Cantrips
- Divination
Eagle Eyes
Divination cantrip
Wizard, Warlock, Druid, Sorcerer or Cleric
- Casting Time: 1 action
- Range: Self
- Components: S, M (a bead of glass)
- Duration: 1 turn
Until the end of your next turn, your vision is not obscured by rain or snow, and you can see twice as far as normal on bright light.
Snowballs of the Naughty
Divination cantrip
Wizard, Warlock, Druid, Sorcerer or Cleric
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You touch one to three snowballs and imbue them with magic. You or someone else can make a ranged spell attack with one of the snowballs by throwing it, with a range of 60 feet. The thrower must choose one of the following: Lawful, Chaotic, Good or Evil. If someone else attacks with the snowball, the attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. If the alignment of the targeted creature does not match the alignment you choose, the attack automatically misses. Whether the attack hits or misses, the spell ends on the snowball.
If you cast this spell again, the spell ends on any snowballs affected by your previous casting.
- Evocation
Scattering Static
Evocation cantrip
Wizard, Warlock, Druid or Sorcerer
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You choose a creature you can see within range and strike it with an arc of static energy. The creature must make a Constitution saving throw. On a failed save, it takes 1d6 lightning damage and the arc jumps to a second creature of your choice within 10 feet of it, who must succeed on a Constitution saving throw or take 1d4 lightning damage.
This spell's damage increases when you reach higher levels. At 5th level, the initial jump increases by 1d6, and the secondary jump increases by 1d4. Both damage rolls increase the same amount at 11th level and 17th level.
Blazing Strike
Evocation cantrip
Wizard, Sorcerer, Warlock, Bard, Druid or Cleric
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
As part of the action used to cast this spell, you must make an unarmed attack against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers 1d4 bludgeoning damage or your normal unarmed attack damage, plus an additional 1d6 fire damage, and is thrown 5 feet backwards and upwards in a fiery explosion.
The unarmed strike deals an additional 1d6 fire damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Echoing strike
Evocation cantrip
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: 1 turn
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a faint spectral echo of your weapon appears hovering over its head. If you hit the target with an weapon attack before the end of your next turn, it immediately takes 1d4 force damage, and the spell ends.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Ember Blade
evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is (infused?) with embers until the beggining of your next turn. If the target takes fire damage before then, the embers ignite, it immediately takes 1d6 fire damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes when the embers ignite increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Ignite
Evocation cantrip
Wizard, Sorcerer, Warlock, Druid or Cleric
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of flint or a lit candle)
- Duration: 1 round
You choose a creature you can see within range and attempt to ignite it in flames. That creature must succeed on a Constitution saving throw. On a failed save, the creature immediately takes 1d4 fire damage, and takes another 1d4 fire damage at the end of its next turn.
This spell's initial and secondary damage increases by 1d4 each when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spectral Strike
Evocation cantrip
Wizard, Warlock, Cleric or Bard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a weapon or shield, costing at least 1 cp)
- Duration: Instantaneous
You choose a creature you can see within range and invoke a spectral version of your weapon or shield to strike it. Make a ranged spell attack against it. On a hit, the target takes 1d8 piercing, bludgeoning or slashing damage, according to the weapon used. Any concentration saving throws made due to this spell are made at disadvantage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thunderbrand
Evocation cantrip
Wizard, Warlock, Druid or Sorcerer
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You choose a creature you can see within range and brand it with a mark of swirling energy. The next time this creature takes damage before the spell ends, it must make a Constitution saving throw. On a failed save, the creature is deafened until the beginning of its next turn and takes 1d8 thunder damage, as a blast of thunderous energy erupts from the brand. The blast can be heard from 100 feet away. Whether the target succeeds or fails the save, this spell ends.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Transmutation
Magnetic grasp
Transmutation cantrip
Wizard, Sorcerer, Warlock or Cleric
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous ___> Choose a location you can see within range. All metallic objects within 10 feet of that location that are not worn or carried by a creature and weighs less than 10 lbs are pulled in there. Any creature that is in the path of one of at least one of the pulled objects must succeed a Dexterity saving throw or take 1d4 damage of the appropriate type for the object.
This spell's maximum weigh to pull increases by 5 lbs and the pull radius increases by 5 feet when you reach 5th level (15 lbs, 15 ft), 11th level (20 lbs, 20 ft), and 17th level (25 lbs, 25 ft).
- Illusion
Illusionary Strike
Illusion cantrip
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a melee weapon costing at least 1 cp)
- Duration: Instantaneous
You choose a creature you can see within range and invoke an illusionary copy of yourself to strike it. The creature must make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to the amount of damage you would deal with an attack with the weapon used. The illusion fades away at the end of the turn.
This spell's damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4).
1st-level spells
- Divination
Flashback
1st level divination (ritual)
Wizard, Warlock, Sorcerer or Cleric
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes.
You touch a willing creature. Until the spell ends, the target can revisit its memory of an event that it experienced within the last 24 hours. While a creature is revisiting a memory trough this spell, it is paralyzed and hear sounds as if they came from far away. Additionally, as an action, you can share in visiting the memory, seeing through the target's eyes and hear what it heard until the start of your next turn, gaining the benefits of any special senses that the target had. During this time, you are deaf and blind with regard to your own senses. If this spell ends due to failure to maintain concentration, both you and the affected creature take 1d6 psychic damage.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the target can choose an event that took place up to 7 days ago (2nd level), 30 days ago (3rd level), 1 year ago (4th level), or any time in the target's past (5th level).
Mark of the Pathfinder
1st level divination
Wizard, Warlock, Druid, Ranger or Sorcerer
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a loaf of bread or a ball of yarn)
- Duration: 24 hours
When you cast this spell, you make an arcane mark on the weave. At any time before this spell ends, you can use your action to concentrate and find the fastest route towards the marked place.
This spell ends if you take a long rest or if you cast it again.
Quick-Reading
1st level divination (ritual)
Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute.
Upon casting this spell you grasp a book or tome, your mind is instantly flooded with the knowledge and information contained within it. When the spell ends, all the knowledge and information acquired this way vanishes from your mind and you must make a Constitution saving throw against a DC of 2 * the number of hours you would normally take to read the book or tome. On a failure, you gain a level of exhaustion and suffer 1d6 psychic damage. You don't gain any information or knowledge from parts of text that are unreadable or in a language you don't understand.
- Evocation
Deck of Fate
1st level evocation
Wizard, Warlock, Sorcerer or Bard
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a deck of playing cards)
- Duration: 1 minute
You touch a deck of playing cards and enchant it. For the duration of this spell, you can use an action to draw up to two cards from the deck and throw them at creatures within range. Make a ranged spell attack for each card. On a hit, the target takes damage equal to the number on the drawn card (Aces, Jacks, Queens, and Kings count as 1, 11, 12, and 13 respectively) and the damage type is based on the card's suit:
- Spades: Lightning damage.
- Hearts: Fire damage.
- Diamonds: Cold damage.
- Clubs: Poison damage.
- Joker: Choose any other card, the joker acts as if it was that card.
This spell ends once you draw from the deck three times, if you are incapacitated or if you cast it again. When it ends, add all drawn cards back to the deck and reshuffle it.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the number of cards you draw and throw as an action increases by 1 for every 2 levels above 1st.
- Illusion
Sound-Wall
1st level illusion (ritual)
Wizard, Sorcerer or Bard
- Casting Time: 1 action
- Range: Self (30-foot sphere)
- Components: V, S, M (a handful of earwax)
- Duration: Concentration, up to 8 hours.
A 30-foot radius invisible immobile sphere springs into existence around you and remains stationary for the duration. The spell ends if you leave its area. The sphere is incorporeal, and no sound can travel through it.
- Transmutation
Transcribing
1st level transmutation (ritual)
Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a quill, paper and ink to be used in the transcription)
- Duration: Concentration, up to 2 hours.
This spell animates a quill to transcribe text or symbols for you. While you concentrate on this spell, you can have the quill transcribe any words you speak or symbols you can see or clearly remember. The calligraphy is your own, but you can do an Intelligence (Arcana) check to attempt to forge it as somebody else's calligraphy, as long as you can see or clearly remember a sample of it. The quill scribes with a speed that is a number of times faster than your scribing. That number equals to 1 plus your Intelligence modifier (minimum of 2). This spell can be used to transcribe spells to your spellbook at a faster speed, but you still need to provide the material costs for the special papers and inks necessary as if you were transcribing it manually.
Harmonize
1st level transmutation (ritual)
Wizard, Sorcerer, Bard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a tunning fork)
- Duration: 1 hour.
When you cast this spell, touch a musical instrument and make an Performance ability check using your spellcasting ability modifier instead of the usual Charisma. That instrument is magically animated and will play a song of your choice, with the result of the check being used in place of any other Performance checks that would be made to determine how well it is playing itself.
For the duration of the spell, the instrument floats in the air if you could lift it, and it plays itself as if a creature of your size were playing it. If you are strong enough to lift it, you can use a bonus action to move it up to 30 feet. If the instrument leaves a 30-foot radius around you, or is touched by any creature or object, the spell ends.
2nd-level spells
- Conjuration
Presence of the Void
2nd level conjuration
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 30 feet (5-foot sphere)
- Components: V, S, M (a drop of ink)
- Duration: Concentration, up to 1 minute.
Choose a creature you can see within range. If the creature is not willing, it must succeed on a Constitution saving throw or be affected by the spell. For the duration of the spell, any hostile creature who starts its turn adjacent to the target or moves for the first time in its turn within that area must make a Constitution saving throw. On a failure, it takes 2d4 force damage and half as much on a success.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target per level above 2nd.
Pull of the Void
2nd level conjuration
Wizard, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 30 feet (15-foot sphere)
- Components: V, S, M (a drop of ink)
- Duration: Instantaneous.
Choose a location you can see within range. Each large or smaller hostile creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failure, the creature is pulled 10 feet closer to the targeted position, has its speed halved until the end of its next turn and takes 1d10 force damage. On a success, the creature takes half damage and does not suffer any of the other effects.
- Divination
Woven History
2nd level divination (ritual)
Wizard, Warlock, Druid or Sorcerer
- Casting Time: 1 minute
- Range: Self (30 foot sphere)
- Components: V, S, M (a thread of wool, a pair of silver knitting pins worth at least 50 GP)
- Duration: Instantaneous
You concentrate and focus your sight on The Weave, checking its recent knots and folds. When you cast this spell, you learn the highest level spell cast on a 30 foot sphere around you during the last 24 hours. If there are multiple spells of the highest level cast, you learn of the least recent one. Spells casted by a creature that was protected from divination magic are ignored.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the time range of the spell increases to 7 days (3rd level), 30 days (4th level), 1 year (5th level), or 1 century (6th level).
- Enchantment
Energy-Surge
2nd level enchantment
Wizard, Warlock, Druid, Ranger or Cleric
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a bean of coffee)
- Duration: Concentration, up to 1 hour.
Choose up to 3 willing creatures you can see within range. Any effects of exhaustion, other than death, on the targeted creatures are suspended for the duration of the spell. When the spell ends, all affected creatures take 1 point of exhaustion and 2d8 necrotic damage.
At Higher Levels: When you cast this spell with a spell slot of a level higher than 2nd, you can concentrate on it for an additional hour for each level above 2nd.
Focus Fire
2nd level enchantment
Ranger
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You choose a creature you can see within range, and conjure a mark on it. Until the spell ends, whenever another creature makes a weapon attack against it, you can use your reaction to make a weapon attack against it if it's within your attack range.
Additionally, if you make a weapon attack against the marked creature on your turn and miss, you can make an additional weapon attack against it as a bonus action.
Rallying Cry
2nd level enchantment
Paladin or Cleric
- Casting Time: 1 bonus action
- Range: Self (30 foot radius)
- Components: S
- Duration: Instantaneous.
Choose up to 6 willing creatures you can see within range. The chosen creatures gain 2d4 temporary hit points which last until the beginning of your next turn, and can use their reaction to move up to half their speed without provoking attacks of opportunity.
Song of the Ancients
2nd level enchantment
Wizard, Warlock, Bard, Druid, Ranger or Cleric
- Casting Time: 1 action
- Range: Self (10-foot sphere)
- Components: V, S
- Duration: Concentration, up to 1 minute.
For the duration of this spell, you chant a song in an ancient language that affects creatures in a 10-foot radius around you. Creatures that begin their turn in the area or move into it for the first time in their turn must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the beginning of their next turn, or until they take damage.
- Evocation
Arcane Blast
2nd level evocation
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a scroll with arcane knowledge)
- Duration: Instantaneous
Make a ranged spell attack against a creature you can see within range. On a hit, the target takes psychic damage equal to 1d8 + your spellcasting modifier and it has vulnerability against psychic damage from spells for one instance of damage before the end of your next turn.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, it targets an additional hostile creature of your choice within range for every 2 levels above 2nd.
Arctic spear
2nd level evocation
Wizard, Sorcerer, Ranger or Druid
- Casting Time: 1 action
- Range: Self (10-foot line, 10-foot cone)
- Components: V, S, M (a shard of ice)
- Duration: Instantaneous
You fire an icy spear, that flies in a straight line up to 10 feet in a direction you choose, before shattering into a cone of ice shards, shattering early if it strikes a creature or impacts against a solid surface. If the spear would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage and 2d4 piercing damage as the spear strikes it and shatters. Any creatures within a 10-foot cone behind the the original target (or the space it shattered if it did not hit a creature) must make a Dexterity saving throw. On a failed save, the creature takes 2d6 cold damage.
Glacial Prison
2nd level evocation
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a flock of snow)
- Duration: Instantaneous
Choose a creature you can see within range. The chosen creature must succeed on a Constitution saving throw. The creature has a speed of 0 until the end of your next turn and takes 4d6 cold damage on a failed save, and takes half as much damage on a successful one. A creature affected by this spell can use its action to make a Strength (Athletics) check with a DC of 15, breaking free of the ice and regaining its speed on a success.
- Necromancy
Take me Instead
2nd level necromancy
Cleric or Paladin
- Casting Time: 1 minute
- Range: Touch
- Components: V
- Duration: Instantaneous
When you cast this spell, touch the corpse of a creature you knew well that died within the last hour. Make a DC 15 Charisma (Persuasion) ability check. You have advantage in this check if the target creature was a family member or a lover of yours. On a success, the creature is resurrected with 1 hit point and you are reduced to 0 hit points, making death saving throws as usual. For the next hour, you cannot be stabilized or healed by someone else, and if you die, you cannot be resurrected short of a Wish spell. On a failure, you take 4d10 necrotic damage.
- Transmutation
Flickering Strike
2nd level transmutation
Wizard, Warlock, or Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a bean of coffee)
- Duration: Concentration, up to 1 minute.
Once on each of your turns before the spell ends, you can forgo one of your attacks to target a creature you can see within 30 feet of you. You teleport to an unoccupied space you can see within 5 feet of the target and make a melee weapon attack against it. On a hit, the target takes the attack's normal damage, and it also has disadvantage on the next weapon attack roll it makes against you before the end of its next turn.
Piercing Shot
2nd level transmutation
Ranger
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (one piece of ammunition or a thrown weapon)
- Duration: Instantaneous.
You throw a weapon or fire a piece of ammunition into the air. That projectile becomes ethereal, ignoring all cover and travels a 5-foot wide, 60-foot long line. All creatures in that line must succeed on a Dexterity saving throw. A creature takes 3d6 force damage on a failed save and half as much damage on a successful one.
Winter's Embrace
2nd level evocation
Wizard, Sorcerer, Ranger or Druid
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a handful of snow)
- Duration: Instantaneous
Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 4d8 cold damage and ice is spread in a 5-foot radius around it, creating difficult terrain. Additionally, the projectile spreads ice bellow its trajectory to the target, creating a 5 feet wide line of difficult terrain. You can choose any number of creatures you can see within range to be unnafected by the difficult terrain created by this spell.
3rd level spells
- Convocation
Loreweaver's Space Weaving
3rd-level conjuration
Wizard, Sorcerer, Warlock or Artificer
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a garnet worth at least 50 gp)
- Duration: Instantaneous
A creature of your choice within range must suceed on a Charisma saving throw. On a failure, the creature is teleported to an unnocupied space of your choice within range and fall prone. The target and each creature within 5 feet of the destination each take 2d8 force damage. On a sucessfull save, the target takes no damage and is not moved.
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the range of the spell increases by 10 feet for each slot level above 3rd.
- Enchantment
Ethereal Blade
3rd level enchantment (ritual)
Wizard, Sorcerer, Ranger, Druid, Cleric or Paladin
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a bladed weapon with which you are proficient worth at least 1 cp)
- Duration: 8 hours
You touch a weapon with which you are proficient and enchant it, turning it ethereal. For the duration of the spell, the weapon ignores non-living cover, you can strike creatures in the ethereal plane, and whenever you make an attack using that weapon, you can use your spellcasting ability modifier for the attack and damage rolls. This spell ends when the weapon is wielded by someone other than you, or when you cast this spell again.
- Evocation
Blazing footsteps
3rd level evocation
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a vial of oil, which the spell consumes)
- Duration: Concentration, up to 1 minute
For the duration of the spell, whenever you walk you leave footprints that flare with a fiery force. Whenever you walk within 5 feet of a hostile creature for the first time in your turn, or start it within 5 feet of a creature, that creature must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save and half as much on a successful one. Additionally, any flammable objects within 5 feet of you that are not being carried or worn burst into flames when you walk.
4th-level spells
- Enchantment
Arcane Curse
4th level enchantment
Wizard, Sorcerer or Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (an onyx gem worth at least 100 gp)
- Duration: 1 minute
Choose a creature you can see within range. For the duration of this spell, every time that creature attempts to cast a spell, if must make an Intelligence saving throw against your spell save DC. On a failure, the creature takes 2d8 psychic damage, the cast fails and, if the spell being cast was of 1st level or higher, this spell ends. On a success, the creature takes half as much damage.
- Transmutation
Localized Time-Warp
4th level transmutation (ritual)
Wizard or Sorcerer
- Casting Time: 1 minute
- Range: Touch (10-foot sphere)
- Components: V, S, M (enchanted chalk worth 50 gp, which the spell consumes)
- Duration: 4 hours
You mark a 10-foot radius circle on the ground with enchanted chalk. When you finish casting this spell, the chalk flares and time speeds up inside it. Any creatures caught inside the circle who are able to move, may chose to make a Dexterity saving throw to escape it. On a success, the creature is ejected 5 feet outside the threshold and takes no damage, on a failure, the creature takes 2d10 force damage and does not leave.
For the duration of the spell, time passes 2 times faster for all creatures and objects inside. A creature or object that crosses the threshold while the spell is ongoing takes 2d10 force damage and must succeed on a Constitution saving throw or be stunned until the beginning of its next round. Creatures inside the threshold can't target anyone, anything or anywhere outside of the threshold for spells.
You may dismiss the spell as an action, when you do so or when the spell is forcibly dispelled, all creatures within 5 feet of the threshold (including all creatures inside) take 2d10 force damage.
5th-level spells
6th-level spells
- Transmutation
Rite of Ascension
6th level transmutation (ritual)
Wizard, Sorcerer or Warlock
- Casting Time: 24 hours
- Range: Touch
- Components: V, S, M (a mixture of dragon blood and ground roc bones, worth at least 8000 gp, which the spell consumes)
- Duration: 7 days
You enchant a ship with the ability to fly. For the duration of the spell, the ship has a flying speed of 10 feet and can be sped up by wind or roars, up to a maximum speed of 5 times its max speed on water. As an action, a creature touching the helm of the ship may adjust its course or manipulate an element of ship, such as ropes, oars, sails, or cannons, if the ship has any, as if had a ghostly crew.
When this spell ends, the ship descends slowly if it was flying and nothing else supports it, for up to 1 hour, after which it plummets downwards if it's still flying with no support.
Prolonged ritual As an action during the casting time of this spell, you can choose a willing creature that can cast this spell, and transfer the casting to that creature. You still expend the spell slot yourself, and the new caster can further transfer this to another creature or back to you."
7th-level spells
8th-level spells
9th-level spells
Credits:
All the wonderful people in the Discord of many things community who helped immensely with my wonky ideas. Cover Art: Skiorh