Wizard Spell Pack (6 spells)
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Manifest Item:
1st-level conjuration
Level: Wizard 1
Components: V, S
Casting time: 1 minute
Range: Self
Duration: Instantaneous
You summon an item in your hand worth no more than 10 gp. If the item is moved more than 100 feet from you it returns to its place of origin. This spell cannot call upon a specific instance of an item. For example: you cannot summon that shortsword Togar is holding, rather you summon a random shortsword from somewhere in the multiverse.
The maximum value of the summoned item increases by 10 gp for each slot level above 1st used to cast this spell.
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Form Construct
2nd-level transmutation
Level: Wizard 2
Components: V, S
Casting time: 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Out of objects and materials in the environment or area you form a small construct of CR1 or lower. It will follow your commands and is considered friendly toward you.
If a 4th-level or 5th-level slot is used the construct will be medium sized and have CR2 or lower; large and CR3 or lower with a 6th-level or 7th-level slot; and huge CR4 or lower with an 8th-level or 9th-level slot.
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Recall Mark:
2nd-level enchantment, ritual
Level: Wizard 2
Components: V, S, M(inks worth 20 gp)
Casting time: 1 action
Range: Touch
Duration: 24 hours
Target size small or smaller is visably marked for the next 24 hours, the inks used to cast this spell are consumed. An action may be taken by you or someone else to clean off the mark. If the target is on the same plane of existence, While the mark remains, you may use an action to summon the target to an unoccupied space next to you.
Target may be 1 size larger for each slot level above 2nd used to cast this spell.
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Teleportation Glyph
4th-level enchantment
Level: Wizard 4
Components: V, S, M (incense and powdered diamond worth at least 200 gp)
Casting time: 1 hour
Range: Touch
Duration: Until dispelled or triggered
You inscribe a glyph on a surface or object. The Glyph can only be seen by the caster and creatures with true sight. You may trigger the glyph as an action provided you are on the same plane of existence as the glyph. When triggered you may choose 2 willing creatures within 10 feet of you to teleport to an unoccupied space within 10 feet of the glyph (one of the creatures may be yourself if you so choose). After being triggered the glyph is destroyed. While the glyph remains the spell slot used to cast this spell remains expended and can not be recovered. You may dispell the glyph at anytime as an action, destroying it.
You may teleport an additional 2 willing creatures for each slot level above 4th used to cast this spell.
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Concentration Totem:
4th-level conjuration
Level: Wizard 4
Components: V, S, M (a carved wooden trinket)
Casting time: 1 action
Range: 20 feet
Duration: Instantanious
You summon a totem on an unoccupied space within range. It has 10 hit points and 10 AC. The totem may maintain a concentration spell for you until destroyed. The effect of the concentration spell must be within 300 feet of the totem.
The totem has an additional 10 hit points for each slot level above 4th used to cast this spell.
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Enchant Stone:
3rd-level enchantment ritual
Level: Wizard 3
Components: V, S
Casting time: 1 hour
Range: 60 feet
Duration: 24 hours
You may selectively enchant any stone material within range. Choose one of the following enchantments to apply. If the enchantment is extended over a period of 30 days the effect becomes permanent. The magical effect can be destroyed if its subjected to an antimagic field for a period of 24 hours.
Glowing. The stone glows dimly emitting a dim light up to 5 ft away. If a 4th level or higher spell slot is used to cast this spell you can choose the colour of the light emitted, additionally you can choose to have the stone only glow for a set period of time whenever it is stepped on. For each spell slot level above 3rd used to cast this spell you can increase the distance the stone dimly emits light by 5ft.
Slowing. The stone becomes rough terrain
Hasten. 4th-level or higher spell slot: Any creature moving over the stone gets 1 free foot of movement for every foot it moves.
Teleportation Proof. 4th-level or higher spell slot: Creates can't teleport through the stone.
Durable. 4th-level or higher spell slot: The stones damage threshold is increased by 10 over its base damage threshold, and it gains an additional 10 damage threshold for each spell slot level above 4th used to cast this spell. If a 9th level spell slot is used to cast this spell the stone becomes indestructable.
Damaging. 4th-level or higher spell slot: A creature moving over or ending its turn on the stone must make a Constitution saving throw, on a failed save the creature takes 1d4 damage, and half as much damage on a successful save. When casting the spell you choose the type of damage dealt: fire, lightning, piercing, or poison. If this spell is cast with a 5th level spell slot the damage is increased to 1d6, 1d8 with a 6th level spell slot, 1d10 at a 7th level slot, 1d12 at an 8th level spell slot, and to 2d6 when cast using a 9th level spell slot.
Healing. 5th-level or higher spell slot: A creature with at least 1 hit point remaining heals 1 hit point when it ends its turn on the stone. The amount healed increases by 1 for each spell slot above 5th used to cast this spell.
Animate. 5th-level or higher spell slot: You may choose to have the stone move by a preset condition or willingly by touch using a creatures concentration. Multiple creatures trying to control the stone must win in a Charisma contest in order to take control. The stones movement speed is 5 ft, increasing by 5ft for each spell slot level above 5th used to cast this spell.
Gravity Field. 6th-level or higher spell slot: a creature that steps on the stone has its gravity oriented toward the stone until it steps off of the it.
Levitation. 7th-level or higher spell slot: you may choose to have the stone frozen in place or have it float freely able to support up to twice its own weight.
Planar Lock. 8th-level or higher spell slot: no inter-planar portal can be sustained within 30 ft of the stone. 60 ft if a 9th level spell slot is used to cast this spell.
Antimagic. 9th-level or higher spell slot: in a 30-foot area magic does not function. Spell's can't be cast, summoned creatures disappear, and magic items become mundane within the sphere. Spells are suppressed within the sphere, but still consume their duration, resumed when leaving the area of the stone. Artifacts and deity magic are unaffected, the Spell Antimagic Field may be cast in the area, and Enchant Stone can be cast again on the stone at a 9th level spell slot to extend the antimagic effect for another 24 hours.
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