D'evin's Sky Chariot 4th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a small chariot)

V, S, M (a small chariot) Duration: Concentration, up to 10 minutes You conjure a semi opaque magical chariot with enough room for 1 medium creature. You can control the chariot mentally and it can fly with a movement of 50 feet. The chariot takes the space of a medium creature and cannot be used to ram or shove creatures or objects. If the chariot runs into an object or creature it simply stops. The chariot itself provides you with 3/4 cover from all attacks except those from above you. The magic holds you within the chariot making it impossible for shove type attacks to dislodge you. If the rider leaves the chariot you can continue to control the chariot and as a bonus action accept a new rider. Nimbomb's Arcane Explosion 4th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: M, S, V (pinch of arcane powder)

M, S, V (pinch of arcane powder) Duration: Instantaneous A bright flash pulses from your body as you explode with force energy. Each creature you choose within 20 feet must make a dexterity saving throw. A target takes 6d4+6 force damage on a failed save, or half as much damage on a successful one. Anyone that fails their saving throw against this spell may not take a reaction until the end of the caster's turn. At higher levels When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d4+1 for each slot level above 4th. Radiant Guardian 4th-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: M, S, V (a match)

M, S, V (a match) Duration: Concentration, 1 minute You conjure radiant guardian that appears as a ball of pure light in an unoccupied space within 30 feet. As a bonus action you may move the guardian up to 30 feet and have it heal or cause damage to a target. The guardian has a pool of 8d8. It may spend up to 4d8 at one time to heal or cause damage. To cause damage you must make a melee spell attack roll. If you miss the dice are still expended from the pool. At higher levels When you cast this spell using a spell slot of 5th or higher, the pool increases by 2d8 for each slot level above 4. Thillidan's Soporific Tentacle 2nd-level conjuration Casting Time: Bonus Action

Bonus Action Range: 15 feet

15 feet Components: M, S, V (a vial of sea water)

M, S, V (a vial of sea water) Duration: 1 minute. When you cast this spell an ichor laden tentacle of Thillidan reaches from the Aethereal plane and attempts to strike a creature. If you succeed in a spell attack the target takes 1d8 bludgeoning damage and must make a Chr spell saving throw or fall asleep and the start of their turn. If you miss with the attack or if the target succeeds on their saving throw you may use a bonus action on subsequent turns to attack again, dealing damage again and forcing another saving throw. When the tentacle successfully puts someone to sleep it vanishes. Once alseep a creature is awoken by any damage or if someone spends an action to rouse them. Thillidan's Confounding Tentacles 4nd-level conjuration Casting Time: 1 Action

1 Action Range: 15 feet

15 feet Components: M, S, V (a vial of sea water with a submerged gold coin)

M, S, V (a vial of sea water with a submerged gold coin) Duration: 1 minute. When you cast this spell a trio of ichor laden tentacles of Thillidan reach from the Aethereal plane and wrap themselves about the target's head. Make a spell attack roll. The creature struck is confused until the end of their turn, at which point they may make a Wis spell saving throw. If they succeed they are no longer confused, if they fail they are confused until the end of their next turn at which point they act normally. Confused creatures may not take reactions and roll a d10 to determine their behavior. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. You may use your action on subsequent turns to attack another creature within range. You may not confuse the same creature more than once per casting of this spell.

Undermountain 2nd-level enchantment Casting Time: 1 action

1 action Range: Self

Self Components: M, S, V (a rock found in a deep cave)

M, S, V (a rock found in a deep cave) Duration: Concentration, up to 1 minute When you cast this spell you are encased with a protective layer of rock and stone. You gain temporary hit points equal to your spell casting ability. If you are underground this bonus is increased to 150% (round up) of your spellcasting bonus. If the attacker that reduces this temporary hit points total to 0 was at 5' range then they are hit with an explosion of stone and suffer 1d4 bludgeoning damage. At the beginning of your next turn, as a bonus action, you can reform the protective layer and refresh the temporary hit points. At higher levels When you cast this spell using a 3rd level slot the bonus increases to double (triple underground) your spellcasting ability in temporary hit points and the damage is increased to 2d4. Using a 5th level slot increases the duration to 10 minutes, the temporary hit points to triple your spell casting modifier (quadruple underground) and the damage to 3d4. Travelers Fair 1st-level conjuration Casting Time: 10 minutes

10 minutes Range: Touch

Touch Components: M, S, V (a small cornucopia)

M, S, V (a small cornucopia) Duration: 10 minutes You bring forth a enough food for a quick snack for up to 8 creatures up to a large size. The food takes about 10 minutes to consume. The beneficial effects to do not take place until you finish eating. A creature that partakes of the food gets several benefits. They may travel for 12 hours before risking suffering from exhaustion. Any checks against exhaustion during that time are done with advantage. They are considered fed and hydrated sufficiently for the next 24 hours. All but the most inclement weather does not cause discomfort as they travel. The spell does not protect from weather that is harsh enough to cause damage or exhaustion to a character. Bountiful Feast 4th-level conjuration Casting Time: 10 minutes

10 minutes Range: Touch

Touch Components: M, S, V (a small cornucopia)

M, S, V (a small cornucopia) Duration: 1 hour You bring forth a bountiful feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all Diseases and poison. It immediately recovers 1d8 hit points. It is fully nourished and hydrated for the next 24 hours. If a short rest is taken during this time any hit dice expended for healing are rolled twice, adding the values together. Moonlight 2nd-level divination Casting Time: 1 action

1 action Range: Self

Self Components: M, S, V (a pinch of moon dust)

M, S, V (a pinch of moon dust) Duration: 10 minutes When you cast this spell the world becomes illuminated by the soft glow of moonlight. You can see in all but magical darkness out to 30' and then a further 30' is dimly lit. Invisible and hidden creatures become outlined. You treat unseen targets and 3/4 cover as though it is only half cover, -2 to hit. If a creature is using stealth vs your passive perception to sneak up on you they do so with disadvantage. At higher levels When you cast this spell using a 3rd level slot it lasts for 1 hour, with a 5th level slot it lasts for 8 hours. Horned One, The Destroyer, Armageddon Horns of the Destroyer 7th-level necromancy Casting Time: 1 action

1 action Range: Self

Self Components: M, S, V (a piece of a skull of a demon or devil, worth 1000 gp)

M, S, V (a piece of a skull of a demon or devil, worth 1000 gp) Duration: Concentration, up to 1 minute. Two massive horns pulsing with necromantic magic sprout from your head. You may immediately make a melee spell attack as a bonus action. A creature stuck by the horns takes 3d6 necrotic damage and makes all spell saving throws with disadvantage until the end of their turn. On subsequent turns you may use a bonus action to attack with the horns. If a creature is slain by the horns it may not be raised or reincarnated for 24 hours. While the horns are active you do not feel pain and cannot be frightened. Rhion, trickster god A Trick of the Light 3rd-level illusion Casting Time: 1 action

1 action Range: touch

touch Components: M, S, V (a mirror with a flaw)

M, S, V (a mirror with a flaw) Duration: 24 hours or until triggered. If the target of this spell is subject to a scrying spell they are aware of it whether they make their saving throw or not. If they fail their saving throw the sensor still shows up but it is provided with false images and sounds that have little to do with what is actually taking place around the sensor. The person casting scrying may make a DC 10 Arcana check to see if they are aware that their scrying is being tampered with.

Mythral’s Dagger of Light 4rd-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: M, S, V (a small silver dagger with the symbol of Mythral inscribed.)

M, S, V (a small silver dagger with the symbol of Mythral inscribed.) Duration: Concentration, up to 10 minutes. The spell conjures a dagger made of light. The wielder may attack using their spell casting attribute for attack and damage or they may follow the normal rules for a dagger, using strength or dexterity. The dagger has a range of 60/120 and immediately returns to the thrower allowing for multiple attacks. If the user is disarmed the dagger returns to their hand instantly. The dagger deals 2d8 radiant damage. The dagger emits bright light out to 30 feet and then dim light for another 30 feet. If the dagger enters an area of magical darkness it dispels it. Kornda’s Shadowy Betrayal 4th-level transmutation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: M, S, V (a piece of pure black obsidian, valued at 100gp)

M, S, V (a piece of pure black obsidian, valued at 100gp) Duration: Concentration, up to 1 minute. The caster selects one target within range that has a shadow. That shadow transforms into a shadowy assassin that attacks and betrays the owner. The caster may use their bonus action on each of their turns, including the turn when the spell was cast, to attack the target with their own shadow. Make an attack roll with their spell casting attack roll. On a hit the shadow deals 2d8 necrotic damage. The shadow may only attack the owner of the shadow. If the target moves then the caster may use their reaction to either reduce their movement to half, round up, or to make an attack of opportunity following the attack guidelines previously mentioned. Lastly, any times the target needs to make a concentration check they do so at disadvantage. Fekwen Commune with City (Ritual) 5th-level divination Casting Time: 1 hour

1 hour Range: special, 1 city, town or village

special, 1 city, town or village Components: M, S, V (a full colour map of the city, town or village worth at least 100 gp which is consumed)

M, S, V (a full colour map of the city, town or village worth at least 100 gp which is consumed) Duration: 1 hour When you cast this spell you may ask 3 questions of the collective subconscious of the city populace. The city can respond by highlighting a portion of the map and providing a negative or affirmative answer to a general questions. The subconscious can describe, in vague terms, any major threats that affect greater than 10% of the population. Lastly, the subconscious can identify if there are any groups of celestials, fiends, aberrations or undead within the city and generally where they are. In rare cases, a singular being of immense power can also be identified by the subconscious. Ikribal's Teleportation Damper 3rd-level abjuration Casting Time: 1 action

1 action Range: 120’

120’ Components: M, S, V (obsidian dust, fertile soil)

M, S, V (obsidian dust, fertile soil) Duration: Concentration, up to 10 minutes. This spell creates a 30’ radius area where teleportation, either into or out of the area, is hampered. Any creature that wishes to use teleportation magic must first succeed in a spell saving throw against this spell. Failing this saving throw leads to a wasted spell slot and the caster does not teleport. If the spell slot being used to teleport is lower than the slot used for this spell make the spell saving throw at disadvantage. At higher levels When you cast this spell using spell slot of 4th-level or higher you increase the size of the radius by 30’. Additionally, as noted in the spell description, using a higher level slot may force a spell saving throw with disadvantage. Ikribal's Greater Teleportation Circle 7th-level conjuration Casting Time: 1 hour

1 hour Range: touch

touch Components: M, S, V (inks infused with powdered gems worth 1000 gp or more, consumed)

M, S, V (inks infused with powdered gems worth 1000 gp or more, consumed) Duration: Instantaneous This spell must be cast on a permanent teleportation circle or it has no effect. That teleportation circle becomes a greater teleportation circle and several additional sigils are added to the existing sigils. These sigils may be made obvious or coded and therefore only readable via an Intelligence (Arcana) ability check DC 20. Anyone that knows the full sigil sequence of a greater teleportation circle and the sigil sequence of another permanent teleportation circle on the same plane of existence may spend a minute to open a shimmering portal inside the circle that lasts until the end of their next turn. Anyone that passes through the portal appears in an unoccupied space, within 5 feet, of the destination circle. This does not consume a spell slot. A greater teleportation circle can only be used in this way once per day. At higher levels When you cast this spell using a 9th level spell slot the greater teleportation circle may be used twice per day.