Incendiary Cloud

hexagonal magic symbol: gold on black

8th-level conjuration
Casting Time: 1 action
Components: VS
Range: 150 feet
Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.




Inflict Wounds

hexagonal magic symbol: gold on black

1st-level necromancy
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.




Instant Summons

hexagonal magic symbol: gold on black

6th-level conjuration (ritual)
Casting Time: 1 minute
Components: VSM a sapphire worth 1,000 gp
Range: Touch
Duration: Until dispelled
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.




Insect Plague

hexagonal magic symbol: gold on black

5th-level conjuration
Casting Time: 1 action
Components: VSM a few grains of sugar, some kernels of grain, and a smear of fat
Range: 300 feet
Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.




Jump

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 action
Components: VSM a grasshopper’s hind leg
Range: Touch
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
# Spells (K)




Invisibility

hexagonal magic symbol: gold on black

2nd-level illusion
Casting Time: 1 action
Components: VSM an eyelash encased in gum arabic
Range: Touch
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.




Irresistible Dance

hexagonal magic symbol: gold on black

6th-level enchantment
Casting Time: 1 action
Components: V
Range: 30 feet
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.




Knock

hexagonal magic symbol: gold on black

2nd-level transmutation
Casting Time: 1 action
Components: V
Range: 60 feet
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with [yadawiki link=”arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.




Lesser Restoration

hexagonal magic symbol: gold on black

2nd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.




Light

hexagonal magic symbol: gold on black

cantrip evocation
Casting Time: 1 action
Components: VM a firefly or phosphorescent moss
Range: Touch
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.