Afan’s Mirror

Blinding Dust

Glamour 4th Level Eilhart’s Technique 6th Level Life Leach (Anialwch)

Cleric Spells Cantrips (0 Level)

Luthien’s Quill

Magic Compass

Nature’s Gift

Waters of Clearance 1st Level Air Pocket

Diagnostic Spell

Freshen Air

Mind Manipulation

Threads of Life

Urien’s Shelter 2nd Level Wave of Fire 3rd Level Blessing of Fortune

Nature’s Sight

Primal Awakening 5th Level Cleansing Fire

Holy Fortification 7th Level Eternal Judgement

Freya’s Bravery Druid Spells

Cantrips (0 Level) Magic Compass

Nature’s Gift

Summon Staff

Waters of Clearance 1st Level Air Pocket

Dormyn’s Fog

Downpour

Freshen Air

Ice Slick

Talfryn’s Prison

Threads of Life

Urien’s Shelter 2nd Level Bronwyn’s Gust

Carys’ Hail

Rock Blast (Cenlly Graig)

Static Storm

Wave of Fire 3rd Level Blinding Dust

Boiling Blood

Earthen Spike

Ice Shroud (Rhewi)

Nature’s Sight

Primal Awakening 4th Level Alzur’s Thunder

Korath’s Breath 5th Level Flaming Vortex

Stammelford’s Earthquake 6th Level Merigold’s Hailstorm 7th Level Freya’s Bravery

Shape Nature 8th Level Dervish

Waves of the Naglfar Paladin Spells 1st Level Air Pocket

Brand of Fire 3rd Level Blessing of Fortune

Nature’s Sight Ranger

1st Level Air Pocket

Dormyn’s Fog

Freshen Air

Talfryn’s Prison

Threads of Life

Urien’s Shelter 3rd Level Nature’s Sight

Primal Awakening Sorcerer Spells

Cantrips (0 Level) Magic Compass

Summon Staff 1st Level Brand of Fire

Dormyn’s Fog

Downpour

Freshen Air

Ice Slick

Talfryn’s Prison 2nd Level Bronwyn’s Gust

Carys’ Hail

Rock Blast (Cenlly Graig)

Static Storm

Wave of Fire 3rd Level Afan’s Mirror

Blinding Dust

Boiling Blood

Earthen Spike

Ice Shroud (Rhewi) 4th Level Alzur’s Thunder

Korath’s Breath 5th Level Flaming Vortex

Stammelford’s Earthquake

Sun Serpents (Seirff Haul) 6th Level Life Leach (Anialwch)

Merigold’s Hailstorm 8th Level Dervish

Fire From the Sky Warlock

Cantrips (0 Level) Summon Staff 1st Level Dormyn’s Fog

Ice Slick

Mind Manipulation

Talfryn’s Prison

Threads of Life 3rd Level Afan’s Mirror

Boiling Blood

Glamour

Primal Awakening 4th Level Eilhart’s Technique 6th Level Life Leach (Anialwch)

Wizard

Cantrips (0 Level) Cultivate (Codi Bywyd)

Luthien’s Quill

Magic Compass

Summon Staff 1st Level Air Pocket

Brand of Fire

Diagnostic Spell

Dormyn’s Fog

Freshen Air

Ice Slick

Mind Manipulation

Talfryn’s Prison Threads of Life

Urien’s Shelter 2nd Level Bronwyn’s Gust

Carys’ Hail

Rock Blast (Cenlly Graig)

Static Storm

Wave of Fire 3rd Level Afan’s Mirror

Blinding Dust

Boiling Blood

Earthen Spike

Glamour

Ice Shroud (Rhewi) 4th Level Alzur’s Thunder

Eilhart’s Technique

Korath’s Breath 5th Level Flaming Vortex

Stammelford’s Earthquake

Sun Serpents (Seirff Haul) 6th Level Life Leach (Anialwch)

Merigold’s Hailstorm 7th Level Shape Nature 8th Level Dervish

Fire From the Sky

Waves of the Naglfar Artificer Spells Cantrips (0 Level) Cultivate (Codi Bywyd)

Luthien’s Quill

Magic Compass 1st Level Air Pocket

Diagnostic Spell

Dormyn’s Fog

Freshen Air

Threads of Life 3rd Level Blessing of Fortune

Glamour

Nature’s Sight

Afan’s Mirror 3rd-level Illusion Casting Time: 1 action

1 action Range: Self (100-foot radius)

Self (100-foot radius) Components: V, S, M (a small mirrior)

V, S, M (a small mirrior) Duration: Concentration, up to 10 minutes You create 1d6 + you Spellcasting modifier illusory copies of the caster which appear to emerge out of the caster’s body. These copies are illusory and intangible,but indistinguishable from the caster. For the duration of the spell you can mentally instruct each copy to move 30 feet in any direction, however they can not move more than 100 feet away from you. For the duration of the spell, each time targets you they must make an Intelligence (Investigation) check against you, with against your Spell Save DC, on a failure the attack targets an illusion. when a illusion would take damage it is destroyed, when all illusions are destroyed the spell ends. An illusion’s AC equals 10 + your Dexterity modifier If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all illusions are destroyed. Should two or more of the illusions converge on one creature any creature making an attack against that creature has advantage on their first attack against them. The illusions are able to make attacks of their only, merely mimicking any attack you make. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Air Pocket 1st-level conjuration Casting Time: 1 action

1 action Range: self (10-foot radius)

self (10-foot radius) Components: V, S

V, S Duration: Concentration up to 10 minutes You create a pocket of fresh air under-water or in an area where there normally wouldn’t be fresh air. The Air Pocket remains breathable for up to five creatures, the pocket moves with the caster and has a 10-foot-radius sphere centered on you. Alzur’s Lightning 4th-level evocation Casting Time: 1 action

1 action Range: 60ft

60ft Components: S, V, M (a metal rod)

S, V, M (a metal rod) Duration: Instantaneous You create a two bolts of lightning that spears through the air towards your targets. you target up to two creatures, making two ranged spell attacks against the targets. on a hit a target takes 3d10 lightning damage per lightning bolt. At Higher Levels When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d10 (per lightning bolt) for each slot level above 4th. Blessing of Fortune 3rd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S,

V, S, Duration: Concentration, up to 1 minute You bless a target with supernatural luck. you give the target 1 point of luck for the duration of the spell. A creature can only be subject to the effect of this spell once at any given time. Luck points: whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Blinding Dust 3rd-level evocation Casting Time: 1 action

1 action Range: 15-foot

15-foot Components: V, S, M (a small amount of dust or dirt)

V, S, M (a small amount of dust or dirt) Duration: Instantaneous You shoot a magical dust into the eyes of a target that blinds them. A target must succeed on Dexterity saving throw. If it fails, the target is blinded for 1 minute, and takes 2d6 piercing damage. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the target is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature, and 1d6 in damage for each slot level above 3rd. Boiling Blood 4-th-level enchantment Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: S, V, M (a tuft of wild animal fur)

S, V, M (a tuft of wild animal fur) Duration: Concentration, up to 1 minute You target up to three creatures that you can see within range with an Intelligence of 5 or less. The targets must make a Wisdom saving throw.

On a failure the creatures become enraged, as a bonus actions you can verbally command them to attack a target. On a success the creature become hostile towards you. Each creature affected may repeat the Wisdom saving throw at the end of their turn. When the spell ends all creatures become hostile towards you.

Brand of Fire 1st-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You brand a target with a simple symbol or word anywhere on their exposed body. Make a melee spell attack against a target. On a hit the target takes 2d10 fire damage to the target and leaves a large, permanent scar. Bronwyn’s Gust 2nd-level evocation Casting Time: 1 action

1 action Range: self (30-foot cone)

self (30-foot cone) Components: V, S

V, S Duration: Instantaneous You create a gale force wind effecting all creatures surrounding you. All creatures in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage from debris and and you can push the creature up to 5 feet away from you in a straight line on a failed save, or half as much damage on a successful one. At Higher Levels When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above 2nd. Carys’ Hail 2nd-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: instantaneous You rain down icy hail onto an area within range that you can see. Each creature in a 30-foot-radius cylinder centered on the targeted point must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much on a successful one. 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. Cleansing Fire 5th-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a holy candle)

V, S, M (a holy candle) Duration: Instantaneous You shoot a bolt of radiant fire at a single target in range that you can see. Make a ranged spell attack against the target. On a hit the target takes 6d6 fire damage and 6d6 radiant damage. An undead or fiend takes an additional 2d6 radiant damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 (for both fire and radiant) for each slot level above 5th. Cultivate (Codi Bywyd) 1st-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You grow a small plant from seed to maturity instantaneously. This allows you to grow herbs and alchemical plants, or small berry and fruit bearing shrubs but not larger plants such as trees. Dervish 8th-level evocation Casting Time: 1 action

1 action Range: Self (10-feet)

Self (10-feet) Components: S, V, (a hand fan worth 40gp)

S, V, (a hand fan worth 40gp) Duration: Concentration, up to 10 minutes You to create a 10-foot tornado around yourself. Each creature within 10-foot of the caster are pushed 10-foot away from the caster in a straight line, and must make a Strength saving throw. A creature takes 8d8 bludgeoning damage, or half as much on a successful one. You cannot be targeted by a melee or ranged non-magical attacks and the 10-foot area surrounding you is considered lightly obscured. The tornado can move with you up to 30-feet per round, and any creature that moves into the area of the tornado, or if the tornado moves into a creature's area the creature is pushed back 10-foot and must make a Strength saving throw. A creature takes 8d8 bludgeoning damage, or half as much on a successful one. A creature can only be subjected to the damage of the portion of Dervish once per turn, with no limit on the push back. Diagnostic Spell 1st-level divination Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Duration: Instantaneous You quickly assess a creature's health and determine if a creature has one quarter, half, or three quarters, or full hit points, if they have an illness and what it is, and if they have been poisoned and what by. Any Wisdom (medicine) checks you make are made at advantage against the target of the spell for the next 10 minutes.

Dormyn’s Fog 2nd-level illusion Casting Time: 1 action

1 action Range: self (60-foot radius)

self (60-foot radius) Components: V, S

V, S Duration: Concentration up to 10 minutes You create a magical fog which completely obscures view within it. Magical fog is conjured up with a 60-foot-radius sphere centered upon you, and moves with you. The sphere spreads around corners, and its area is heavily obscured. the magical fog can be dispersed by ending the spell or through the effects of another spell that creates a strong wind like Gust of Wind.

once the Spell is ended the fog immediately disperses. Earthen Spike 3rd-level evocation Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S

V, S Duration: Instantaneous You create an angled stalagmite to stab up into the target. Make a ranged spell attack against the target. On a hit, the target takes 5d8 bludgeoning damage. the creature is pushed to one side of the spike (your choice), if the spike hits. The spike is an object made of stone that can be damaged and thus breached. The Spike is fills a 5ft. by 5ft. area and blocks the space. The spike has AC 13 and 20 hit points. Reducing the spike to 0 hit points destroys it. Eilhart’s Technique 4th-level enchantment Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You attempt to tear information form the target’s mind in a painful process. The target must make an Intelligent saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed the target takes 3d8 psychic damage, and gain one piece of information that the target knows of your choice, or half as much on a successful one. The information you learn is accurate so far as the targeted creature knows. You cannot gain information that the creature is unaware of, such as the location of a creature or object, a secret a creature has, or a fear that the creature has. Should the target failed their Intelligence saving throw by 10 or more target’s Intelligence stat is permanently decreased by 2 to a minimum of 1. At higher levels when you cast this spell using a spell slot of 5th level or higher, increase the damage by 1d8 and the number of pieces of information by 1 for each level over 4th. Eilhart’s Technique Named for its creator Phillipa Eilhart, once a regent of Redania, a founder of The Lodge of Sorceresses, and a truly powerful sorceresses. Eilhart’s Technique developed for brutal interrogations is as painful as it is effective. Eternal Judgement 7th-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You cause targets to burst into bright white flames tinged with red. Up to 6 creatures that you can see within range must a wisdom saving throw. A creature takes 5d6 fire damage and 5d6 radiant damage and is set of fire by holy flames, taking 4d6 radiant damage at the begin of their next 3 turns. A creature take half as much damage on a failure and is not set aflame. The flames of Eternal Judgement cannot be extinguished by mundane means. Fire From the Sky 8th-level conjuration Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a small amount of sulfur or basalt)

V, S, M (a small amount of sulfur or basalt) Duration: Instantaneous You rain balls of fire from the sky over a huge area, the resulting impact creates a smoldering fog over the battlefield. Any creature within a 30-foot-sphere radius of the target must make a Dexterity saving throw. taking 6d6 fire damage and 6d6 bludgeoning damage on a failure, or half as much on a success. the same 30-foot-sphere area is filled with smoldering ash which last for 1 minute. Any creature that starts its turn within the smoldering ash must make a Constitution saving throw. A creature takes 3d10 fire damage on a failure, or half as much on a success. At Higher Levels When you cast this spell using a spell slot of 9th or higher, the damage increases by 1d6 (for both effects) for each slot level above 8th.

Flaming Vortex 5th-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration up to 1 minute. You create a flaming tornado with a 10ft radius. When a creature enters the area for the first time or is in the affected area at the end of its turn it must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much on a success. As a bonus action on your turn, you can move the weapon up to 20 feet, or as an action on your turn you can move the weapon up to 40 feet, causing any target forcing any creature engulfed by it to make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much on a success. You cannot move the vortex as an action and as a bonus action, and a creature can only become subject to damage from Flaming Vortex once per turn. Freshen Air 1st-level abjuration Casting Time: 1 action

1 action Range: Self ((30-foot radius)

Self ((30-foot radius) Components: V, S

V, S Duration: Concentration up to 10 minutes You cleanse the air surrounding you of impurities. All air in a 10-foot-radius sphere centered around you is purified and rendered free of smoke, poison, and disease. Should the air be poisoned by a magical effect make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Freya’s Bravery 7th-level enchantment Casting Time: 1 action

1 action Range: Self (60-feet)

Self (60-feet) Components: V, S, M (Blessed herbs worth 500gp, which the spell consumes)

V, S, M (Blessed herbs worth 500gp, which the spell consumes) Duration: 1 hour You call upon holy power and your body itself glows with divine light which reaches 60-feet in all directions. You and up to 10 creatures that you can see within range are subjected to the effects of this spell. Any disease a creature sufferers is instantaneously cured, and the creatures become immune to being frightened or charmed. Its hit point maximum also increases by 5d8 + your spellcasting modifier (minimum of 1), and it gains the same number of hit points. These benefits last for 1 hours. Glamour 4th-level Illusion Casting Time: 10 minutes

10 minutes Range: self

self Components: V, S, M (cosmetics worth 20gp, and a gem worth at leadt 100 gps)

V, S, M (cosmetics worth 20gp, and a gem worth at leadt 100 gps) Duration: up to 12 hours You create minor illusions around youself that makes you appear visually stunning, and bedazzles anyone any intelligent creature that can see you. Upon looking at you an intelligent creature must make a Wisdom saving throw, on a failure you gain advantage on all Charisma checks against any creature that fails a Wisdom saving throw upon looking at you. A creature remains unaware of the use of magic or if they were charmed by it. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Holy Fortification 5th-level conjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a holy oils worth 40gp)

V, S, M (a holy oils worth 40gp) Duration: 1 hour You bolster a target with holy righteousness. The target gains 5d6 + your spellcasting modifier temporary hit points, and gains advantage on Constitution saving throws for the duration of the spell. Ice Shroud (Rhewi) 3rd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute you create a thin layer of ice around a target for the duration of the spell. The target must make a Constitution saving throw. A creature takes 2d8 cold damage and becomes stunned, or half as much on a success. The creature may make an athletics (Strength) check to break the ice encasing them and remove the stunned effect. The ice has 20 hit points and is vulnerable to fire damage, all damage dealt to the ice is also dealt to the stunned target (with the target not taking the additional damage from fire damage). Ice Slick 2nd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You magically coat a 10-foot-square area of ground in ice. Any creature within the affected area must make a Dexterity saving throw or take 3d6 cold damage on a failed save or half as much on a successful one. The area is considered difficult terrain and any creature attempting to traverse the area of effect must make a Dexterity (acrobatics ) check against your spell save DC or fall prone. The ice last until it thaws or is otherwise melted.

Korath’s Breath 4th-level evocation Casting Time: 1 action

1 action Range: self (30ft cone)

self (30ft cone) Components: V, S, M (a small amount of stone, sand, or earth)

V, S, M (a small amount of stone, sand, or earth) Duration: Instantaneous You magically break down nearby stone or earth surface and sprays scolding sand at the creatures in front of you. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d8 fire damage and are blinded until the end of their next turn on a failed save, or half as much damage on a successful one. At Higher Levels When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot level above 4th. Life Leach (Anialwch) 6th-level necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (bone dust from an undead creature)

V, S, M (bone dust from an undead creature) Duration: Instantaneous. You suck some of the liquid from a target’s body through their skin, damaging and exhausting them. The target must make a Constitution saving throw. On a failure the target takes 4d6 necrotic damage and take 1 point of exhaustion to a maximum of 3 points of exhaustion. At Higher Levels When you cast this spell using a spell slot of 7th or higher, the damage increases by 2d6 for each slot level above 6th. Luthien’s Quill Cantrip transmutation Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Duration: Instantaneous When you cast this spell you etch writing or drawings into any solid surface. The Quill cannot be used on any living creature. Magic Compass 1st-level divination Casting Time: 1 action

1 action Range: self

self Components: V, S, M (a handful of ball bearings, or other magnetic shards)

V, S, M (a handful of ball bearings, or other magnetic shards) Duration: up to 10 minutes You to instantly determine the direction to a place you have been before. Alternately, the spell tells which direction is north. Merigold’s Hailstorm 6th-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Concentration up to 1 minute You create a hailstorm rain ice on a area encompassing a 30-foot-cylinder radius. When a creature enters the area for the first time or is in the affected area at the end of its turn it must make a Dexterity saving throw. A creature takes 8d8 cold damage on a failed save, or half as much on a successful one. The area affected by Merigold’s Hailstorm is considered lightly obscured as a result of the heavy hailstorm. At Higher Levels When you cast this spell using a spell slot of 7th or higher, the damage increases by 2d8 for each slot level above 6th. Merigold’s Hailstorm Named for its creator Triss Merigold the Fourteenth of the Hill, ex-advisor of King Foltest of Temeria, and a founding member of the Lodge of Sorceresses. Merigold's Hailstorm was created by accident , Triss Merigold was injured as she cast a spell, the result was a powerful hailstorm. Mind Manipulation 1st-level enchantment Casting Time: 1 action

1 action Range: 30ft

30ft Components: V, S

V, S Duration: Concentration up to 10 minutes You force one target to feel one of the following emotions for the duration of the spell: hatred, love, depression, or euphoria. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save you choose one to make the creature feel hatred, love, depression, or euphoria. On a successful save the target become aware that you attempted to cast the spell upon them. Mind Manipulation doesn't necessarily affect how a creature behaves, all reactions are determined by the DM Nature’s Gift 1st-evel transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You grow a small cluster of edible plants in soil of any kind. These plants are enough to sustain up to four people for one day. Nature’s Sight 3rd-level divination Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S,

V, S, Duration: Concentration, up to 10 minutes You gain the ability to see creatures that are not natural. You to choose one of the following types of creatures Aberrations, Celestials, Fey, Fiends, Monstrosities, or Undead. You know the location of all creatures of the type you have chosen within range.

Primal Awakening 3rd-level enchantment Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You to tap into the primal power of a target and awaken it. One target you can see within range must make a Wisdom saving throw. The creature gains advantage on melee weapon attacks, but must attempt move to and attack the creature nearest to it, regardless of if it is ally or foe. A creature affected by Primal Awakening makes a Wisdom saving throw at the end of their turn to end the spell. A creature may willingly fail the saving throw if they so choose. At higher levels when you cast this spell using a spell slot of 3rd level or higher, the spell can target one more creature for each level over 3rd. Rock Blast (Cenlly Graig) 2nd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a small rock or hardened piece of dirt)

V, S, M (a small rock or hardened piece of dirt) Duration: instantaneous You hurl four blunt stones at your opponent.

You may make four ranged spell attack against a creature of your choice that you can see within range. On a hit a target takes 1d8 bludgeoning damage and any creature hit is pushed up to 5 feet away from you in a straight line, a creature can only be pushed 5 feet regardless of how many stones hit the target. The stones all strike simultaneously, and you can direct them to hit one creature or several. At higher levels when you cast this spell using a spell slot of 3rd level or higher, the spell creates one more blunt stone for each slot above 2nd. Shape Nature 7th-level Transmutation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (an emerald worth 500gp, which the spell consumes)

V, S, M (an emerald worth 500gp, which the spell consumes) Duration: instantaneous You to create a nature golem from a small nearby tree, group of rocks, or earth. The golem acts upon the your orders to the best of its ability, and can be commanded as a bonus action. Should the you be rendered unconscious or die the golam with follow the final command given to it. If you don’t issue any commands to the golem, it defends itself from hostile creatures but otherwise takes no actions. You can only have one nature golem at any given time, should you cast this spell while already having a nature golem the first golem crumbles into its components. The golem last until it is destroyed or until you cast Shape Nature again. Nature Golem, Rock Large construct, unaligned Armor Class 17 (natural armour)

17 (natural armour) Hit Points 94(8d10 + 50)

94(8d10 + 50) Speed 40ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 20 (+5) 4 (-3) 5 (-3) 4 (-3) Damage Immunities poison, and psychic

poison, and psychic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned|

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned| Senses darkvision 60ft, passive Perception 10

darkvision 60ft, passive Perception 10 Languages Understands The Languages Of Its Creator But Can't Speak

Understands The Languages Of Its Creator But Can't Speak Challenge 5 (1,800 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Parry Breaker. Any affect that would deflect, stop, or otherwise parry the attack of the Nature Golem is rendered null and void. Actions Multiattack. the golem makes two melee attacks. Charge. If the nature golem moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, the damage of Slam is increased by 2d8, that target must also succeed on a DC 16 Strength saving throw or be knocked prone. Slam. Melee weapon attack: +8 to hit, reach 5ft. One target. Hit: 13 (2d8 + 5) bludgeoning damage.

Stammelford’s Earth Shatter 5th-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V, M (rocks and precious gems worth 20gp)

S, V, M (rocks and precious gems worth 20gp) Duration: Concentration up to 1 minute You disrupt the ground creating create a jagged and cracked area consisting of difficult terrain. In a 15-foot-radius of the target location the ground twist and churns for the duration. When a creature enters the area for the first time or is in the affected area at the end of its turn it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and becomes restrained in the twisting ground, or half as much on a successful one. Any creature that remains trapped in the ground at the end of it turn it takes 4d6 bludgeoning damage. A creature that is restrained by the spell may use an action to attempt to break away from the restraining ground, making an Strength (athletics) check to pull themselves from the ground. they remained trapped on a failure, on a success they pull themselves to rest prone on the ground. When the spell ends, the ground remains difficult terrain. At Higher Levels When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d6 (for both effects) for each slot level above 5th. Static Storm 2nd-level evocation Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V, S, M (a burnt piece of metal)

V, S, M (a burnt piece of metal) Duration: Concentration up to 1 minute You infuse a 30-foot radius centred around you with electrical energy. Each creature in a 30-foot radius of you who is wearing or welding metal must is affected. when a creature wearing or welding metal enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. A creature take 2d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above 2nd. Summon Staff Cantrip conjuration Casting Time: 1 bonus action

1 bonus action Range: self

self Components: V, S

V, S Duration: Instantaneous You dematerialize a staff or quarterstaff and transport it to a extra dimensional place. You can cast the spell again to summon the staff or quarterstaff back to you. Sun Serpents (Seirff Haul) 5th-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You create a number of serpents from fire magic that swarm over a target. The target must make a Dexterity saving throw. On failure the target takes 6d8 fire damage and the target becomes restrained. If a creature remains restrained by the serpents at the end of their turn they take 2d6 fire damage. The target may make a Dexterity (acrobatics) check or a Strength (athletics) check as am action to break out of the serpent's grasp At Higher Levels When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d6 (for both effects) for each slot level above 5th. Talfryn’s Prison 1st-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S,M (a dried plant or root)

V,S,M (a dried plant or root) Duration: Instantaneous You conjure a vine and fire it at a target you can see within range, where it binds itself to the ground and the target.

Make a ranged spell attack against up to three creatures that you can see within range. On a hit the targets are restrained by the roots until the spell ends. Creatures restrained by the plants can use an action to make a Strength check against your spell save DC. On a success, it frees itself. The roots have an AC 10, 12 hit points, and are vulnerable to fire. At higher levels when you cast this spell using a spell slot of 2nd level or higher, the spell creates one more ensnaring root against another target within range. Threads of Life 1st-level divination Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S, M (a herb used for healing)

V, S, M (a herb used for healing) Duration: Instantaneous You to see the life energy binding every target within a 30-foot radius of the target. Each target must make a Wisdom saving throw. You know if the targets are within the range of one quarter, half, or three quarters, or full hit points. If the target is at half their hit point maximum or fewer they make the saving throw at disadvantage. Urien’s Shelter 1st-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S,

V, S, Duration: 1 hour You create an intangible barrier around yourself negating the effects of hostile environmental conditions upon you. This negates the affects of extreme heat, extreme cold, rain, and snow on you. Waters of Clearance Cantrip transmutation Casting Time: 1 action

1 action Range: touch

touch Components: V, S

V, S Duration: Until dispelled You sober a creature immediately. This incantation counteracts alcohol and alchemical solutions that cause intoxication.