Divinity Orginal Sin, Spell Conversion The Divine have come to the world of DnD 5e, bringing along a wide viariety of spells and skills. Divinity has 8 different sets of skills relating to the 4 different elements, Witchcraft, Melee, Ranged, and Rogue. The list can be found here. The focus of my effort is purely conversion, with only minimal balancing, I just thought it would be fun to see game mechanics put under a different rule set. Some spells may be a little too powerful, others useless, some I won't even bother adding because they already exist in 5e, such as Vampiric Touch. The game also measures things in meters, so converting them to feet also meant that some spells may have abnormally large ranges for what they do, and the community (Especially DM's seeking new and fun spells) are free to change specific things as they see fit. In terms of balance, I can't just throw it out the window though. I tried to place these spells in spell slots that would make them a reasonable choice over spells of those levels. For this reason, there might be a major delay for the more "Physical" skills, Expert Marksman, Man-At-Arms, and Scoundrel. As I figure out how to limit them to 4th-5th level spell slots on the other martial spellcasters, arcane trickster, eledritch knight, paladin, and ranger without having them banned from every single game ever. Witchcraft For the sake of consistancy and that "Witchcraft" isn't a viable spell type, these will all be necromancy spells. Witchery in the game focuses primarly on summoning, and providing massive debuffs to the bad guys via their lingering curse effects, instead of focusing on the big damage that other mages can dish out, this causes you to build a mage which loves being at the top of the initiative line. These are Wizard and Warlock spells, with the warlock able to use the mystic arcanum to cast past 5th. Decaying Touch 1st-Level Necromancy Casting Time: 1 Action Range: 15ft Components: V, S Duration: 3 Rounds One creature you can see within 15ft of you must make a wisdom saving throw vs your spell save DC or be cursed. Make the target decay, so that it cannot be healed by magic or potions anymore, it will be damaged instead. Lower Resistances 2nd-Level Necromancy Casting Time: 1 Action Range: Self (25ft Circle) Components: V, S Duration: 2 Rounds Each enemy within 25ft of you must make a strengh saving throw vs your spell save DC or gain vunrability to fire, cold, and poison. If they are resistant, they lose this resistance temporarily. When Cast in a 5th level slot or higher, it can also remove immunities. Malediction 2nd-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: 4 Rounds One creature you can see within 50ft must make a wisdom saving throw vs your spell save DC or be cursed, having disavantage to hit. Then they must make a strength saving throw vs your spell save DC or become weak, dealing half damage, rounded up. The creature can make a strength saving throw at the start of their turn to rid themselves of weak. As well as a wisdom saving throw to rid themselves of cursed. Oath of Desecration 3rd-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: 2 Rounds One friendly creature that you can see within 50ft must make a Strengh saving throw vs your spell save DC. Upon success they gain an extra damage dice for the duration of the spell. (IE Greatsword goes from 2d6dmg --->3d6dmg) At the end of their turn, the friendly creature must make another Strength saving throw vs your Spellcasting DC, on a fail the spell ends. At Higher Levels When you cast this spell at 4th level or higher add an extra damage dice for each slot level above 3rd. Summon Undead Warrior 3rd-Level Necromancy Casting Time: 1 Action Range: 30ft Components: V, S Duration: 6 Rounds Choose a clear, flat location within 30 ft that you can see. Summon a Skeleton, the undead warrior only exists for 6 Rounds, and can only be summoned in combat. In adddition to the normal skeleton features it has a resistance to piercing damage. The undead warrior wears leather armor and has a rusty handaxe that could be used to perform a special attack, before it breaks. The undead warrior has a special attack that can only be used once per combat providing it is currently wielding it's handaxe, by slashing its target the skeleton can deal a critical blow, causing the target to bleed, the target takes (1d4+3) damage from blood loss at the end of their turn until they either succeed a medicine check or until they fall unconscious You can only have one undead warrior at a time. Page 1

Destroy Summon 2nd-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Destroy a summoned creature, horribly. Death Punch 7-Level Necromancy Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous You summon a giant hand made of broken bones and rotten flesh above your enemy, then drop it upon them. Choose a creature you can see withing 10ft of you, the target must make a Strength saving throw. It takes 12d8 + 40 bludgeoning damage on a failed save, or half as much damage on a successful one. Horrific Scream 6th-Level Necromancy Casting Time: 1 Action Range: Self (30ft Circle) Components V, S Duration: 4 Rounds All enemy creatures within the spells effect, must make a wisdom saving throw, or be feared for 4 rounds Ressurect 8th-Level Necromancy Casting Time: 1 Action Range: 50ft Components V, S Duration: Instantaneous Choose a dead or unconsous ally within 50 feet of you, ressurrect them at 50% life (This does not restore hit dice, spell slots, etc.) on a space of your choosing, within 30ft of their current location. Rapture 5th-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: 2 Rounds Choose a creature within 50ft that you can see, the target must make a Wisdom saving throw or be forced under your control for 2 rounds, this can only be used in combat. The target can make a Wisdom saving throw at the end of their turn to break the Charm Drain Willpower 4th-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: 4 Rounds Choose a creature within 50ft that you can see, the target must make a Strength saving throw vs your spell save DC or have their will to fight drained from them. On a failed save the target loses 5 Points of Wisdom for 4 rounds Mute 5th-Level Necromancy Casting Time: 1 Action Range: 50ft Components: V, S Duration: 3 Rounds Choose a creature within 50ft that you can see, the target must make a strength saving throw vs your spell save DC or become muted A muted creature cannot speak, it cannot cast spells with a verbal component or use scrolls that require you to read them aloud Summon Armored Decapitator 6th-Level Necromancy Casting Time: 1 Action Range: 40ft Components: V, S Duration: 8 Rounds Choose a clear, flat location within 40ft that you can see, Summon a powerful Skeleton Knight that has heavy plate armor, and a greatsword. (It does not have any of the abilities listed, only stats, feats, armor, and greatsword) The Armored Decapitator has all the normal skeleton features, but is tougher and more resilient to attacks on the mind than it's warrior counterpart, it gains immunity to piercing damage, and serves a loyal guard to it's master, so long as it's alive. Once every 2 rounds starting from it's turn, the Armored Decapitator can attempt to taunt creatures it can see within 25 ft, they must make a wisdom saving throw or be forced to attack the Armored Decapitator. You can only have one Armored Decapitator at a time. Soulsap 7th-Level Necromancy Casting Time: 1 Action Range: 50ft Component: V, S Duration: 2 Rounds You attempt to pull the very soul of the target from it's body, causing them extreme fatigue. Choose a creature within 50ft of you, the target has is wisdom decreased by 5, then must make a wisdom saving throw in attempt to shrug off the remainder of this spell. If the target fails its Strength is reduced by 5, and all other primary stats are decreased by 2. Invulnerability 9th-Level Necromancy Casting Time: 1 Action Range: Self Component: V, S Duration: 2 Rounds Upon casting, a dark purple sheild envelops your body, protecting you from all forms of damage. Can only be used once per combat Can only be used on yourself Page 2

Aerotheurge Aerotheurge in game focuses on both lightning and various forms of stuns, as well using spells like teleportation and invisibility to control the battlefeild. Think of this element as the damage/utility mage. Many of the spells effects cause the stunned status effect, delaying enemy actions and helping the rest of the team focus down other enemies. These are Wizard and Bard spells. Bitter Cold 3rd-Level Evocation Casting Time: 1 Action Range: 50ft Component: V, S Duration: 2 Rounds Choose a creature within 50ft that you can see, they must make a strength saving throw vs your spell save DC or become petrified. This petrification takes the form of a block of ice, entombing the target within. Blitz Bolt 2nd-Level Evocation Casting Time: 1 Action Range: 50ft Component: V, S Duration: Instantaneous Choose a creature within 50ft that you can see, the target must make a dexterity saving throw or take 3d6 lightning damage on a failed save, or half as much damage on a successful one. If the target takes damage, they must make a wisdom saving throw, or be stunned for 1 turn At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Avatar of Storms 2nd-Level Abjuration Casting Time: 1 Action Range: 15ft Components: V, S Duration: 3 Rounds Choose a friendly creature that you can see within 15ft of you, they gain resistance to lightning, and immune to stunned for 3 rounds. In addition melee attackers must make a dexterity saving throw vs the spell casters save DC, or be stunned until the start of their next turn. Shocking Touch 2nd-Level Evocation Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous Choose a creature within 10ft that you can see, the target must make a dexterity saving throw or take 4d8 lightning damage on a failed save, or half as much damage on a successful one. If the target takes damage, they must make a wisdom saving throw vs the casters save DC, or be stunned for 2 turns. - Teleportation 4th-Level Conjuration Casting Time: 1 Action Range: 50ft Component: V, S Duration: Instantaneous *Choose a creature or object you can see within 50ft of you, you can teleport this item or creature to another location you can see within 50ft. The creature is dropped out of the sky upon being teleported, falling 30 feet and taking 3d6 fall damage. Thunder Jump 3rd-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous You jump between two hostile creatures at the speed of lightning, ending up right behind the second creature. Choose two hostile creatures you can see within 50ft, they must each make a wisdom saving throw with advantage vs your spell save DC or be stunned for 5 rounds. Wind of Change 4th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a creature within 50ft, they are cured of stunned, petrified, or up to level 2 of exhaustion. Air Absorbion Shield 4th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 3 Rounds Choose a friendly creature within 50ft, they gain immunity to lightning damage, but vunrability to bludgeoning damage for 3 rounds Headvice 5th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a creature within 50ft that you can see, the target makes a dexterity saving throw, they take 8d8 of lightning damage, or half as much on a failed save. If hit, the target makes a strength saving throw vs the casters spell save DC. On a fail, they become blinded for 3 rounds Page 3

Summon Air Elemental 6th-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 8 Rounds You control the air, rain, and lightning to such a degree that you can summon elementals to do your bidding. Summon an Air Elemental to do your bidding for 8 rounds of combat. This can only be done in combat and you can only have one elemental at once. It can cast Blitz Bolt at will with a DC of 15. Tornado 6th-Level Conjuration Casting Time: 1 Action Range: 5ft Components: V, S Duration: Instantaneous You summon a mystical tornado, it does no damage by itself, but instead travels 60 feet in a direction of your choice, clearing surfaces and removing status effects. Choose an empty space within 5ft of you, now choose a cardinal direction, from on the 5ft space a tornado touches down, and travels in the cardinal direction of your choice for 60ft. It clears all ground surfaces in a 15ft radius, such as grease, oil, water, lava, etc. The tornado also removes invisiblilty, and clears the effects of the haste spell. Make Invisible 7th-Level Illusion Casting Time: 1 Action Range: 40ft Components: V, S Duration: 5 Rounds Choose a friendly creature you can see within 40ft, cast greater invisiblity on them, it lasts 5 rounds and does not require concentration. It cannot be used out of combat. - Netherswap 7th-Level Conjuration Casting Time: 1 Action Range: 600ft Components: V, S Choose two creatures, one can be the caster. They swap places Chain Lightning 8th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Choose a target location, Shoot a bolt of lightning that bounces between enemy creatures up to 5 times, within a 20ft radius. The targets must make a dexterity saving throw vs the casters spell save DC. The spell deals 10d6 lighting damage on a failed save to each target hit, or half as much on a success. Additionally every time a creature is hit by a bounce, it must make a strength saving throw vs the casters spell save DC, if the creature fails, it becomes stunned for 1 round. Failing multiple times stacks the effect. Storm 9th-Level Evocation Casting Time: 1 Action Range: 1 Mile Components: V, S Choose an area you can see, all creatures within a 60ft radius must make wisdom and dexterity saving throw vs your spell save DC. Any creature who fails the dexterity save takes 20d6 lighting damage, any creature that fails the wisdom save takes 20d6 thunder damage. Any creature that fails both and survives is stunned for 1 Round You can only cast this once per combat. Page 4

Geomancy In Divinity geomancy is a form of elemental magic that primarily focuses on delivering a large amount of AoE damage, poisons, ground effects, and a wide selection of buffs. Geomancers also have the largest amount of summons avalible to them. Often times you will have rangers who spec skill points into both geomancy and expert marksman, as the spells here work really well with the many craftable arrow types and marksman skills in the game. These are Wizard and Druid spells. Avatar of Poison 2nd-Level Abjuration Casting Time: 1 Action Range: 15ft Components: V, S Duration: 3 Rounds Choose a friendly creature you can see within 15ft that you can see, for 3 rounds they are resistance to both poison damage, and immunity to the posioned condition. Melee attackers must make a strength saving throw vs the casters spell save DC or become poisoned. Bless 2nd-Level Abjuration Casting time: 1 Action Range: 40ft Components: V, S Duration: 5 Rounds Choose a friendly creature you can see within 40ft, remove any curse effects from the Witchcraft spell tree. Give them the bless effect for 5 rounds, granting advantage to hit. Boulder Bash 3rd-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a point within 50ft that you can see, summon a boulder above the point and drop it. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The boulder explodes upon landing, leaving oil in the 20ft radius where it landed, this becomes difficult terrain, and can be set on fire. Midnight Oil 1st-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a point within 50ft that you can see, summon a pool of oil in a 10ft radius that travels around corners. The oil is difficult terrain and can be set on fire. - Summon Spider 4th-Level Conjuration Casting Time: 1 Action Range: 30ft Components: V, S Duration: 6 Rounds Choose a clear, flat location within 30ft that you can see, summon a Giant Black Widow Spider It has resistance to poison damage, and immunity to the blind condition You can only have one summon at a time. Fortify 2nd-Level Abjuration Casting Time: 1 Action Range: 40ft Components: V, S Duration: 5 Rounds Choose a friendly creature you can see within 40ft, they gain +2 AC for 5 rounds, this cannot be used out of combat. Earth Absorbtion Sheild 4th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 3 Rounds Choose a friendly target you can see within 50ft, they gain immunity to petrification, and a resistance to bludgeoning damage, but vulnerability to lightning damage for 3 rounds. Magical Poison Dart 3rd-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a creature or location within 50ft that you can see, make a ranged spell attack against it a creature must make a dexterity saving throw vs your spell save DC, deal 4d8 poison damage, additionally set the poisoned condition on a failed save. If you target a location, create a pool of acid in a 10ft radius that travels around corners, and deals 4d6 acid damage to each enemy that ends their turn inside it. Petrifying Touch 5th-Level Evocation Casting Time: 1 Action Range: 10ft Components: V, S Duration: 2 Rounds Choose a creature within 10ft that you can see, they must make a wisdom saving throw vs your spell save DC or become petrified for 2 rounds. Page 5

Summon Wolf 6th-Level Conjuration Casting Time: 1 Action Range: 15ft Components: V, S Duration: 6 Rounds Choose a clear, flat location within 15ft that you can see, Summon a Winter Wolf, it loses the cold breath attack, has resistance to cold damage, and is vulnerable to fire damage. You can only have one summon at a time. Tectonic Spray 7th-Level Evocation Casting Time: 1 Action Range: 20ft (Cone) Components: V, S Duration: Instantaneous You create a dragons head out of the earth behind you, approximately 15ft tall, it breaths acid breath in a 20ft cone in front of you. Creatures hit must make a dexterity saving throw vs your spell save DC or take 8d6 acid damage on a failed save, or half as much damage on a successful one. This attack leaves behind oil that becomes difficult terrian and can be set on fire. In addition Any creatures caught in the breath attack must make a Constitution saving throw vs you spell save DC or become petrified. Blessed Earth 6th-Level Abjuration Casting Time: 1 Action Range: Self (45ft Circle) Components: V, S Duration: 3 Rounds You sing a wonderous song, causing the very earth beneath you to shimmer and sparkle with life, flowers bloom, rocks polish, and animals flock to the location. All the ground within a 45ft radius of your current position is blessed, stretching around corners and through walls, any allied creature within the circle gains +5AC and advantage to hit while standing on blessed earth for 3 rounds, and then the magic fades. Deadly Spores 8th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a location within 50ft that you can see, from it spout large acidic and poisonous blobs, everything within a 10ft radius must make a consitution saving throw vs your spell save DC, taking 10d8 Acid damage on a failed save or half as much on a successful one. In addition, on a failed save the creatures hit are poisoned and flammable, a fire attack will cause them to burn. A creature on fire takes 5 (1d10) damage at the start of its turn, until someone takes an action to douse the fire - Summon Poison Slug 8th-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 6 Rounds Choose a clear, flat area within 50ft, Summon a Poison Slug with the following stats. Armor Class 15 (natural armour)

Hit Points 161 (14d10 + 84)

Speed 10 ft., climb 10 ft.

STR 22(+6)/DEX 12(+1)/CON 22(+6)/INT 13(+1)/WIS 14(+2)/CHA 12 (+1)

Damage Resistances: cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: acid

Condition Immunities: charmed, exhaustion, frightened

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12

Languages: None The slime is slow, very, very slow, but leaves behind it a trail of Acid, doing 4d6 acid damage to anyone who steps inside the trail. Additionally, this trail and the slug itself are highly combustable, fire damage will travel up and down the trail leading too the slug, causing a 8d6 of fire damage to creatures within the trail, or within 5ft of the slug. You can only have one summon at a time Summon Earth Elemental 9th-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 6 Rounds Summon an Earth Elemental It can cast Deadly Spores once per combat, and Boulder Bash twice per combat, with a DC of 20. Earthquake 9th-Level Evocation Casting Time: 1 Action Range: 1 Mile Components: V, S Duration: Instantaneous You create a quake a mile in size, powerful enough to demolish capital cities. From underneath the earth comes toxic gases from the Underdark, each creature within 800ft radius of a target location must make a dexterity and constition saving throw vs your spell save DC. Any creature who fails the dexterity save takes 18d6 bludgeoning damage (Half on success), and is knocked prone any creature that fails the consituion save takes 18d6 poison damage (Half on success), and is poisoned Can only be used once per combat. Page 6

Pyrokinetic Pyrokinetic is uses fire, and lots of it, here let me just light this oil, how about creating a moving beam of fire, oooh now a wall of fire, hey why not use this heat to burn the eyesockets of my friends curing blindness! All of these things Pyrokinetic can do, and more. But mostly they are the hardhitting followup mage on the iniative line, right behind the geomancer. You also see a new mechanic here called "Warm", I was avoiding bringing in new status effects and damage types, as to why "earth damage" is bludgeoning, etc. but with pyrokinetic that's pretty much impossible. In the game it lowers the resistance to fire damage, but vunrability on low level spells is busted, so instead the warm effect will make the next fire based attack to cause an additional 2d6 of fire damage, then the effect will be removed. These are Wizard and Sorcerer spells. Burn My Eyes 1st-Level Abjuration Casting Time: 1 Action Range: 40ft Components: V, S Duration: 10 Rounds Choose a friendly creature you can see within 40ft, Cure the blind condition, and grant a +2 to perception for 10 rounds. Burning Touch 1st-Level Evocation Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous Choose a creature you can see within 10ft of you, your hand lights ablaze and a heatwave is sent toward, make a ranged spell attack, them they take 1d12 fire damage and must a make a strength saving throw vs your spell save DC, if failed, the target takes an aditional d6 of fire damage at the start of their next 3 turns. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Flare 1st-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a location within 50ft that you can see, create a magical ball of fire that travels upwards fast, then lands at the location, this counts as a bright light source when used this way If the target was a creature, make a ranged spell attack, on hit the target takes 3d6 of fire damage and must make a strength saving throw vs your spell save DC, on fail the target has the warm status for 3 rounds. - Firefly 3rd-Level Evocation Casting Time: 1 Action Range: 50ft (5ft radius) Components: V, S Duration: Instantaneous You create a ball of fire that looks to take the form of a firefly, draw a line from the space in front of you to any space within 50ft. You can draw the line straight, curved, zig-zagged, or even spiraled, as long as the total distance traveled is 50ft. As the firefly travels, it leaves behind a firey ground trail on every block it travels, this becomes difficult terrain and deals 2d6 fire damage to anyone who passes through it. Additionally anyone who passes through it must make a dexterity saving throw vs the casters spell save DC or be lit on fire, taking 1d6 fire damage at the end of their turns. Avatar of Fire 2nd-Level Abjuration Casting Time: 1 Action Range: 15ft Components: V, S Duration: 3 Rounds Choose a friendly creature you can see within 15ft, for 3 rounds they are immune to burning, and resistant to fire damage. Melee attackers must make a dexterity saving throw vs the casters spell save DC or be set on fire, taking 1d6 fire damage at the end of their turns. Self-Immolation 2nd-Level Evocation Casting Time: 1 Action Range: Self Components: V, S Duration: Instantaneous You set yourself on fire, then spin, the fire now surrounds you creating a ring of firey ground at your feet, you and any allies within 10ft gain fire resistance and are cured of petrification and stunned. Firey ground is difficult terrain and deals 2d6 fire damage to anyone who passes through it. Additionally anyone who passes through it must make a dexterity saving throw vs the casters spell save DC or be lit on fire, taking 1d6 fire damage at the end of their turns. Wildfire 2nd-Level Evocation Casting Time: 1 Action Range: 40ft Components: V, S Duration: 2 Rounds A firey heat causes a target to act faster than usual. Choose a friendly creature you can see within 40ft, cast the haste spell, and set the warm status, for 2 rounds. Page 7

Smokescreen 3rd-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous You spawn volcanic ash that blinds those inside with molten hot cinders, draw a line from the space in front of you to any space within 50ft. You can draw the line straight, curved, zig-zagged, or even spiraled, as long as the total distance traveled is 50ft. Anyone passing through the cloud takes 1d6 of fire damage, then must make a consitution saving throw vs the casters spell save DC or be blinded for 3 rounds. Additionally the cloud is large enough to block vision, counting as full cover. Explode 4th-Level Evocation Casting Time: 1 Action Range: Self (20ft Circle) Components: V, S Duration: Instantaneous You explode, yes you explode what did you think this was a good idea? You explode with a firey nova dealing 4d8 fire damage to yourself and everything around you. Make a range spell attack against every creature within the radius to see what the nova hits. Fire Absorbion Sheild 4th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 3 Rounds Choose a friendly creature you can see within 50ft, they gain immunity to fire damage and burning, but a vulnerability to cold damage. Purifying Fire 5th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a friendly creature within 50ft that you can see, a magical blue flame surrounds them, curing them of any impurities. Cures burning, petrification, stunned, charmed, healing from the hydromancy school, and elemental sheilds. - Summon Fire Elemental 6th-Level Conjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: 8 Rounds Choose a clear, flat location you can see within 50ft that you can see, summon a Fire Elemental to do your bidding for 8 rounds of combat. This can only be done in combat, and you can only have one summon at a time. It can cast flare at 3 targets at once with a DC of 15, twice per combat. Immolation 7th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a creature you can see within 50ft, make a ranged spell attack, if hit a pithey must make a strength saving throw vs your spell save DC, The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save they are consumed by a pillar of flame dealing 2d6 fire damage at the end of their turn, for 3 turns. Infectious Flame 8th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose creature within 50ft that you can see, make a ranged spell attack, if hit then the fun starts. A living flame pours from your hand, seeking only to burn. The first target hit must make a dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much as on a successful one. After, the flame bounces to another hostile creature within 20 ft, taking 6d6 fire damage on a failed save, or half as much as on a successful one, then it bounces again. It does this 5 times and can jump back to the same target, so long as they don't die. Additionally anyone who fails the dexterity save has been infested by the living flame, and burns taking 1d6 fire damage at the end of their turn. Meteor Shower 9th-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous 30 fireballs come crashing from the sky, landing in a 10ft radius of your choosing. Each creature in the impact zone must make a dexterity saving throw vs your spell save DC. All creatures in the impact zone take 20d12 fire damage on a failed save, or half as much damage on a successful one. Page 8

Hydrosophist The Hydrosophist is an elemental mage who focuses primarily on clearing status effects, removing lingering enviromental effects, healing, and granting temporary hit points. It also has access to spells that deal cold damage like Freezing Touch, and Ice Shard. It pairs very well with witchcraft's decaying touch spell, allowing you to burst down enemies using healing instead of damage. These are Wizard and Cleric spells. Regeneration 1st-Level Necromancy Casting Time: 1 Action Range: 40ft Components: V, S Duration: 3 Rounds Choose a creature within 40ft that you can see, they heal 1d4+1 hit points at the start of their turn, for 3 rounds. At Higher Levels At 3rd Level: Heal 2d4+2 hit points

At 5th Level: Heal 3d6+3 hit points

At 7th Level: Heal 4d8+4 hit points

At 9th Level: Heal 5d12+5 hit points Avatar of Frost 2nd-Level Abjuration Casting Time: 1 Action Range: 15ft Components: V, S Duration: 3 Rounds *Choose a friendly creature you can see withing 15ft, for 3 rounds they are resistant to cold damage. Melee attackers must make a constitution saving throw vs the casters spell save DC, or take 1d6 of cold damage. Freezing Touch 2nd-Level Evocation Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous Choose a creature you can see within 10ft, your hands let loose a chilling aura, which is blasted toward them. Make a ranged spell attack, if it hits they take 1d12 cold damage and must make a strength saving throw vs your spell save DC, if failed the target is incased in ice for 3 rounds, this counts as petrified, they can continue making strength saving throws at the end of their turn to break out of the ice. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. - Rain 3rd-Level Conjuration Casting Time: 1 Action Range: Self (65ft Circle) Components: V, S Duration: 5 Rounds You conjure a small cloud cluster, causing a light drizzle upon the battlefield, the rain can wash away ground surfaces from the other elemental schools, and creates puddles on the ground which can be electrified and frozen. Slow Current 1st-Level Evocation Casting Time: 1 Action Range: 50ft Components: V, S Duration: 3 Rounds Choose a target you can see within 50ft, make a ranged spell attack against them, if it hits, set their movement to 10 for 3 rounds. The target creature can choose to make a wisdom saving throw vs your spell save DC on the end of each turn to end the effect early. Cleansing Water 4th-Level Abjuration Casting Time: 1 Action Range: 50ft Components: V, S Duration: Instantaneous Choose a friendly creature within 50ft, they are surrounded by a sparkling water, so pure it's like looking through glass. The water cures blindness, mute, bleeding, crippled, and decaying touch. Water of Life 4th-Level Necromancy Casting Time: 1 Action Range: Self (20ft Circle) Components: V, S Duration: 4 Rounds You control the water in both you and your allies bodies, purifing it and causing everyone to feel in peak condition. For 4 rounds, every ally who was inside the cast zone gains 2d10+Constituion Mod of temporary health, this is removed after 4 rounds, or after the health is lost. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the bonus health increases by 1d10 for each slot level above 4th. Page 9