Spells based on Magic Cards Circle of Protection 2nd-level abjuration Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S, M (strip of ribbon matching the color of the chosen type of circle of protection)

S, M (strip of ribbon matching the color of the chosen type of circle of protection) Duration: 10 minutes You create a 5-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. When you create the circle of protection choose on of the following colors. Creatures inside the circle gain resistance to the indicated damage types. Black. Creatures in the circle of protection gain resistance to necrotic and psychic damage. Blue. Creatures in the circle of protection gain resistance to cold and thunder damage. Green. Creatures in the circle of protection gain resistance to acid and poison damage. Red. Creatures in the circle of protection gain resistance to fire and lightning damage. White. Creatures in the circle of protection gain resistance to force and radiant damage. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the circle increases by 5 ft. for each slot level above 2nd. Memories of Icatia 1st-level conjuration Casting Time: 1 minute

1 minute Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You call into being from the Aether citizens from a long-destroyed civilization. These people appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: 4 human commoners

2 human guards Each citizen disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At higher levels. When you cast this spell using certain higher-Ievel spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 3rd-levei slot, and three times as many with a 5th-levei slot. Memory Lapse 2nd-level abjuration Casting Time: I reaction, which you take when you see a creature within 60 feet of you casting a spell

I reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet

60 feet Components: S

S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If you successfully interrupt the spell casting, the creature regains the spell slot used to cast the spell. Notion Rain 3rd-level divination Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 round Illusory rain begins to fall around you in a 60ft radius. Creatures in this area have the sensation of wetness. Doesn't move with you. Each creature with intelligence 3 or greater may choose to take 1d6 psychic damage. If they do, then they can choose 1. Advantage on next attack roll made before the start of your next turn, next attack made against you before the start of your next turn is at disadvantage, and make a save against an effect that allows a save, regain a 1st or 2nd level expended spell slot. At higher levels. When you cast this sepll using a spell slot of 4th level or higher, the duration of the spell is extended by 1 round for each slot level above 3rd. Psychic Venom 2nd-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a drop of cobra venom)

V, S, M (a drop of cobra venom) Duration: Concentration, up to 10 minutes You attempt to taint the the mind of a creature you can see within range with a corrupting psychic force. It must make a Wisdom saving throw. If it fails, then it takes psychic damage each time it casts a spell for the duration of the effect. This damage is equal to twice the level of the spell. Cantrips are considered a level 1 spell for determining this damage. At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is determined by multiplying the target's cast spell by the spell slot level used to cast psychic venom instead of doubling it.

Rapid Decay 1st-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S

V,S Duration: Instantaneous You cause a deceased body to decay rapidly. When you cast this spell, choose a corpse or creature you can see within range. If you target a corspe, that body decomposes to the point that it cannot be reanimated, affected by spells such as raise dead or revivify, or identified by normal means. If you target a creature that is undead, it must make a Constitution saving throw. It takes 2d8 necrotic damage or a failed save, or half as much damage on a successful save. If this damage drops an undead creature to 0 hit points, then the body decompses as if the spell had targeted its corpse. This effect happens prior to a trait such as a zombie's undead fortitude At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one more corpse or creature for each spell slot above 1st. Rune of Protection 4th-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour A glowing, 6 inch tall magical rune appears on an item or flat surface you touch. When you cast this spell, choose one of the following colors. Creatures within 5 ft. of the rune of protection gain resistance to the indicated damage types. Black. Creatures near the rune of protection gain resistance to necrotic and psychic damage. Blue. Creatures near the rune of protection gain resistance to cold and thunder damage. Green. Creatures near the rune of protection gain resistance to acid and poison damage. Red. Creatures near the rune of protection gain resistance to fire and lightning damage. White. Creatures near the rune of protection gain resistance to force and radiant damage. Scented Air 1st-level enchantment Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S, M (fragrance matching chosen effect)

S, M (fragrance matching chosen effect) Duration: Concentration, up to 1 minute A fine mist of scented air wafts through the area. You create a 60 ft. radius sphere centered on a point within range. The sphere spreads around coroers. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast scented air. Expend another spell slot of your choice and choose one of the options below. The level of the second spell slot expended determines the power of the chosen effect. Scent of Brine. When a creature casts a spell when in the spell's area, the save DC of that spell is decreased by the level of the spell slot expended. Scent of Cinder. When any other creature ends its turn in the spell's area it takes fire damage equal to the level of the spell slot expended. Scent of Ivy. Creatures in the spell's area gain a bonus equal to the spell slot expended on all Constituion and Strength ability checks and saving throws. Scent of Jasmine. - At the end of your turn, you may heal a nunber of hit points equal to the spell slot expended. You may divide these hit points among any number of creatures within the area of the spell. Scent of Nightshade. - Other creatures in the spell's area gain a penalty to ability checks and Concentration checks equal to the spell slot expended. Twiddle 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 round You attempt to cause time to skip around a creature you can see within 60 feet. That creature must succeed on a Wisdom saving throw or be affected by the spell until the start of your next turn. An affected creature can't make reactions or use bonus actions until the start of your next turn.