2nd-level evocation
Casting Time: 1 bonus action
Range: Touch
Components: S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
Classes: Wizard (Arcane Trickster Rogue)
You charge a piece of ammunition, such as an arrow or a crossbow bolt, with electrical energy. If you hit a creature with this ammunition, the target suffers the weapon attack's normal effects and takes an additional 3d6 lightning damage. The spell fades at the end of the attack or if the ammunition is not used after one minute.
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.
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sprig of catmint)
Duration: Concentration, up to 1 minute
Classes: Wizard
See Bigby’s Hand in the Player’s Handbook, page 218.
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Classes: Cleric, Druid
You cause nonliving organic matter or the corpse of a creature to undergo significant decomposition in a short period of time. Within one minute of casting, the target also begins to grow fungus, moss, or flora. This does not interfere with or prevent later attempts of resurrection spells or Speak with Dead.
4th-level evocation
Casting Time: 1 action
Range: 120 feet line or 60 foot cone
Components: V, S, M (a crystal ball that is shattered upon casting)
Duration: Instantaneous
Classes: Sorcerer, Wizard
*This spell was adapted from Pathfinder, and may not be optimized for 5e.
You let out a giant blast of ice from your hands in either a single beam out to 120 feet or a cone out to 60 feet. Each creature in the path of this ice blast must make a Dexterity saving throw, taking 6d8 damage on a failed save, or half as much damage on a successful one. If a target fails its saving throw, it becomes restrained. A creature restrained by this spell can use an action to attempt a Strength (Athletics) check to try to break free of the ice.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases 1d6 for each slot level above 4th.
4th-level dunamancy
Casting Time: 1 action
Range: Unknown
Components: V, S, M (a piece of obsidian worth 50 gp)
Duration: Until used or dispelled
Classes: Wizard
*The full details of this spell are currently unknown, and is therefore incomplete and not recommended for use. The following details are everything that we know of the spell so far.
You magically manifest an echo of yourself in an unoccupied space you can see within (?) feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until the echo casts a spell.
Your echo has an armor class of (?), (?) hit points, and is immune to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space.
On your turn (no action required), you can mentally command the echo to move up to 30 feet using its available speed. (Distance allowed from the caster unknown.)
Also on your turn, your echo can cast one spell that you have prepared and have a spell slot available for at the time you manifested it. The spell must be of a lower level than the spell level used to manifest the echo. After the spell the echo cast ends, the echo fades away.
Travel Via Spark
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (unknown)
Duration: 8 hours
Classes: Wizard
*A variation on Wind Walk (Player’s Handbook, page 288), in which the targets take the form of blue sparks of electricity instead of clouds and have an improved ground speed instead of a flying speed.
Widogast’s Nascent Nein-Sided Tower
7th-level conjuration
Casting Time: 1 minute
Range: 300 feet
Components: V, S, M (a wand, stained glass shards, a piece of granite, and a small wooden cat statue)
Duration: 24 hours
Classes: Bard, Wizard
See Mordekainen’s Magnificent Mansion in the Player’s Handbook, page 261.
6th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes)
Duration: Instantaneous
Classes: Wizard
You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay (which may be yourself), you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. The target loses their previous racial traits and instead gains the racial traits of another humanoid race of the target's choice, aside from their languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, both you and the target gain one level of exhaustion. If you are also the target, you gain one level of exhaustion.
Once a creature's race or gender has been changed via this spell, they cannot be affected by this spell again for 1 year.
4th-level transmutation (ritual)
Casting Time: 1 minute
Range: Self (10-foot radius)
Components: V, S, M (5 small amber gems worth 200 gold)
Duration: Until dispelled
Classes: Wizard
You arrange the amber gems in a circle around up to five hundred pounds of non-living material, tracing transmutative sigils above each of them. The objects are then pulled into the largest gem, becoming stored in stasis. While stored, the material doesn't weather, age, or rot. The outline of the items are barely visible, suspended and miniaturized in the middle of the amber.
You can use an action to speak a command word, chosen while casting the spell, to release the stored contents of the gem onto the ground. The contents are also released if the spell is dispelled.
4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cat's cradle of thread or string coated in phosphorus)
Duration: Instantaneous
Classes: Wizard
Striking both palms upon the ground, a web of flame crackles out from you. Five streaks of fire rapidly snake towards up to five creatures you can see within a range 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, and half as much damage on a successful one.
Alternatively, all five streaks of fire can instead converge on a single target, dealing 12d6 fire damage on a failed save, and half as much damage on a successful one.
The fire can travel over objects up to 5 feet high, but cannot travel through water. Flammable objects in the fire's path that are not being worn or carried are ignited.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell slot level above 4th.
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Until recast
Classes: Bard, Wizard
*This is the unofficial cantrip, not to be confused with the official 2nd level spell Wristpocket (Explorer’s Guide to Wildemount, page 190).
You flick your wrist with a flourish, causing a single object that weighs no more than five pounds that you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. You cannot store an object while one already occupies the extradimensional pocket.