Galder's Fabulous Fizzbangers

1st-level illusion

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V,M (a pinch of charcoal and powdered copper)

V,M (a pinch of charcoal and powdered copper) Duration: 1 round

With wizzing lights and bangs, a magnificent but harmless fireworks display errupt at an unoccupied point you choose within range. Each creature within a 10 foot radius must make a Wisdom saving throw or be amazed by the display. A creature that is blinded or deafened has advantage on this save. A creature astonished by the fireworks can take no actions and cannot move on thier turn. The effects can be heard from 300 feet away and seen from up to a half mile away.

Galder's Bouncing Bubble

3rd-level conjuration

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S,M (a smoking pipe and some soap shavings)

S,M (a smoking pipe and some soap shavings) Duration: up to 1 minute

A shimmering, slightly malable sphere of magical force pops into existence around you and remains for the duration. It can have up to a 10-foot radius, although it can only incorporate one other creature of your size or smaller. An unwilling creature may make a Dextarity saving throw to avoid being enclosed by the sphere.

The sphere has 20 hit points, is immune to psycic and posion damage, and is vunurable to pericing damage. Once it is reduced to 0 hit points it dissaprears with audible pop and the spell ends.

Physical objects, energy, or other spell effects can't pass through the barrier, though a creature in the sphere can breathe there.

The sphere and the creatures and objects inside it are nealy weightless for the duration. If the sphere is falling, it's rate is a slow 60 feet per second, and creatures enclosed take no fall damage. The shere will bounce to a height of one third of the fall distance, or 60 feet (whichever is lesser) at a rate of 10 feet per second, then begin falling again.

An enclosed creature can use its action to push against the sphere’s walls and thus move the sphere at up to half the creature’s speed in any direction, including up into the air. If no creature pushes the sphere, it floats 10 feet in a random direction on your turn.

Galder's Icy Tower

7th-level conjuration

Casting Time: 1 hour

1 hour Range: 30 feet

30 feet Components: S,V,M (a saphire worth at least 100 gp which the spell consumes)

S,V,M (a saphire worth at least 100 gp which the spell consumes) Duration: until dispelled

Choose an area with at least a 50 foot radius and not occupied by any other stuctures. A tower made of icy crystals springs from the area and lasts until dispelled. Creatures in the area are impaled by the tower's icesicles and take 2d10 piercing damage as they are lifted to the top.

The tower is 100 feet tall with a single battlement on top. The walls are made of blocks of 2-foot thick ice (15 AC, immune to ice, poison and psychic damage, vunurable to fire damage and damage from seige weapons). Each 10x10ft section of the tower has 30 hit points. If a section is reduced to 0 hit points, it's destroyed, and the DM may rule other sections collapse as well. If the tower is located in an area where the temperature is below 20 degrees Farenheight, a damaged section regains 1 hit point an hour, up to its maximum. In contrast, if the tower is built in an area where the temperature is above 80 degrees Farenheight, the tower begins to melt, and sections lose 1 hit point an hour. If the enitre tower is reduced to 0 hit points, the spell ends.

The tower can have as many rooms as desired, but each one must be at least 5 feet on each side. Rooms can be connected by doors or archways and have whatever furniture desired, but it is all made of sculped ice.

When you cast this spell, choose a command word. Whenever this command word is spoken, a doorway into the tower appears. Otherwise, the only way to gain entry is to break through the ice. The command word also protects the speaker from the towers cold interior, which functions like the extream cold weather rules found in the Dungeon Masters Guide

Casting this spell every 7 days for a year makes the tower permanent and unable to be dispelled.