Spike Growth

hexagonal magic symbol: gold on black

2nd-level transmutation
Casting Time: 1 action
Components: VSM seven sharp thorns or seven small twigs, each sharpened to a point
Range: 150 feet
Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.




Stoneskin

hexagonal magic symbol: gold on black

4th-level abjuration
Casting Time: 1 action
Components: VSM diamond dust worth 100 gp, which the spell consumes
Range: Touch
Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.




Tree Stride

hexagonal magic symbol: gold on black

5th-level conjuration
Casting Time: 1 action
Components: VS
Range: Self
Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.




Water Walk

hexagonal magic symbol: gold on black

3rd-level transmutation (ritual)
Casting Time: 1 action
Components: VSM a piece of cork
Range: 30 feet
Duration: 1 hour
This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.




Water Breathing

hexagonal magic symbol: gold on black

3rd-level transmutation (ritual)
Casting Time: 1 action
Components: VSM a short reed or piece of straw
Range: 30 feet
Duration: 24 hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.




Wind Wall

hexagonal magic symbol: gold on black

3rd-level evocation
Casting Time: 1 action
Components: VSM a tiny fan and a feather of exotic origin
Range: 120 feet
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.




Cure Wounds

hexagonal magic symbol: gold on black

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.




Zaganna’s Lightvision

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of coal dust)

Duration: 4 hours

You touch a willing creature with Photosensitivity or Sunlight Sensitivity to grant it the ability to see in direct sunlight without penalty for the duration.




Iz’zart’s Swarm Limb

a leg made from a swarm of rats

1st-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

You summon a swarm of fey spirits that take the form of a swarm of beasts of Challenge Rating 1 or lower shaped as an adaptive limb, responding to telepathic commands like the appendage it’s replacing. This spell cannot add an extra limb beyond those typical for your ancestry.

The summoned swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The swarm gets no actions of its own, but you can use its bite as an unarmed attack

The swarm can detach on command as a bonus action. While detached, it retains its link and can attack and follow simple commands up to 30 feet away from you. If it moves further away, the spell ends.