Strixhaven: A Curriculum of Chaos
You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
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1st | PHB Chromatic Orb1-level Evocation Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 50gp
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Acid, Cold, Fire, Lightning, Poison, Thunder
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Available for: Sorcerer, Wizard
SRD Thunderwave1-level Evocation Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Available for: Bard, Druid, Sorcerer, Wizard, Artificer
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2nd | SRD Flaming Sphere2-level Conjuration Casting Time: 1 action
Range/Area: 60ft. (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bit of tallow, a pinch of brimstone, and a dusting of powdered iron
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Available for: Druid, Wizard, Alchemist
Strixhaven: A Curriculum of Chaos Kinetic Jaunt2-level Transmutation Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
Available for: Artificer, Bard, Sorcerer, Wizard
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3rd | SRD Haste3-level Transmutation Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a shaving of licorice root
Duration: Concentration, 1 minute
Damage/Effect: Buff
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Sorcerer, Wizard, Artificer
SRD Water Walk3-level Transmutation Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of cork
Duration: 1 hour
Damage/Effect: Movement
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Cleric, Druid, Ranger, Sorcerer, Artificer
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4th | SRD Freedom of Movement4-level Abjuration Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a leather strap, bound around the arm or a similar appendage
Duration: 1 horu
Damage/Effect: Buff
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Available for: Bard, Cleric, Druid, Ranger, Artificer
SRD Wall of Fire4-level Evocation Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorus
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Available for: Druid, Sorcerer, Wizard
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5th | SRD Cone of Cold5-level Evocation Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a small crystal or glass cone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Available for: Sorcerer, Wizard
SRD Conjure Elemental5-level Conjuration Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the elemental's statistics. Sample elementals can be found below.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Available for: Druid, Wizard
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d6 | Personality Trait |
1 | I’m the life of the party, and I expect everyone’s attention when I walk into a room. |
2 | Two weeks ago, I was enthralled with my latest project. Now, I think it’s garbage and deserves to be destroyed. |
3 | I believe everyone has the ability to express their truest selves through art, and I’m happy to quietly push them in the right direction. |
4 | Everyone is a critic, and I work to win them all over. |
5 | I’m beset with such an overwhelming sense of ennui regarding my art. Nothing quite captures my attention anymore. |
6 | Instead of confronting my negative emotions, I channel them into explosive artistic displays. |
d6 | Trinket |
1 | A pair of rose-tinted glasses with glittery frames |
2 | A stoppered glass bottle that, when opened, plays a brassy orchestral piece |
3 | A quartet of hovering water motes in a vial |
4 | A bandolier of watercolor paints |
5 | A tiara capped with a crystal that crackles with harmless lightning |
6 | An iridescent quill |