Mischief, Phantoms, Protection From Good
MISCHIEF Tier 1, wizard (C) Duration: 5 rounds Range: Near You magically beguile one humanoid of level 2 or less within near range. The target is overcome with a compulsion to commit harmful mischief for the spell's duration. Each round, it tries to commit a sneaky, cruel act that would hinder or inconvenience its nearest ally. The spell ends if you or your allies do anything to hurt the target that it notices. PHANTOMS Tier 2, wizard (C) Duration: Instant Range: Near You conjure a terrifying illusion that appears in the mind of one target of LV 3 or less in range. The target must immediately make a morale check. PROTECTION FROM GOOD Tier 1, wizard (C) Duration: Focus Range: Close For the spell’s duration, lawful beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it. When cast on an alreadypossessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled.
UNLIFE Tier 3, wizard (C) Duration: 1 day Range: Close A humanoid skull you touch regains a semblance of its former life, animating with red witchlight in its eyes. The skull can converse in Common. It retains its personality and memories from life, but its recall can be spotty if it's been dead a long time. When the spell ends, the skull crumbles into grave dust. SUBJUGATE Tier 5, wizard (C) Duration: 1 year Range: Close In order to cast this spell, you must sprinkle a powdered diamond on the target. Choose one creature in range that is currently under the effects of a dominate, feeblemind, or polymorph spell you have cast. The duration of that spell becomes 1 year. WITHER Tier 2, wizard (C) Duration: Instant Range: Close Your touch drains the life-energy of one target in range, dealing it 1d6 damage. The target takes double damage from the next attack or damagedealing spell that affects it. WRACK Tier 2, wizard (C) Duration: Focus Range: Far A creature you can see within range of LV 5 or less is overcome by agonizing pain. The target must pass a CON check on its turn equal to your last spellcasting check or it cannot move or act.