Fighters can throw sand, so why not casters in 5e DnD?
Casting Time: 1 action
Range: 15 cone
Components: V, S, M (a pinch of sand)
Duration: 1 round
By grinding the sand between your fingers and blowing the sand, you throw a pile of sand at hurricane force winds . All targets in a 15 foot cone must make a Constitution saving throw. On a failed save, that target is blinded until the end of your next turn. The caster gains the ability to disengage as a bonus action.
I was about to convert shadow bolts for DnD 5e, but shadow evocation does not exist for DnD 5e! Let’s fix that!
Casting Time: 1 action
Range: see text
Components: see text
Duration: see text
You pull concentrated shadow from the plane of negative energy and throw it with your will as an imposter evocation spell. When you cast this spell, choose an evocation spell of level 4 or lower. This spell mimics that spell cast at the lowest level spell slot it is able, except the spell is now disbelieved with a Will saving throw instead of either a different saving throw or spell attack roll. If the original spell required multiple attacks or saves such as magic missile or scorching ray , each attack requires its own save.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you may choose to increase the effective level of the copied spell by one or choose to cast a one level higher evocation spell for each slot level above 5th.
What if Shadow Evocation and Magic Missile had a baby….
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of magic missile. The spell functions exactly as magic missile casted by a character of your level for all effects and damage except all affected creature can attempt to disbelieve via success on a Will save. Each disbelieving creature takes no damage. If the spell is believed, then the target may react as if under magic missile attack, but effects such as the shield spell are expended without stopping the effect.
How about being able to learn quick with a spell?
Type: M Range: Self
Duration: S Drain: F
Type: M Range: LOS
Duration: S Drain: F + 1
Sometimes you got to learn quick or you end up dead fast. When you cast this spell, you can choose one knowledge skill and you gain temporary ranks in the skill for as long as you sustain the spell. Quick learner focuses the spell on yourself, and Fast Teacher is the same spell focuses on another individual in range.
How about some quick ways to gain power. Nothing bad ever happened from that! Here’s another spell for Call of Cthulhu, 7th ed.
Cost: 10 magic points; 2D10 Sanity points
Casting time: 1 hour
This spell opens the gate in your mind wide to the cosmos. You begin to see all in front of you. That which you ask for, and that which man was not to know. For every 2 whole points of sanity lost in this spell, you increase your Cthulhu Mythos skill by 1. May the gods have mercy on your soul.
Alternative names: The Dark Tutor, Peering Through the Keyhole, The Madman’s Path
Finally got to play some more Cthulhu, so let’s build on what went down!
Ululation to The High Priest
Cost: 10 magic points; 1D6 Sanity points.
Casting time: 30 minutes
As you finish screaming the words of this spell, you open a small gate to the high priest of the dark gods himself where he offers you the gift of his own knowledge. Spending 10 magic points give you a bonus die on one Cthulhu mythos roll.
Alternative names: Dark Blessing of Cthulhu, The Expensive Tutor, The Harsh Mastery
We distance acid spells, why not a melee one!
Type: P Duration: I Damage: P
Range: T Damage: p Drain: F – 6
This spell channels powerful acid onto your hands, but doesn’t burn yourself. However, it does deal acid damage to anything you touch mimiking the effects of mimiming the effects of acid wave and toxic stream.