Expeditious Retreat

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 bonus action
Components: VS
Range: Self
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.




Eyebite

hexagonal magic symbol: gold on black

6th-level necromancy
Casting Time: 1 action
Components: VS
Range: Self
Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of [yadawiki link=”eyebite*.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.




Faithful Hound

hexagonal magic symbol: gold on black

4th-level conjuration
Casting Time: 1 action
Components: VSM a tiny silver whistle, a piece of bone, and a thread
Range: 30 feet
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.




False Life

hexagonal magic symbol: gold on black

1st-level necromancy
Casting Time: 1 action
Components: VSM a small amount of alcohol or distilled spirits
Range: Self
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.




Fear

hexagonal magic symbol: gold on black

3rd-level illusion
Casting Time: 1 action
Components: VSM a white feather or the heart of a hen
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.




Feeblemind

hexagonal magic symbol: gold on black

8th-level enchantment
Casting Time: 1 action
Components: VSM a handful of clay, crystal, glass, or mineral spheres
Range: 150 feet
Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by [yadawiki link=”greater restoration*, [yadawiki link=”heal*, or [yadawiki link=”wish*.




Feather Fall

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Components: VM a small feather or piece of down
Range: 60 feet
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.




Find the Path

hexagonal magic symbol: gold on black

6th-level divination
Casting Time: 1 minute
Components: VSM a set of divinatory tools- such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find
Range: Self
Duration: Concentration, up to 1 day
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.




Finger of Death

hexagonal magic symbol: gold on black

7th-level necromancy
Casting Time: 1 action
Components: VS
Range: 60 feet
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.




Find Traps

hexagonal magic symbol: gold on black

2nd-level divination
Casting Time: 1 action
Components: VS
Range: 120 feet
Duration: Instantaneous
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a [yadawiki link=”glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present.

You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.