Arcanist's Arsenal

Blizzard

3rd-level evocation

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a leaf that is frozen solid)

V, S, M (a leaf that is frozen solid) Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Class: Druid, Sorcerer, Wizard

You create a swirling vortex of sheer cold and biting wind in a 15-foot-radius, 40-foot-high cylinder centered on a point within range. The cylinder spreads around corners, and ice and snow lightly obscure the area, which is also difficult terrain for the duration. Each creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, a creature takes 2d12 cold damage and can't take reactions until the start of its next turn. On a successful save, the creature takes half as much damage and suffers no other effect.

If a creature fails its saving throw against this spell two consecutive times, its speed is halved, and it has disadvantage on attack rolls and ability checks. These effects last for the duration of the spell, or until the creature takes any fire damage.

If a creature fails its saving throw against this spell three consecutive times, it is frozen solid and is paralyzed until it thaws. A creature killed by this spell also freezes solid.

On each of your turns after you cast this spell, you can use an action to move the area up to 30 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Conquerspell

5th-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

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

60 feet Components: V, S

V, S Duration: Instantaneous

Instantaneous Class: Sorcerer, Warlock, Wizard

You attempt to interrupt a creature in the process of casting a spell and commandeer the magic, turning it into your own. If the creature is casting a spell of 6th level or higher, this spell fails. Otherwise, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level + the spellcasting ability modifier of the spellcaster. On a success, you take control of the spell and cast it as if you had cast it on your own, choosing its area and targets as normal. (If the spell affects an area within a range of its caster, you choose the area it affects, within that range of you. If the spell originates from its caster, it originates from you. If it targets its caster, it targets you.)

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can attempt to take control of the spell if its level is equal to or lower than the level of the slot you used.

Depthdive

5th-level transmutation

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (an oceanic pearl worth 50 gp, for each target of the spell, which the spell consumes)

V, S, M (an oceanic pearl worth 50 gp, for each target of the spell, which the spell consumes) Duration: 12 hours

12 hours Class: Druid, Wizard

This spell grants up to ten willing creatures you can see within range adaptations to survive the crushing depths of the ocean floor. Each creature affected by the spell gains the following benefits until the spell ends:

• It can breathe underwater and gains a swimming speed equal to its walking speed.

• It has resistance to cold damage and ignores the drawbacks of a deep underwater environment, such as water pressure.

• It has darkvision to a range of 120 feet. If the creature already has darkvision, the radius of the creature’s darkvision becomes 120 feet if it isn’t already higher.

• Any equipment it is wearing or carrying can't be damaged by water or water pressure.

• It can use an action to buoy itself upwards through the water, ascending at a rate of 60 feet per round until it reaches the surface or it uses another action to end this effect. This effect also occurs when the creature drops to 0 hit points.

Gloomstride

4th-level conjuration

Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Class: Warlock, Wizard

You blend into the shadows, and step from one dark corner to another. Once per round for the duration, when you are in dim light or darkness, you can use 5 feet of movement on your turn to teleport up to 30 feet to an unoccupied space that you can see that is also in dim light or darkness, or that is in a space occupied by a creature's shadow. The DM determines where a creature's shadow falls, if it casts one.

Legendary Resistance

6th-level abjuration

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (three intact dragon scales, harvested no more than 7 days before casting, consumed by the spell)

V, S, M (three intact dragon scales, harvested no more than 7 days before casting, consumed by the spell) Duration: 1 hour

1 hour Class: Cleric, Sorcerer, Wizard

You grant one creature you touch incredible tenacity. Three times before the spell ends, the creature can choose to succeed on a saving throw that it fails.