WIP Ideas
Extra damage for weapon attack(s) (flavored as determining weak spots)
Light that only chosen creatures can see
UV style light that can aid in reveling secrets
Perfect Recall. Preserve an image or sound in an object to be replayed later. OR Preserve a xft cube/sphere perfectly, including sights, sounds and smells. At any point in the next year, you can use this spell again to create a spectral illusion of the scene (need to figure out how to handle things you cant see during casting
Pocket Archive. Store books/objects in extra dimensional space indefinitely
Analyze Resistance. Mark a creature and you (and possibly allies) can ignore a specific resistance for the spell's duration.
spell for discovering historical details about an object., such as; when it was last living (if at all), when certain details (such as carvings or fractures) may have occurred, what it is composed of (and anythign unique about it's composition. M
Energy Strike spells (similar to smites), (aka, enhancement, assault, application)
Thermal Strike. Choose to deal extra fire or cold damage
Extraplanar Strike. Choose to deal extra radiant or necrotic damage
Chemical Strike. Choose to deal extra acid or poison damage
Voltaic Strike. Lightning or thunder
Excavation Explosive. Spell that is basically just a bomb, that deals extra damage to inorganic structures
Find Secrets. Locates traps and secret doors like a wand of secrets
Spell Level: 2nd?
School: Divination
Range: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
You observe one creature you can see within range and determine methods to circumvent a particular resistance of theirs. Choose a damage type; acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder.
For the spell's duration, you and any creatures you choose can ignore the target's resistance to the chosen damage type, if any.
Additionally, if creature gains resistance to the chosen type as a result of a spell, magic item or other magical effect, such as the protection from energy spell, you become aware of this. If you can see the source of the effect, such as a magic item or a creature concentrating on the spell, you are aware that it is the source of the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 3rd.
At Higher Levels (ALT). When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature to ignore the target's resistance to the chosen type for each slot level above 1st.
At Higher Levels (ALT). When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional damage type to ignore the target's resistance to the chosen type for every 2 slot levels above 1st.
If you allow other creatures then it should be an action, if just self then leave as bonus
Spell Level: 1st
School: Evocation
Range: Self (60ft)
Components: S, M (a metal or glass rod worth at least 1cp)
Duration: 1 hour
Casting Time: 1 bonus action
Spell Lists: Lorehunter
You touch the rod used in the spell's casting and it begins to emit a faint dark-purple glow, casting dim light out to a range of 60ft for the spell's duration. Choose up to six creatures (this can include yourself) when you cast the spell to see the light, the light is invisible to all other creatures and objects.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the range of the light increases to 120ft with a 3rd-level slot or higher, and to 300ft with a 5th-level slot or higher.
Spell Level: 1st?
School: Illusion
Range: Self (30-foot radius sphere)
Components: S, M (a glass lens or orb)
Duration: 1 minute
Casting Time: 1 action
Spell Lists: Lorehunter
You magically preserve the information your senses receive for recreation at a later date. You perfectly record the sights, sounds and smells you sense within a 30-foot radius sphere centered on yourself for the duration of the spell. The spell cannot record things which you do not witness with your senses at the time, such as creatures and objects that are invisible or behind cover.
At any point within the next year, you can cast this spell again to project an illusionary version of the scene in an area around you. Creatures inside the area can witness the scene as you did, though they cannot witness anything you didn't, regardless of their own senses. For example, this spell typically cannot be used to see a creature that was invisible or behind cover, though it may still allow you to smell or hear it if you could at the time.
Spell Level: 2nd/3rd?
School: Divination
Range: 5-foot cube.
Components: V, S, M (a bookmark)
Duration: 10 minutes
Casting Time: 1 action
Spell Lists: Lorehunter
You awaken some imitation of sentience within a collection of books, scrolls or similar documents that fit within a 5-foot cube, allowing it to answer questions to pose to them. The spell fails if the documents are protected from divination or were the target of this spell within the last 10 days.
Until the spell ends, you can ask the documents up to five questions. The documents possess knowledge of their contents, understands the languages written within in and basic information about their creation and history. The documents can quickly summarise information or speculate based upon its knowledge. A document may know basic information about who created it and when, but doesn't know anything about other documents it may have been copied from. For example, a printed book may know when it was printed and the company that printed it, but it might not know anything about the author who created the original text.
Spell Level: 3rd?
School: Evocation
Range: 60ft
Components: V, S, M (a pinch of black powder or clay)
Duration: Instantaneous
Casting Time: 1 action
Spell Lists: Lorehunter
You create a powerful concusive explosion in a 15-foot radius sphere centered on a point you can see within range. Each creature within the area must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. If the object is made primarily of inorganic or vegetable matter, such as stone, wood or metal, it takes double damage from this spell. Loose objects and earth are blasted up to 10 feet away from the center of the area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you rapidly apply or extract destructive energy in a the creature's flesh, weakening its defenses to similar attacks. Choose one of the following damage types; acid, cold, fire, lightning, or thunder.
The attack deals an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, whenever the target takes damage of the chosen type for the spell's duration, it takes an additional 1d6 damage of the same type.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage on a hit increases by 1d6 for each slot level above 2nd.
This could be a touch spell with a melee attack in its own right
maybe different, more unique effects for each sunder spell
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you rapidly apply or extract thermal energy in the creature's flesh, weakening its defenses to similar attacks. You choose either fire or cold damage. The attack deals an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, the target becomes vulnerable to the chosen damage type (provided it is not immune) until the spell ends, including against the damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
This could be a touch spell with a melee attack in its own right
maybe different, more unique effects for each sunder spell
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you inject harmful chemicals into the creature's body, weakening its defenses to similar attacks. You choose either acid or poison damage. The attack deals an an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, the target becomes vulnerable to the chosen damage type (provided it is not immune) until the spell ends, including against the damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you use positive or negative energy to sunder the creature's life force, weakening its defenses to similar attacks. You choose either radiant or necrotic damage. The attack deals an an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, the target becomes vulnerable to the chosen damage type (provided it is not immune) until the spell ends, including against the damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you TBD, weakening its defenses to similar attacks. You choose either lightning or thunder damage. The attack deals an an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, the target becomes vulnerable to the chosen damage type (provided it is not immune) until the spell ends, including against the damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Spell Level: 2nd?
School: Evocation
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
The next time you hit a creature with a weapon attack before this spell ends, you TBD, weakening its defenses to similar attacks.
You choose bludgeoning, piercing or slashing damage. The attack deals an extra 1d6 damage of the chosen type and the target must make a Constitution saving throw. On a fail, the target becomes vulnerable to the chosen damage type (provided it is not immune) until the spell ends, including against the damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Spell Level: 2nd?
School: Abjuration?
Range: 30ft
Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
Make a ranged spell attack against a creature you can see within range. On a hit, the creature's Armor Class cannot be higher than 10 + its Dexterity modifer for the duration of the spell.
Spell Level: 2nd?
School: Abjuration?
Range: 30ft
Components: V, S, M (a pick)
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
Make a ranged spell attack against a creature you can see within range that is wearing armor or wielding a shield. On a hit, the creature gains a -2 penalty to its Armor Class for the spell's duration.
At Higher Levels. When you cast this spell at 3rd-level or higher, you can impose an additional -1 penalty to Armor Class for every two levels above 1st-level.
9th level means a -6 penalty
Spell Level: 2nd?
School: Abjuration?
Range: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
Choose a creature you can see within range and a school of magic; abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. If the chosen creature attempts to cast a spell of the chosen school for the spell's duration, it must first succeed on a saving throw using its spellcasting ability or the spell fails.
Upcast to add extra school or improve DC
This may be better as an obstructer feature
Spell Level: 2nd?
School: Enchantment?
Range: 30ft
Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Spell Lists: Lorehunter
Choose a creature you can see within range, that creature must make a Wisdom saving throw or become staggered or sundered (your choice) for the spell's duration. A creature can repeat the saving throw at the end of each of its turns, removing the condition on a success.
At Higher Levels. When you cast this spell at 3rd-level or higher, you can target an additional creature for every two levels above 1st-level.