Blade Storm 1st-level evocation (Sorcerer, Wizard) Casting Time: 1 action

1 action Range: Self (15-foot cone)

Self (15-foot cone) Components: V, S

V, S Duration: Instantaneous This is a themed spell specifically for use in Planeshift campaigns. Your hands twist and pull on the aether in front of your fingers, forming sharp blades of metal before lunging them with incredible force before you. Each creature in a 15-foot cone automatically take damage. A creature caught in the cone takes 2d6 piercing damage. If you have refined aether in the form of an element, you may absorb some of that ether to change the damage type accordingly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Blaze Abjuration cantrip (Druid, Warlock, Witch) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute A creature begins smuldering that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 fire damage and be set on fire until the spell ends, someone uses an action to put out the flames, or the target is submerged in water, taking an additional 1d4 fire damage at the beginning of each of the blazing target's turns. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Demon Fire 3rd-level evocation (Warlock, Witch) Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a stone that comes from the elemental plane of fire or similar dimension)

V, S, M (a stone that comes from the elemental plane of fire or similar dimension) Duration: Concentration, 1 minute You build a fist full of flames, aiming a stream toward a creature that is slowly consumed by the fire. A creature that you can see within range must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save and creatures within 5 feet of them must make the same check or take half as much on a failed save, and no damage on a succesful one. On each of your turns until the spell ends, you can use your action to cause the creature to take the damage again, increasing the damage taken by 1d6 each time you take this action, as long as you can still see them and they are within range. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot above 3rd. Freeze the Storm 1st-level conjuration (Bard, Druid, Sorcerer, Witch, Wizard) Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You extend your hand towards a surface of water, a blast of chilling energy freezing over the liquid. For the remainder of the duration, you may use your action to blast a 10-foot cube of open water starting from a point in range with cold energy, freezing it solid on impact. For the duration, the water remains frozen unless melted otherwise. You may not target a point beyond any amount of water. If you are underwater, you freeze the 10-foot cube directly in front of you. If you try to freeze water where a creature is entirely submerged, they may make a Dexterity saving throw against your spell save DC. On a successful save, the creature can choose to move 5 in any direction. A creature that chooses not to move suffers the consequences of a failed saving throw. On a failed save, the creature is magically frozen and becomes both restrained and incapacitated. Though incapacitated, they may still use their action on their turn to make a Strength (Athletics) check against your spell save DC to break free. While restrained in this way they are immune to outside damage. If they are not entirely submerged in the water you freeze, they are instead grappled, not incapacitated, and get to make the same check to break free. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for twice as long for each slot higher up to a maximum of 8 hours, and the cube is 5-feet larger for each level higher. Glacial Blast 6th-level evocation (Druid, Sorcerer, Witch) Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a crystal ball)

V, S, M (a crystal ball) Duration: Instantaneous You raise a hand letting forth a giant 5-foot wide, 120-foot long line beam filled with shards of ice from it, or two hands for a massive 60-foot cone of freezing air peppered with ice. Each creature in the line or cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 ice damage and is restrained. On a successful save, it takes half as much damage and isn't restrained by the spell. A creature can use an action to attempt a Strength (Athletics) check to try and break free a creature trapped by the ice. A creature killed by this spell becomes a frozen statue until it thaws. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot above 6th. Hadar's Reach 2nd-level conjuration (Witch, Warlock) Casting Time: 1 bonus action

1 bonus action Range: 90 feet

90 feet Components: V, S, M (a vial of ink)

V, S, M (a vial of ink) Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. When you cast the spell, you cause the creature to take 1d6 cold damage and 1d6 acid damage as unknown horrors wrack the creature with otherworldly tentacles. Also, the target moves as though affected by difficult terrain as the tentacles slow their movement. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends the spell early. On each of your turns until the spell ends, you can use your bonus action to wrack the creature, causing them to take damage in this way again. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Mind Freeze 1st-level enchantment (Bard, Sorcerer, Witch, Wizard) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute Your eyes stare through a creature, a cold numbness overtaking their mind and slowing their thoughts. The creature must succeed on an Intelligence saving throw or be affected by this spell until the start of your next turn. Each time the creature casts a spell, they must first make an Intelligence saving throw. On a failed save, the numbness in their brain is too much and they lose the spell they were trying to cast. Any spell slot used is still spent. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. Minor Telekinesis Transmutation cantrip (Sorcerer, Wizard) Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute Your mind has become attuned to the invisible strings that attach all objects, enabling you to use a weak form of telekinesis to lift and move an object not already held or worn by someone weighing no more than 5 pounds. You can maintain this power on up to three objects at one time. Obelisk of Stone 3rd-level transmutation (Druid, Sorcerer) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You cause up to 3 obelisks of stone to burst from places on the ground that you can see within range. Each obelisk is a cylinder that has a diameter of 5 feet and a height of up to 20 feet. The ground where an obelisk appears must be wide enough for its diameter, and you can target ground udner a creature if that creature is medium or smaller. Each obelisk has AC 5 and 20 Hit Points. When reduced to 0 hit points, an obelisk crubmles into rubble, which creatres an area of difficult terrain within 10-foot radius. The rubble lasts until cleared. If an obelisk is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the obelisk. A creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional obelisk for each slot above 3rd. Riverboat 1st-level conjuration (ritual) (Druid, Witch, Wizard) Casting Time: 1 minute or 10 minutes

1 minute or 10 minutes Range: 30 feet

30 feet Components: V, S, M (tree branch or log that is consumed when the spell is cast)

V, S, M (tree branch or log that is consumed when the spell is cast) Duration: 2 hours Creates a 2 man canoe, or a 6 man riverboat. The spell ends immediately after the last person leaves the boat, or you end the spell (without the need of an action). Casting this spell with a 2nd-level spellslot or higher increases the duration of the spell by 2 hours, up to a max of 8 hours, and doesn't cause the spell to end when the last person leaves the boat. Sandboat 1st-level conjuration (Druid, Witch, Wizard) Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You begin moving a 5' wide by 10' long area of sand under your feet, and up to one other creature. As a bonus action on each of your turns you can move the sand, and up to two creatures utop of it, up to 60' per round. Casting this spell with a 2nd-level spellslot or higher increases the speed of the boat by 15' per slot to a max of 120' and increases the duration of the spell by 1 hour, up to a max of 5 hours.

Summon Aberration 3rd-level conjuration (Warlock, Wizard) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a body part from a creature with psionics)

V, S, M (a body part from a creature with psionics) Duration: Concentration, up to 1 hour You utter alien words, summoning aberrations from the worlds beyond. Roll on the following table to determine what appears. d6 Aberrations Summoned 1-2 Two aberrations of challenge rating 1 or lower 3-4 Four aberrations of challenge rating 1/2 or lower 5-6 Eight aberrations of challenge rating 1/4 or lower You choose where the aberrations come from, like the eldrazi from Zendikar, heartless/nobodies from Kingdom Hearts, or the usual abberations from Faerun. The DM chooses the aberrations based on the theme you chose, such as eldrazi rust monsters or shadow heartless, and you choose the unoccupied spaces you can see within range where they appear. A summoned aberration disappears when it drops to 0 hit points or when the spell ends.

The aberrations are hostile to all creatures, including you. Roll initiative for the summoned aberrations as a group, which has its own turns. The aberrations pursue and attack the nearest non-aberrations to the best of their ability.

As part of casting the spell, you can form a magical circle of runes on the ground with the psionic body part used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned aberrations can't cross the circle or harm it, and they can't target anyone within it. If the you cast the spell without requring the material component (aside from a spellcasting focus), you can still create the circle. At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many aberrations. If you cast it using a spell slot of 8th or 9th level, you summon three times as many aberrations. Diamond Shield 2nd-level anjuration (Wizard) Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You create a diamond-shaped shield within range that lasts for the duration or until you cast this spell again. When you cast this spell, you may designate a creature within range for the shield to protect. You then target a second creature within range that the shield interposes between. The shield stays within 5 feet of the first creature, interposed between them and the second creature, providing half cover from that direction as it moves with the creature on their turn. As a bonus action on each of your turns, you can choose new targets for the spell within range. When the second target dies, the shield simply follows within 5 feet of the first creature, providing no cover until a new second target is made. The shield has seven gems embedded into it. Each time an attack misses the first target, or the first target succeeds on a dexterity saving throw, a gem shatters. Once the last gem disappears, the spell ends. Thought Push Illusion cantrip (Wizard) Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 hour Creates a halucination in a liquid no more than 3 gallons cast by this spell, that only the first person who gaze at it views the halucination. As generic as "you see your true love", or specfic as "reliving a childhood fear". The spell ends 1 round after being viewed. If you cast this spell a second time before the first ends, the first casting fades.

Vine Growth Transmutation cantrip (Druid, Witch) Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You create a vine up to 60 ft. that is a construct. It has a strength score equal to your wisdom and its dexterity and constitution are 10 and intelligence and wisdom are 3 and its charisma is 1. It is magically anchored to a non-magical object or structure. The end not anchored has a speed of 30 feet. When you cast the spell, and as your action each round for the Duration, you can exert your will on the vine to grapple one creature or object that is within range. As part of the action to move the vine, it may magically anchor the other end of itself to another non-magical object or structure, may detatch either end, and may shrink or grow in length up to 60 ft. The vine can lift and move willing creatures or objects of medium size or smaller up to 30 times your Wisdom score. If a creature is not willing to be lifted or moved by the vine, the vine makes a contested grapple check against the target. Once during an unwilling grappled creature's turn, they may make a strength saving throw to break free of the vine, destroying the vine in the process. The spell ends if the vine is dealt any damage, it's carrying capacity is exceeded, at least 1 side of the vine is not anchored, an unwilling grappled creature succeeds in their saving throw, or the vine is ever outside of the spell's range. If you cast this spell again before it ends, the spell simply resets its duration back to 1 minute. The vine can exert fine control on Objects within its grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contests from a vial. Vine Growth (NEW) Conjuration cantrip (Druid, Witch) Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: 1 minute You create a vine up to 60 ft. in length magically attached to an object within range. Once made, you can use your action to control the vine. It can move one end that is not anchored up to 60 feet at a time. The vine is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open container, pour out a vial's contents, lift willing creatures, or magically anchor/unanchor to/from one item an object not worn or carried by a creature. It can't attack, activate magic items, or carry more than an amount of pounds equal to 30 times your spellcasting ability modifier. You use an action to dismiss the vine before the end of the duration. The vine's AC equals 10 + your ability score modifier. If an Attack hits the vine, the vine is destroyed. The vine can be destroyed only by an Attack that hits it. It ignores all other damage and Effects. The spell ends when the vine is destroyed, at least 1 side of the vine is not anchored, or be more than the spell's range away from you. If you cast this spell again before it ends, the spell simply resets its duration back to 1 minute. Wristpocket Conjuration cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Instantaneous You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. You cannot store an object while one already occupies the extradimensional pocket.