
A world with magic and monsters of all kinds in this world in all of the Chaos.
Played | 18 times |
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Created | 101 days ago |
Last Updated | 4 days ago |
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Death Mark
Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of ink) Duration: 1 minute You mark a target with a death symbol visible only to you. While marked, the target takes an additional 3d6 necrotic damage from the Ninja's attacks. The mark lasts 1 minute or until the Ninja dismisses it.
Death’s Embrace
Transformation Cast Time: 1 Action Range: 60 feet Components: V, S Duration: 1 round You teleport to a shadow within range, and upon arrival, necrotic energy bursts from you in a 15-foot radius. Each creature in that area takes 6d10 necrotic damage and must make a Constitution saving throw or be frightened of you until the end of your next turn.
Silent Scream
Enchantment Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instant You target a creature, inflicting them with an overwhelming, silent scream. The target must succeed on a Wisdom saving throw or be stunned for 3 rounds. They will suffer 4d8 psychic damage.
Venom Sense
Divination Cast Time: 1 Action Range: Touch Components: V, S, M (a sprig of bitter herb) Duration: Instant You touch a creature and gains insight into the cause of any paralysis, poison, or acid-related sickness affecting them. They can identify the nature of the affliction and know its specific effects. Once identified, you can neutralize the poison, paralysis, or acid burn, removing its harmful effects instantly. This spell can heal up to one condition or ongoing poison effect.
Smoke Veil
Illusion Cast Time: Action Range: Self (5-foot radius) Components: S, M (a small handful of dust) Duration: 1 minute You create a thin cloud of smoke around yourself, lightly obscuring the area. Creatures within 5 feet have disadvantage on attacks made against the Ninja.
Whispering Shadows
Enchantment Cast Time: 1 Action Range: 60 feet Components: V Duration: 1 minute You send a disorienting whisper through the shadows. A target creature must succeed on a Wisdom saving throw or become frightened of the Ninja for the duration. The creature can repeat the saving throw at the end of each of its turns. The target will suffer 2d8 psychic damage.
Silent Aura
Illusion Cast Time: 1 Bonus Action Range: Self (30-foot radius) Components: S Duration: Concentration, up to 1 hour You muffle your movement and the movement of your allies in a 30 foot-radius and create a silent aura. Everyone in your aura will vanish, including yourself and cannot be seen as long as you do not break out of your concentration. You all make no noise while moving, and attacks made while hidden remain silent. This effect ends if you cast another spell or take damage. You can not be dectected by magic and other surveilence methods.
Shuriken Strike
Evocation Cast Time: Action Range: 30 feet Components: S, M (a shuriken or small blade) Duration: Instant You throw a spectral shuriken at a target. The target must make a Dexterity saving throw or take 1d6 force damage + 1d6 piercing damage. The shuriken vanishes after the strike.
Ethereal Shuriken
Conjuration Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S, M (a small blade) Duration: 10 minutes You summon an ethereal oversized shuriken which you can throw at a group of up to 6 enemies. On hit it will dish out 6d8 slashing damage + 2d8 lightning damage. Your targets need to succeed on a dexterity saving throw to only suffer half the damage. The weapon counts as magical for overcoming resistances. The weapon vanishes when dismissed or after 10 minutes.
Shadowstep
Conjuration Cast Time: 1 Bonus Action Range: 60 feet Components: S, M (a shadow fragment) Duration: Instant You teleport to a shadowy area you can see within range, disappearing from one shadow and reappearing in another.
Explosive Tag
Evocation Cast Time: 1 Action Range: 30 feet Components: S, M (a small strip of paper) Duration: 10 minutes or until detonated You place a magical explosive tag on a surface or object. The tag can be detonated remotely (up to 100 feet away) and deals 4d6 fire damage in a 10-foot radius. You must use an action to detonate the tag. Your targets must succeed on an Intelligence saving throw to notice your tag in time, otherwise they will suffer the full brunt of the explosion.
False Face
Transmutation Cast Time: 1 minute Range: Self Components: V, S Duration: 1 hour You can magically alter your own facial appearance, allowing you to pass as someone else. The illusion lasts for 1 hour or until dismissed. It doesn’t alter your clothes or body shape.
Smoke Bomb
Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a pinch of dust) Duration: 1 minute You conjure a 30-foot-radius cloud of smoke that obscures vision. Creatures inside are heavily obscured, and the smoke disperses after 1 minute or with a strong wind. You can target up to 3 enemoies. They suffer 4d6 force damage. Targets have to suceed a Constitution saving throw to suffer only half the damage.
Silent Step
Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a pinch of ash) Duration: 30 minutes You move silently, granting advantage on Dexterity (Stealth) checks to avoid detection while moving. The effect ends if you attack something or cast another spell.
Acid Blade
Transmutation Cast Time: Bonus Action Range: Self Components: V, M (a drop of venom) Duration: 1 minute You coat your weapon with special acid, causing the next melee attack to deal an additional 2d6 acid damage.
Shadow Clones
Illusion Cast Time: 1 Action Range: Self Components: S, M (a small mirror) Duration: 10 minutes You create three additional illusory clones of yourself. These clones mimic the your actions but are intangible and vanish if struck. Enemies must make a Wisdom saving throw to discern you from the clones. Your clones will attack up to 3 targets in a 60-foot radius at the same time, striking them with 4d8 Slashing damage + 2d6 psychic damage.
Get Nimble
Transmutation Cast Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes You channel their energy to enhance their physical abilities. For the next 10 minutes, your jump distance is doubled, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing, swimming, and jumping. This allows you to navigate challenging terrain with ease, scaling walls or leaping great distances in a single bound.
Shadow Bind
Conjuration Cast Time: Action Range: 30 feet Components: S Duration: 1 round You manipulate shadows to briefly entangle a target's feet. The target suffers 1d8 psychic damage. The target must succeed on a Dexterity saving throw or be restrained for 1 round and suffer at least half of the damage.
Cunning Agility
Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a small wind chime) Duration: 10 minutes You channel your inner speed and precision, increasing your movement by +10 feet for the duration. Additionally, they gain a +4 bonus to initiative rolls for the next combat encounter. While this spell is active, you move with heightened agility, appearing almost as a blur to observers.
Infiltrator's Cloak
Illusion Cast Time: 1 Action Range: Self Components: S, M (a piece of black cloth) Duration: 1 hour You become invisible to any non-magical detection methods, including mundane sight and sound. This effect ends if you attack or cast a spell.
Acid Rain
Conjuration Cast Time: 1 Action Range: 150 feet Components: V, S, M (a vial of acid) Duration: Concentration, up to 1 minute A corrosive storm forms over a 20-foot-radius area. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 6d10 acid damage and suffer a -6 penalty to AC for the duration. On a success, they take half as much damage and no penalty.
Mind Shroud
Abjuration Cast Time: 1 Action Range: Self (30-foot radius) Components: V, S Duration: 1 hour You shield your mind and those of your allies in a 30-foot radius around you from magical detection and telepathy, making all immune to mind-reading and divination spells for the duration.
Serpent’s Grasp
Conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a snake scale) Duration: Concentration, up to 1 minute You conjure a spectral serpent that attempts to coil around a creature within range. The target must succeed on a Strength saving throw or be restrained. When they fail they get hit by 2d6 Poison damage. The serpent can be dismissed early, and the target can make a Strength check at the end of each of its turns to break free.
Nerve Strike
Necromancy Cast Time: 1 Action Range: Touch Components: V, S Duration: Instant You target a pressure point on an enemy. On a hit, the target receives 3d8 necrotic damage. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the save at the end of each turn.
Phantom Decoy
Illusion Cast Time: Action Range: 30 feet Components: V, S Duration: 1 round You create an illusory copy of yourself within range. The decoy moves and acts like the Ninja for 1 round, confusing enemies. Attacks made against the decoy have no effect, and it vanishes after 1 round or if struck.
Poison Touch
Necromancy Cast Time: Action Range: Touch Components: V, M (a drop of venom) Duration: 1 minute You touch a weapon, coating it in a thin layer of poison. The next successful attack with the weapon within 1 minute deals an additional 1d4 poison damage.
Poison's Sting
Evocation Cast Time: Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous You hurl a poison needle at a target, dealing 1d8 poison damage. The target must make a Constitution saving throw. On a failed save, they also have disadvantage on their next attack roll and are poisoned for the next 3 rounds. Damage increases by 1d8 at higher levels (5th, 11th, 17th).
Caltrops
Conjuration Cast Time: 1 Bonus Action Range: 30 feet Components: S, M (a handful of small spikes) Duration: 1 minute You scatter spectral caltrops in a 30-foot area. Creatures moving through this area must succeed on a Dexterity saving throw or take 1d4 piercing damage and have their movement speed halved for 1 round.
Vanish
Transmutation Cast Time: Reaction Range: Self Components: V, M (a small puff of smoke) Duration: Instant You can disappear from sight when attacked. After being targeted by an attack, you can use this cantrip to impose disadvantage on the attack roll by vanishing in a puff of smoke.
Send Whisper
Divination Cast Time: Action Range: 120 feet Components: V Duration: Instant You can send a brief, whispered message on the wind to a creature within range that you can see. The message is heard only by the intended target and can be no longer than a sentence.
Scent of Death
Necromancy Cast Time: 1 Action Range: 30 feet Components: S, M (a fragment of bone) Duration: 1 minute You conjure a foul scent that spreads through a 15-foot radius. Creatures in the area must make a Constitution saving throw or be unable to regain hit points for the duration. They also feel heavy nausea.
Toxic Deluge
Conjuration Cast Time: 1 Action Range: 60 feet radius Components: V, S, M (a drop of venom) Duration: Concentration, up to 1 minute You summon a rain of poison in a 30-foot radius centered on a point within range. Creatures in the area must make a Constitution saving throw at the start of each of their turns or take 6d10 poison damage and be poisoned. On a success, they take half damage and are not poisoned.
Dark Vision
Transmutation Cast Time: 1 Action Range: Touch Components: S, M (a bat wing) Duration: 8 hours You grantyourself or an ally the ability to see in total darkness for up to 60 feet.
Choking Mist
Conjuration Cast Time: 1 Action Range: 30 feet Components: S, M (a drop of poison) Duration: 1 minute You release a 15-foot-radius cloud of noxious mist. Creatures in the area must make a Constitution saving throw or take 6d6 poison damage and be poisoned for the duration. The mist lingers for 1 minute or until dispersed by wind.
Soul Reaver
Necromancy Cast Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You target a creature's soul directly. The target must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage, and if reduced to 0 hit points, their soul is absorbed into your weapon or body, granting you temporary hit points equal to half the damage dealt. On a successful save, they take half damage and no soul absorption occurs.
Wall Walk
Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes, concentration You channel spritual energy into your feet, allowing you to defy gravity and walk on walls and ceilings. For the spell's duration, you can move across vertical and inverted surfaces as if they were the ground. Your speed remains unaffected. If concentration breaks, you immediately fall from any height unless supported by another surface.
Acidic Dart
Evocation Cast Time: 1 Bonus Action Range: 60 feet Components: V, S Duration: Instantaneous You conjure a dart of acid and hurl it at a creature within range. On a hit, the target takes 1d8 acid damage, and if they are wearing non-magical armor, it is corroded and gives a -1 penalty to their AC until repaired. Damage increases by 1d6 at higher levels (5th, 11th, 17th).
Frostbolt
The caster launches a bolt of ice from their outstretched palm, the air chills and ripples as the bolt flies forwards, dealing 2d8 cold damage on impact.
Alarm Ward
The caster conjures a basic ward, to alert them if anything approaches within 200 feet if cast outdoors, and 50 feet if cast indoors. The ward persists until triggered or the caster leaves the area. The ward persists while the caster is asleep.
Apocalypse
The caster draws into existence a multitide of sorcerous orbs of various elemental types and unleashes them, sending them hurtling towards their targets where they detonate for 6d12 damage each.

Arcane Lock
You can magically seal a door, window, or similar entryway, preventing it from being opened without your permission. The lock remains until you dismiss it or use this cantrip again.

Avalanche
Summon a massive wave of snow and ice that crashes down on your enemies, dealing devastating cold and bludgeoning damage. The area becomes difficult terrain as the snow settles, hindering movement for those caught within.
Binding Dark
The caster raises both arms, drawing huge black chains up from the earth in violent eruptions, the chains surge towards all targets, dealing 4d8 bludgeoning damage on impact and immobilising them. The chains then tighten, dealing 6d10 necrotic damage. Each round the targets make a strength save (DC 15) to break the chains, success frees them and failure means they take another 6d10 necrotic damage. This persists until the target breaks their chains with the strength save (DC 15)

Binding Rope
This cantrip conjures a length of magical rope that ties itself to a targeted object. The other end of the rope attempts to return to the caster, allowing for climbing or catching falling objects.
Blackflame Pillar
A vertical column of black fire erupts from the earth in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 6d10 fire damage and 6d10 necrotic damage on a failed save, or half as much damage on a successful one.
Blizzard
The caster calls down a flurry of frostbolts, knocking down targets of medium or smaller size, and dealing 4d8 cold damage.
Bone Chill
The caster creates a ghostly skeletal hand that assails the target with the chill of the grave, causing 1d8 necrotic damage, and causing the target to have disadvantage on their next attack.

Conjure Bed
This spell allows the caster to conjure a comfortable bed in an unoccupied space within range. The bed lasts for 8 hours and provides a restful place for creatures to sleep, restoring hit points and spell slots as if they had taken a long rest.

Conjure Flying Carpet
You conjure a magical flying carpet that can carry you and up to three willing creatures. The carpet hovers a few feet above the ground and can move in any direction at a speed of 30 feet for the duration of the spell.
Conjure Witchblood
A simple gesture to conjure a bottle of Witchblood. Witchblood is a potent dark elven spirit. A potent alcoholic drink brewed by Druchii from nightshade, berries and wormwood. Tastes like darkness and decadence.

Create Campsite
This spell conjures a small, cozy campsite complete with a single tent, two bedrolls, a firepit, and a pack of supplies. The campsite is designed to provide comfort and safety for adventurers during their travels, allowing them to rest and recuperate in the wilderness.
Dark Glicel
Direct a surge of sharp, jagged ice, threaded through with black veins, to erupt like a jagged wave from the ground in a wide arc. The ice wave impales everything in the area of effect. The ice deals 2d10 piercing damage and 6d10 cold and 3d10 necrotic damage.
Dark Lance
The caster conjures a fragment of dark energy and launches it from their palm as a lance of darkness, striking the target for 4d10 necrotic damage.
Dark Meteor Storm
The caster's eyes glow with intense violet energy and they rise a few inches from the ground as the spell is unleashed. The spell causes dozens of black meteors, wreathed in violet flames to smash down in the area, shattering structures and devastating any targets in the vicinity, dealing 10d10 bludgeoning damage, 10d10 fire damage and 20d10+20 necrotic damage.

Dark Supernova
Unleash a cataclysmic explosion of dark energy, engulfing enemies in a wave of shadowy force. This spell creates a massive area of effect that deals necrotic damage and can potentially blind those caught within its radius.

Darkfire Bolt
You conjure a bolt of dark, flickering flames that streaks toward your target. Upon impact, it explodes in a burst of necrotic energy, draining life from the target.

Darklight Flare
A flicker of light and dark at the target location culminates in a powerful explosion, dealing devastating damage to all within its radius. The spell unleashes a chaotic blend of necrotic and radiant energy, leaving a lasting impact on the battlefield.

Darklight Torrent
Unleash a devastating barrage of radiant and necrotic energy, striking a single target with a flurry of bolts that alternate between light and darkness. This spell embodies the duality of creation and destruction, overwhelming the target with both radiant and dark energies.
Darkstar Calamity
The caster lifts into the air, twirling as black and purple magic swirls around them before unleashing the most devastating expression of dark magic. The spell shatters the very air, along with the ground with catastrophic erruptions of necrotic energy, each causing 20d10 necrotic damage.
Devouring Darkness
The caster unleashes a swirling flow of darkness, extinguishing both light sources and shadows, both magical and mundane. Within the darkness is the gleam of eyes, hundreds of eyes, inflicting maddening terror on targets trapped within it's cloying, smothing embrace. Dark impulses surge through the darkness, causing 15d10 necrotic damage to anything trapped inside.

Devouring Necrosis
Unleash a wave of necrotic energy that engulfs a target, causing their life force to wither and decay. The target must make a saving throw or suffer debilitating necrotic damage, with a portion of the energy siphoned to heal the caster.
Dream Eater
The caster raises their hand, two fingers held to their temple and unleashes a barrage of dark energy, tearing the targets mind to shreds in vicious pulses of darkness, dealing 5d6 pyschic damage with each of the five pulses, culminating in a devastating burst of pyschic damage causing 20d10 damage.

Feast of Creation
This cantrip allows the caster to conjure a delightful spread of food and drink, sufficient to satisfy the hunger of up to four individuals. The feast includes an assortment of fresh fruits, warm bread, rich cheeses, and savory cured meats, along with two bottles of exquisite elven wine and two bottles of refreshing water.
Flood of Darkness
The caster rises into the air and raises their arms with a roar, unleashing a flood of enervating darkness, crashing over the target and everything in 50 ft around like a tidal wave, it in a torrent of darkness. Deals 10d10 cold and 10d10 necrotic damge. No saving throw.
Icebound Comet
The caster's raised arm calls a frozen meteor into existence in the skies above, which crashes down upon the target in a concussive impact that ripples through the ground and shatters trees and buildings in it's impact area. The meteor deals 5d6 bludgeoning damage on impact, with an additional 15d10 cold damage.

Mass Telekinesis
You can manipulate multiple objects or creatures within range, lifting and moving them as you desire. This spell allows you to control up to five targets simultaneously, moving them up to 30 feet in any direction.

Pristine Touch
A gentle cantrip that cleanses the target of dirt and grime. When cast on a person, their clothing, hair, and skin are restored to a pristine state, leaving them feeling refreshed and rejuvenated.
Profane Flame
The caster unleashes a gout of turquoise flames from their outstretched palm, swirling forth in an icy torrent of profane fire, dealing 8d10 necrotic damage.
Shadow Flare
The caster draws a dark sigil in the air, triggering a blast of necrotic damage to erupt from the targets dealing 10d12 necrotic damage in a ferocious blast of darkness.

Shadow Puppets
You manipulate residual shadows to create small, animated figures, creatures or objects that act out scenes of your choosing. The shadows can be no larger than 1 foot in length and can perform simple actions, providing entertainment or distraction.
Shadow flame
The caster unleashes a spray of black flames from their outstretched palm, dealing 8d8 necrotic damage and inflicting fear on the targets. The target is affected by fear unless they make a wisdom save (DC 10)
Shards of Dark
The caster conjures three shards of necrotic energy and launch them at the target, dealing 2d10 damage for each shard of necrotic energy.

Silverfire Bolt
You conjure a bolt of shimmering silver fire and hurl it at a target within range. The bolt explodes on impact, dealing radiant damage and illuminating the area around the target.

Spellfire Surge
You conjure a bolt of silver fire that streaks toward a target, exploding in a brilliant flash upon impact. The bolt deals 3d10 fire damage and 3d10 radiant damage, illuminating the area with a dazzling light that can blind foes temporarily.

Spellfire Torrent
The caster unleashes a torrent of silver fire that cascades forward in waves, incinerating everything in its path with both fire and radiant energy. This spell engulfs the area in a brilliant blaze, leaving behind scorched earth and radiant light.

Starfire
Unleash a burst of radiant and fiery energy at a target, illuminating the area with the brilliance of distant stars. The spell deals both radiant and fire damage, symbolizing the dual nature of celestial power.

Terra Drain
A dark incantation that siphons the life force from multiple targets, drawing upon the very essence of the earth. The caster unleashes a wave of necrotic energy that strikes up to three targets within 50 feet, draining their vitality and empowering the caster.

Tsunami of Silver Fire
You conjure a colossal wave of shimmering silver fire that crashes down upon your enemies, engulfing them in a torrent of flames. The wave appears as a massive, undulating wall of liquid silver, radiating intense heat and blinding light, leaving a trail of scorched earth in its wake.
Umbral Ice
The caster twirls on the spot, sparkling flurries of ice trailing from their hands mixed with shards of black. The spell surges outwards in a swirling storm of enervating ice and darkness dealing 15d10 cold and 15d10 necrotic damage in it's wake.

Veil of Mist
The caster briefly transforms into a swirling mist, allowing them to evade incoming attacks and reappear in the same location. This spell grants a momentary escape from danger, making it harder for enemies to land a hit.

Veilfire Bolt
You conjure a bolt of bright purple fire and hurl it at a target, igniting them with mystical flames. The flames flicker with an otherworldly light, leaving a trail of shimmering energy in their wake.

Wave of Fire
A surging wave of fire rolls forward, engulfing all in its path. The flames deal moderate fire damage to creatures caught within the wave's area of effect.

Whispering Knock
A subtle cantrip that allows the caster to unlock a door or a similar object by whispering a soft incantation. The target must be within 30 feet and not magically sealed, allowing for a quiet and unobtrusive means of entry.
Winter's Embrace
The caster enters a meditative state, restoring all hp and all spell slots, as if they had taken a long rest. While meditating icy cold air and fragments of darkness swirl around the caster.
Create Healing Potion
You transform a small container of water into a magical healing potion. The container is transformed into a healing potion. A creature that drinks this potion regains 2d4 hit points. The potion remains potent for 1 hour before reverting to water. When cast using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Concoct Homunculus
Create a temporary homunculus to serve you. The homunculus has the stats of a Familiar and follows your commands.
Adrenaline Surge
Create a potion that grants a burst of energy and focus. The target gains advantage on attack rolls and saving throws and a +10 bonus to speed.
Restorative Brew
Brew a potion that removes one harmful condition. The potion removes one condition (poisoned, blinded, deafened, paralyzed, or frightened).
Protective Coating
Brew a potion that creates a magical shield. The target gains 10 temporary hit points and resistance to one damage type of your choice.
Molten Flask
Hurl a flask of molten liquid that erupts on impact. Creatures in a 15-foot radius take 5d6 fire damage and 3d6 radiant damage.
Greater Restoration Potion
Brew a potion that mimics the Greater Restoration spell. The potion restores lost ability scores, ends curses, and removes conditions like petrification or exhaustion.
Frostburst Arrow
You imbue your arrow with freezing energy, creating a frost explosion on impact. The arrow deals an extra 4d6 cold damage in a 10-foot radius. All creatures in the area must make a Strength saving throw or have their movement speed reduced to 0 until the end of their next turn. The area becomes icy terrain, making it difficult terrain for 1 minute.
Transmute Liquid
Transform a mundane liquid into another form, such as clean water, flammable oil, or basic poison. The liquid retains its new properties for up to 1 hour unless used.
Corrosive Cloud
Summon a cloud of toxic vapor to damage and obscure an area. The cloud fills a 15-foot radius. Creatures in the area take 3d6 poison damage at the start of their turn. The area is heavily obscured.
Cataclysmic Flask
Throw a flask that causes a massive elemental explosion. The explosion deals 10d8 damage of your choice (fire, lightning, or acid) in a 20-foot radius.
Alchemical Flame
Throw a volatile flask of fire that ignites on impact. The explosion deals 2d8 fire damage to creatures in a 10-foot radius and ignites the area for 1 round.
Explosive Concoction
Create a throwable vial of explosive energy that detonates on impact. The explosion deals 3d6 fire damage in a 10-foot radius. Creatures can make a Dexterity saving throw to take half damage.
Enhanced Resistance
Brew a potion that grants resistance to a specific damage type. Choose a damage type (fire, acid, poison, cold, lightning, or thunder). The target gains resistance to that type for the duration.
Elixir of Flight
Brew a potion that grants temporary flight. The target gains a flying speed of 30 feet.
Detect Chemical
Identify the magical, alchemical, or poisonous properties of a substance within range. You gain advantage on Intelligence (Arcana) or Wisdom (Perception) checks related to alchemical substances.
Create Poison
You transform a small container of water into a potent poison. The container is transformed into a poison potion. As an action, the poison can be thrown at a creature within range, requiring a ranged attack roll to hit. On a hit, the target takes 4d4 poison damage. The poison remains potent for 1 hour before reverting to water. When cast using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Arcane Infusion
Infuse a weapon with magical energy, enhancing its power and effectiveness in combat for a limited duration. The target weapon gains a bonus to attack and damage rolls, making it a formidable tool against foes.

Charm
You charm someone for a while, making them view you as a trusted friend. The target will not attack you or your allies unless provoked, allowing for strategic advantages in social situations or combat.