Adventurer's Certificate in The Forsaken Realm | World Anvil

Adventurer's Certificate

Bronze Ranked Adventurer Pop

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7 Level (0/34000 XP for level-up) Charlatan

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.   You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.
 

Skill Proficiencies Deception, Persuasion and Slight of Hand
Tool Proficiencies Thieves' Tools, Forager's Tools
Languages common, criminal
Equipment A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke)
Lifestyle grifting

Features

False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Suggested Characteristics

Unstable and dangerous.

Traits

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

Ideal

Your con is convince people that worthless junk is worth their hard-earned money.

Bond

A powerful being killed someone I love. Some day soon, I’ll have my revenge.

Flaw

A true kleptomaniac you pocket anything you see that you think has value.

Background Kenku

Kenku

The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of freedom, the kenku plotted to steal a magical item of great power in order to escape to the Material Plane.   Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned towardwill for mortal freedom bred scheming against their patron, in a twisted joke they were cursed with immortal souls but frail bodies. Finally, to ensure that the kenku could never divulge any secrets, their master took away their free voices binding them in mimicry. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. Since then, the kenku have wandered the realms.   They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
ability score increase: Your Dexterity score increases by 2, and your Wisdom score decreases by 1.
age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
alignment: Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
Size: Medium
speed: Your base walking speed is 30 feet
Languages: You can read and write Pure Common and Auran, but you can speak only by using your Mimicry trait.
race features:
Ambusher: You have advantage on attack rolls against any creature you have surprised.   Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.   Kenku Recall: You are proficient in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can do this up to your proficiency bonus. You regain all uses after a long rest.   Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.   Natural Armor: You have tough skin. When you aren't wearing Armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.

Racial Description

An Ancient Curse: The Kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Graz’zt, while others say that they were scouts and explorers for an unknown God. Whatever the truth, according to legend, the Kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the Kenku plotted to steal the item and escape to the Material Plane. Unfortunately for the Kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the Kenkus beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the Kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the Kenku were set loose on the Material Plane. Since then, the Kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.   Dreams of Flight: Above all else, Kenku wish to regain their ability to fly. Every Kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the Kenku to acquire the items for themselves. Despite their lack of wings, Kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore. Some thieves' guilds use Kenku as lookouts and messengers. The Kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.   Hopeless Plagiarists: As, a result of their lack of creativity, Kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long term schemes. Although unable to speak in, their own voices, Kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, Kenku cannot create new sounds and can communicate only by using sounds they have heard. Most Kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. By the same token, Kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few Kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.   Ideal Minions: Kenku gather in groups called flocks. A flock is led by the oldest and most experienced Kenku with the widest store of knowledge to draw on, often called Master. Although Kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious Kenku can excel as superb spies and scouts. A Kenku who learns of clever schemes and plans devised by other creatures can put them to use. The Kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter. For this reason, many Kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of Kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signalling a prime opportunity for a robbery. Since Kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the Kenku produce perfect copies of whatever they hear.   Kenku Names: Given that Kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armour or the sound made by a breaking bone. Non-Kenku refer to the Kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, Kenku can call out to each other while those who overhear them mistake them for common animals. Non-Kenku use names that refer to the sound made or the animal a Kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler. Some Kenku turn their back on crime to pursue legitimate trades. These Kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-Kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.Racial Deception An Ancient Curse The Kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Graz’zt, while others say that they were scouts and explorers for an unknown God. Whatever the truth, according to legend, the Kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the Kenku plotted to steal the item and escape to the Material Plane. Unfortunately for the Kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the Kenkus beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the Kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the Kenku were set loose on the Material Plane. Since then, the Kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime. Dreams of Flight Above all else, Kenku wish to regain their ability to fly. Every Kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumours of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the Kenku to acquire the items for themselves. Despite their lack of wings, Kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an ore. Some thieves' guilds use Kenku as lookouts and messengers. The Kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below. Hopeless Plagiarists As, a result of their lack of creativity, Kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long term schemes. Although unable to speak in, their own voices, Kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, Kenku cannot create new sounds and can communicate only by using sounds they have heard. Most Kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. By the same token, Kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few Kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine. Ideal Minions Kenku gather in groups called flocks. A flock is led by the oldest and most experienced Kenku with the widest store of knowledge to draw on, often called Master. Although Kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious Kenku can excel as superb spies and scouts. A Kenku who learns of clever schemes and plans devised by other creatures can put them to use. The Kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter. For this reason, many Kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of Kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signalling a prime opportunity for a robbery. Since Kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the Kenku produce perfect copies of whatever they hear. Kenku Names Given that Kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armour or the sound made by a breaking bone. Non-Kenku refer to the Kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, Kenku can call out to each other while those who overhear them mistake them for common animals. Non-Kenku use names that refer to the sound made or the animal a Kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler. Some Kenku turn their back on crime to pursue legitimate trades. These Kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-Kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Race / Species / Heritage chaotic neutral Alignment
Madness Cleric
Level 5
Hit Dice: 5/5
1d8-1 Class 1
Mage 2.0
Level 1
Hit Dice: 1/1
1d8-1 Class 2
Cultivator
Level 1
Hit Dice: 1/1
1d8-1 Class 4

STR
8
-1
DEX
14
+2
CON
8
-1
INT
12
+1
WIS
17
+3
CHA
15
+2
31
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30/60/;(
Speed (walk/run/fly)
5 / 5
Ki Points
5 / 5
Pure Mana ft^3
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
-1 Constitution
+1 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Knightfall +4 STR 1d8-1 bludgeoning
 does an extra 2d8 radiant damage to any enemy from oblivion.
Dagger +5 DEX 1d4+2 piercing
 Finesse, light, thrown (range 20/60)
Knightfall Defensive +2 STR
 In a defensive stance, absorbs all radiant or psychic damage until 100 at which point the staff releasing it back at the surrounding enemies.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage 2.0 +6 instant 60 dependent 1d8+3 Pure Mana 1
 Notes:Your Magical Prowess is crude though you have a basic understanding of magecraft that allows you to manipulate anything around, your mana conversion is lacking when it comes to casting spells without a catalyst, especially those outside of your expertise, burning through your bodies pure mana at a rate of 1ft^3 per spell level.

Grimoire of Infinite Arcana - Cantrip Form

by The Arcane Citadel

PRICELESS AND WEIGHTLESS


THIS ITEM IS SOUL BOUND


THIS ITEM CAN CONTAIN UNLIMITED PAGES OF SPELLS


Opening the grimoire reveals an endless expanse of parchment pages, each seemingly without limit. Words and diagrams dance across the pages, shifting and rearranging themselves as if alive. The Grimoire of Infinite Arcana has the unique ability to house an unlimited number of spells, absorbing and cataloging them within its boundless pages. It can contain incantations from every school of magic imaginable, from the simplest cantrips to the most complex rituals. But such power does not come without its risks. Legends speak of mages who became consumed by their quest to fill the grimoire, losing themselves in the pursuit of ever more potent spells. Others warn of the dangers of inadvertently unleashing chaotic energies from within its pages. To add a spell to the grimoire, a mage must merely concentrate on the desired incantation and trace its sigils upon the pages. As if by magic, the spell becomes recorded within the tome, accessible to the wielder whenever needed.

Grimoire of Infinite Arcana - Cantrip Form

Cantrips

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blade Ward - Abjuration   1 Action Self 1 Round Combat (...)
  You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade - Evocation   1 Action Self (5 ft) 1 Round Thunder (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Chill Touch - Necromancy   1 Action 120 ft 1 Round Necrotic
  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames - Transmutation   1 Action 60 ft Instantaneous Control
  You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Bonfire - Conjuration   1 Action 60 ft 1 Minute Fire
  You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights - Evocation   1 Action 120 ft 1 Minute Utility a bit of phosphorus or wychwood, or a glowworm)
  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Druidcraft - Transmutation   1 Action 30 ft Instantaneous Control
  Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Eldritch Blast - Evocation   1 Action 120 ft Instantaneous Force
  A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Encode Thoughts - Enchantment   1 Action Self 8 Hours Creation (...)
  Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory. idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Fire Bolt - Evocation   1 Action 120 ft Instantaneous Fire
  You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends - Enchantment   1 Action Self 1 Minute Buff (...) a small amount of makeup applied to the face as this spell is cast
  For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it
Frostbite - Evocation   1 Action 60 ft Instantaneous Cold
  You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Green-Flame Blade - Evocation   1 Action Self (5 ft) Instantaneous Fire (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Guidance - Divination   1 Action Touch 1 Minute Buff
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Gust - Transmutation   1 Action 30 ft Instantaneous Control
  You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infestation - Conjuration   1 Action 30 ft Instantaneous Poison a living fiea)
  You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6).
Light - Evocation   1 Action Touch 1 Hour Creation (...) a firefly or phosphorescent moss)
  cYou 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.
Lightning Lure - Evocation   1 Action Self (15 ft) Instantaneous Lightning
  You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand - Conjuration   1 Action 30 ft 1 Minute Utility
  A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Stone - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning
  You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mending - Transmutation   1 Minute Touch Instantaneous Utility two lodestones)
  This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message - Transmutation   1 Action 120 ft 1 Round Communication (...) a short piece of copper wire)
  You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mind Sliver - Enchantment   1 Action 60 ft Instantaneous Psychic
  You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Minor Illusion - Illusion   1 Action 30 ft 1 Minute Control a bit of fleece)
  You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold earth - Transmutation   1 Action 30 ft Instantaneous Control
  You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Poison Spray - Conjuration   1 Action 10 ft Instantaneous Poison
  You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Prestidigitation - Transmutation   1 Action 10 ft 1 Hour Utility
  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Primal Savagery - Transmutation   1 Action Self Instantaneous Acid
  You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame - Conjuration   1 Action Self 10 Minutes Fire
  A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost - Evocation   1 Action 60 ft Instantaneous Cold
  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance - Abjuration   1 Action Touch 1 Minute Buff a miniature cloak)
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Sacred Flame - Evocation   1 Action 60 ft Instantaneous Radiant
  Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Sting - Necromancy   1 Action 30 ft Instantaneous Necrotic
  You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and fall prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shape Water - Transmutation   1 Action 30 ft Instantaneous Control
  You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shillelagh - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning mistletoe, a shamrock leaf, and a club or quarterstaff)
  The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shocking Grasp - Evocation   1 Action Touch Instantaneous Lightning
  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Necromancy   1 Action Touch Instantaneous Healing
  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sword Burst - Conjuration   1 Action Self (5 ft) Instantaneous Force
  You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thaumaturgy - Transmutation   1 Action 30 ft 1 Minute Control
  imbue them with magic. You or someone else can make a range tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As los spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Thorn Whip - Transmutation   1 Action 30 ft Instantaneous Piercing the stem of a plant with thorns
  You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes ld6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by ld6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).
Thunderclap - Evocation   1 Action 5 ft Instantaneous Thunder
  You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead - Necromancy   1 Action 60 ft Instantaneous Necrotic
  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
True Strike - Divination   1 Action 30 ft 1 Round Foreknowledge
  You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vicious Mockery - Enchantment   1 Action 60 ft Instantaneous Psychic
  You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance - Evocation   1 Action 5 ft Instantaneous Radiant a holy symbol)
  You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 2 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Bolster Allies +6 instant 30 ft 1 minute 1d6+3 Miracle 1
 Notes:As an action, you can present your holy symbol and utter a prayer to empower your allies. A number of creatures of your choice up to your Wisdom modifier (minimum 1) in a 30 feet radius centered on you gain temporary hit points equal to a number d6s equal to half your cleric level (rounded up). These temporary hit points remain for up to 1 minute.
Eldritch Blast +6 instant 120 ft 1 bonk 1d10
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Guidance +6 instant 1 minute 1d4
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Spare the Dying +6 instant touch
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Encode Thoughts +6 instant self 8 hours
 Notes:Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory. idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Mage 2.0 +6 instant 60 dependent 1d8+3 + Pure Mana 1
 Notes:Your Magical Prowess is crude though you have a basic understanding of magecraft that allows you to manipulate anything around, your mana conversion is lacking when it comes to casting spells without a catalyst, especially those outside of your expertise, burning through your bodies pure mana at a rate of 1ft^3 per spell level.

Grimoire of Infinite Arcana - Cantrip Form

by The Arcane Citadel

PRICELESS AND WEIGHTLESS


THIS ITEM IS SOUL BOUND


THIS ITEM CAN CONTAIN UNLIMITED PAGES OF SPELLS


Opening the grimoire reveals an endless expanse of parchment pages, each seemingly without limit. Words and diagrams dance across the pages, shifting and rearranging themselves as if alive. The Grimoire of Infinite Arcana has the unique ability to house an unlimited number of spells, absorbing and cataloging them within its boundless pages. It can contain incantations from every school of magic imaginable, from the simplest cantrips to the most complex rituals. But such power does not come without its risks. Legends speak of mages who became consumed by their quest to fill the grimoire, losing themselves in the pursuit of ever more potent spells. Others warn of the dangers of inadvertently unleashing chaotic energies from within its pages. To add a spell to the grimoire, a mage must merely concentrate on the desired incantation and trace its sigils upon the pages. As if by magic, the spell becomes recorded within the tome, accessible to the wielder whenever needed.

Grimoire of Infinite Arcana - Cantrip Form

Cantrips

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blade Ward - Abjuration   1 Action Self 1 Round Combat (...)
  You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade - Evocation   1 Action Self (5 ft) 1 Round Thunder (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Chill Touch - Necromancy   1 Action 120 ft 1 Round Necrotic
  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames - Transmutation   1 Action 60 ft Instantaneous Control
  You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Bonfire - Conjuration   1 Action 60 ft 1 Minute Fire
  You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights - Evocation   1 Action 120 ft 1 Minute Utility a bit of phosphorus or wychwood, or a glowworm)
  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Druidcraft - Transmutation   1 Action 30 ft Instantaneous Control
  Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Eldritch Blast - Evocation   1 Action 120 ft Instantaneous Force
  A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Encode Thoughts - Enchantment   1 Action Self 8 Hours Creation (...)
  Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory. idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Fire Bolt - Evocation   1 Action 120 ft Instantaneous Fire
  You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends - Enchantment   1 Action Self 1 Minute Buff (...) a small amount of makeup applied to the face as this spell is cast
  For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it
Frostbite - Evocation   1 Action 60 ft Instantaneous Cold
  You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Green-Flame Blade - Evocation   1 Action Self (5 ft) Instantaneous Fire (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Guidance - Divination   1 Action Touch 1 Minute Buff
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Gust - Transmutation   1 Action 30 ft Instantaneous Control
  You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infestation - Conjuration   1 Action 30 ft Instantaneous Poison a living fiea)
  You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6).
Light - Evocation   1 Action Touch 1 Hour Creation (...) a firefly or phosphorescent moss)
  cYou 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.
Lightning Lure - Evocation   1 Action Self (15 ft) Instantaneous Lightning
  You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand - Conjuration   1 Action 30 ft 1 Minute Utility
  A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Stone - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning
  You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mending - Transmutation   1 Minute Touch Instantaneous Utility two lodestones)
  This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message - Transmutation   1 Action 120 ft 1 Round Communication (...) a short piece of copper wire)
  You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mind Sliver - Enchantment   1 Action 60 ft Instantaneous Psychic
  You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Minor Illusion - Illusion   1 Action 30 ft 1 Minute Control a bit of fleece)
  You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold earth - Transmutation   1 Action 30 ft Instantaneous Control
  You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Poison Spray - Conjuration   1 Action 10 ft Instantaneous Poison
  You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Prestidigitation - Transmutation   1 Action 10 ft 1 Hour Utility
  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Primal Savagery - Transmutation   1 Action Self Instantaneous Acid
  You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame - Conjuration   1 Action Self 10 Minutes Fire
  A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost - Evocation   1 Action 60 ft Instantaneous Cold
  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance - Abjuration   1 Action Touch 1 Minute Buff a miniature cloak)
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Sacred Flame - Evocation   1 Action 60 ft Instantaneous Radiant
  Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Sting - Necromancy   1 Action 30 ft Instantaneous Necrotic
  You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and fall prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shape Water - Transmutation   1 Action 30 ft Instantaneous Control
  You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shillelagh - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning mistletoe, a shamrock leaf, and a club or quarterstaff)
  The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shocking Grasp - Evocation   1 Action Touch Instantaneous Lightning
  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Necromancy   1 Action Touch Instantaneous Healing
  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sword Burst - Conjuration   1 Action Self (5 ft) Instantaneous Force
  You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thaumaturgy - Transmutation   1 Action 30 ft 1 Minute Control
  imbue them with magic. You or someone else can make a range tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As los spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Thorn Whip - Transmutation   1 Action 30 ft Instantaneous Piercing the stem of a plant with thorns
  You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes ld6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by ld6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).
Thunderclap - Evocation   1 Action 5 ft Instantaneous Thunder
  You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead - Necromancy   1 Action 60 ft Instantaneous Necrotic
  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
True Strike - Divination   1 Action 30 ft 1 Round Foreknowledge
  You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vicious Mockery - Enchantment   1 Action 60 ft Instantaneous Psychic
  You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance - Evocation   1 Action 5 ft Instantaneous Radiant a holy symbol)
  You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 2 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Mage 2.0 +6 instant 60 dependent 1d8+3 + Pure Mana 1
 Notes:Your Magical Prowess is crude though you have a basic understanding of magecraft that allows you to manipulate anything around, your mana conversion is lacking when it comes to casting spells without a catalyst, especially those outside of your expertise, burning through your bodies pure mana at a rate of 1ft^3 per spell level.

Grimoire of Infinite Arcana - Cantrip Form

by The Arcane Citadel

PRICELESS AND WEIGHTLESS


THIS ITEM IS SOUL BOUND


THIS ITEM CAN CONTAIN UNLIMITED PAGES OF SPELLS


Opening the grimoire reveals an endless expanse of parchment pages, each seemingly without limit. Words and diagrams dance across the pages, shifting and rearranging themselves as if alive. The Grimoire of Infinite Arcana has the unique ability to house an unlimited number of spells, absorbing and cataloging them within its boundless pages. It can contain incantations from every school of magic imaginable, from the simplest cantrips to the most complex rituals. But such power does not come without its risks. Legends speak of mages who became consumed by their quest to fill the grimoire, losing themselves in the pursuit of ever more potent spells. Others warn of the dangers of inadvertently unleashing chaotic energies from within its pages. To add a spell to the grimoire, a mage must merely concentrate on the desired incantation and trace its sigils upon the pages. As if by magic, the spell becomes recorded within the tome, accessible to the wielder whenever needed.

Grimoire of Infinite Arcana - Cantrip Form

Cantrips

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blade Ward - Abjuration   1 Action Self 1 Round Combat (...)
  You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade - Evocation   1 Action Self (5 ft) 1 Round Thunder (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Chill Touch - Necromancy   1 Action 120 ft 1 Round Necrotic
  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames - Transmutation   1 Action 60 ft Instantaneous Control
  You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Bonfire - Conjuration   1 Action 60 ft 1 Minute Fire
  You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights - Evocation   1 Action 120 ft 1 Minute Utility a bit of phosphorus or wychwood, or a glowworm)
  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Druidcraft - Transmutation   1 Action 30 ft Instantaneous Control
  Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Eldritch Blast - Evocation   1 Action 120 ft Instantaneous Force
  A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Encode Thoughts - Enchantment   1 Action Self 8 Hours Creation (...)
  Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory. idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Fire Bolt - Evocation   1 Action 120 ft Instantaneous Fire
  You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends - Enchantment   1 Action Self 1 Minute Buff (...) a small amount of makeup applied to the face as this spell is cast
  For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it
Frostbite - Evocation   1 Action 60 ft Instantaneous Cold
  You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Green-Flame Blade - Evocation   1 Action Self (5 ft) Instantaneous Fire (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Guidance - Divination   1 Action Touch 1 Minute Buff
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Gust - Transmutation   1 Action 30 ft Instantaneous Control
  You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infestation - Conjuration   1 Action 30 ft Instantaneous Poison a living fiea)
  You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6).
Light - Evocation   1 Action Touch 1 Hour Creation (...) a firefly or phosphorescent moss)
  cYou 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.
Lightning Lure - Evocation   1 Action Self (15 ft) Instantaneous Lightning
  You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand - Conjuration   1 Action 30 ft 1 Minute Utility
  A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Stone - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning
  You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mending - Transmutation   1 Minute Touch Instantaneous Utility two lodestones)
  This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message - Transmutation   1 Action 120 ft 1 Round Communication (...) a short piece of copper wire)
  You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mind Sliver - Enchantment   1 Action 60 ft Instantaneous Psychic
  You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Minor Illusion - Illusion   1 Action 30 ft 1 Minute Control a bit of fleece)
  You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold earth - Transmutation   1 Action 30 ft Instantaneous Control
  You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Poison Spray - Conjuration   1 Action 10 ft Instantaneous Poison
  You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Prestidigitation - Transmutation   1 Action 10 ft 1 Hour Utility
  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Primal Savagery - Transmutation   1 Action Self Instantaneous Acid
  You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame - Conjuration   1 Action Self 10 Minutes Fire
  A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost - Evocation   1 Action 60 ft Instantaneous Cold
  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance - Abjuration   1 Action Touch 1 Minute Buff a miniature cloak)
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Sacred Flame - Evocation   1 Action 60 ft Instantaneous Radiant
  Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Sting - Necromancy   1 Action 30 ft Instantaneous Necrotic
  You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and fall prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shape Water - Transmutation   1 Action 30 ft Instantaneous Control
  You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shillelagh - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning mistletoe, a shamrock leaf, and a club or quarterstaff)
  The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shocking Grasp - Evocation   1 Action Touch Instantaneous Lightning
  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Necromancy   1 Action Touch Instantaneous Healing
  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sword Burst - Conjuration   1 Action Self (5 ft) Instantaneous Force
  You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thaumaturgy - Transmutation   1 Action 30 ft 1 Minute Control
  imbue them with magic. You or someone else can make a range tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As los spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Thorn Whip - Transmutation   1 Action 30 ft Instantaneous Piercing the stem of a plant with thorns
  You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes ld6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by ld6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).
Thunderclap - Evocation   1 Action 5 ft Instantaneous Thunder
  You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead - Necromancy   1 Action 60 ft Instantaneous Necrotic
  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
True Strike - Divination   1 Action 30 ft 1 Round Foreknowledge
  You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vicious Mockery - Enchantment   1 Action 60 ft Instantaneous Psychic
  You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance - Evocation   1 Action 5 ft Instantaneous Radiant a holy symbol)
  You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 2 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Mage 2.0 +6 instant 60 dependent 1d8+3 + Pure Mana 1
 Notes:Your Magical Prowess is crude though you have a basic understanding of magecraft that allows you to manipulate anything around, your mana conversion is lacking when it comes to casting spells without a catalyst, especially those outside of your expertise, burning through your bodies pure mana at a rate of 1ft^3 per spell level.

Grimoire of Infinite Arcana - Cantrip Form

by The Arcane Citadel

PRICELESS AND WEIGHTLESS


THIS ITEM IS SOUL BOUND


THIS ITEM CAN CONTAIN UNLIMITED PAGES OF SPELLS


Opening the grimoire reveals an endless expanse of parchment pages, each seemingly without limit. Words and diagrams dance across the pages, shifting and rearranging themselves as if alive. The Grimoire of Infinite Arcana has the unique ability to house an unlimited number of spells, absorbing and cataloging them within its boundless pages. It can contain incantations from every school of magic imaginable, from the simplest cantrips to the most complex rituals. But such power does not come without its risks. Legends speak of mages who became consumed by their quest to fill the grimoire, losing themselves in the pursuit of ever more potent spells. Others warn of the dangers of inadvertently unleashing chaotic energies from within its pages. To add a spell to the grimoire, a mage must merely concentrate on the desired incantation and trace its sigils upon the pages. As if by magic, the spell becomes recorded within the tome, accessible to the wielder whenever needed.

Grimoire of Infinite Arcana - Cantrip Form

Cantrips

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Blade Ward - Abjuration   1 Action Self 1 Round Combat (...)
  You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade - Evocation   1 Action Self (5 ft) 1 Round Thunder (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Chill Touch - Necromancy   1 Action 120 ft 1 Round Necrotic
  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames - Transmutation   1 Action 60 ft Instantaneous Control
  You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Create Bonfire - Conjuration   1 Action 60 ft 1 Minute Fire
  You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights - Evocation   1 Action 120 ft 1 Minute Utility a bit of phosphorus or wychwood, or a glowworm)
  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Druidcraft - Transmutation   1 Action 30 ft Instantaneous Control
  Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Eldritch Blast - Evocation   1 Action 120 ft Instantaneous Force
  A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Encode Thoughts - Enchantment   1 Action Self 8 Hours Creation (...)
  Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory. idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Fire Bolt - Evocation   1 Action 120 ft Instantaneous Fire
  You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends - Enchantment   1 Action Self 1 Minute Buff (...) a small amount of makeup applied to the face as this spell is cast
  For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it
Frostbite - Evocation   1 Action 60 ft Instantaneous Cold
  You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Green-Flame Blade - Evocation   1 Action Self (5 ft) Instantaneous Fire (...) a melee weapon worth at least 1 sp
  You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Guidance - Divination   1 Action Touch 1 Minute Buff
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Gust - Transmutation   1 Action 30 ft Instantaneous Control
  You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Infestation - Conjuration   1 Action 30 ft Instantaneous Poison a living fiea)
  You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6).
Light - Evocation   1 Action Touch 1 Hour Creation (...) a firefly or phosphorescent moss)
  cYou 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.
Lightning Lure - Evocation   1 Action Self (15 ft) Instantaneous Lightning
  You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand - Conjuration   1 Action 30 ft 1 Minute Utility
  A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Stone - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning
  You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Mending - Transmutation   1 Minute Touch Instantaneous Utility two lodestones)
  This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Message - Transmutation   1 Action 120 ft 1 Round Communication (...) a short piece of copper wire)
  You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Mind Sliver - Enchantment   1 Action 60 ft Instantaneous Psychic
  You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Minor Illusion - Illusion   1 Action 30 ft 1 Minute Control a bit of fleece)
  You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold earth - Transmutation   1 Action 30 ft Instantaneous Control
  You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Poison Spray - Conjuration   1 Action 10 ft Instantaneous Poison
  You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Prestidigitation - Transmutation   1 Action 10 ft 1 Hour Utility
  This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Primal Savagery - Transmutation   1 Action Self Instantaneous Acid
  You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame - Conjuration   1 Action Self 10 Minutes Fire
  A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost - Evocation   1 Action 60 ft Instantaneous Cold
  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance - Abjuration   1 Action Touch 1 Minute Buff a miniature cloak)
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Sacred Flame - Evocation   1 Action 60 ft Instantaneous Radiant
  Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Sting - Necromancy   1 Action 30 ft Instantaneous Necrotic
  You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take ld4 necrotic damage and fall prone. This spell's damage increases by ld4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shape Water - Transmutation   1 Action 30 ft Instantaneous Control
  You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shillelagh - Transmutation   1 Bonus Action Touch 1 Minute Bludgeoning mistletoe, a shamrock leaf, and a club or quarterstaff)
  The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Shocking Grasp - Evocation   1 Action Touch Instantaneous Lightning
  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spare the Dying - Necromancy   1 Action Touch Instantaneous Healing
  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sword Burst - Conjuration   1 Action Self (5 ft) Instantaneous Force
  You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Thaumaturgy - Transmutation   1 Action 30 ft 1 Minute Control
  imbue them with magic. You or someone else can make a range tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As los spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Thorn Whip - Transmutation   1 Action 30 ft Instantaneous Piercing the stem of a plant with thorns
  You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes ld6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by ld6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).
Thunderclap - Evocation   1 Action 5 ft Instantaneous Thunder
  You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead - Necromancy   1 Action 60 ft Instantaneous Necrotic
  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
True Strike - Divination   1 Action 30 ft 1 Round Foreknowledge
  You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Vicious Mockery - Enchantment   1 Action 60 ft Instantaneous Psychic
  You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance - Evocation   1 Action 5 ft Instantaneous Radiant a holy symbol)
  You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 2 Spells

NAME   CAST RNG DUR DMG CMP
Acid Splash - Conjuration   1 Action 60 ft Instantaneous 1d6 +
  You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Preachings of Madness


At 2nd level, the insanity of your preachings can drive others mad. When you are damaged by a creature within 60 feet from you that you can see, you can use your reaction to reprehend it, making it roll an intelligence saving throw against your spell DC. On a failure, it takes half your cleric level (rounded up) + your Wisdom modifier (minimum 1) as psychic damage and becomes frightened of you until the end of your next turn. Creatures frightened in this way cannot target you with attack rolls. Aberrations and creatures with an Intelligence score lower than 4 are immune to this feature. You can use this feature a number of times equal to half your cleric level (rounded up), and recover all expended uses when you finish a short or long rest.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 69, Platinum: 0 Money
You are no stranger to martial combat but you are no master after reaching the Tempered Body 4th Stage, you have begun to sense World Energy in the atmosphere through meditation you have consolidated this energy into Ki allowing you to counter and move in ways and times not before possible.

Martial Cultivation
Your Magical Prowess is crude though you have a basic understanding of magecraft that allows you to manipulate anything around, your mana conversion is lacking when it comes to casting spells without a catalyst, especially those outside of your expertise, burning through your bodies pure mana at a rate of 1ft^3 per spell level.


Magical Prowess


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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