Expanded Spells for Shadowdark

I like my players to find spells (they don't get to just pick every level) and I like to have a lot of spells. Most, but not all, have been play tested (although not extensively).

Tier 1 Wizard Spells

Color Spray
Tier 1, wizard
Duration: Instant
Range: Near
You create a wave of scintillating colors that fills a near-sized cube extending from you. Living creatures in the area are affected depending on their level:
Level 2 or less: Unconscious for 1 turn, blind for 2 turns, unable to attack 3 turns.
Levels 3: Blind for 1 turn, unable to attack for 2 turns
Level 4: Unable to attack for 1 turn
Level 5+: Unaffected

Distract
Tier 1, wizard
Duration: Focus
Range: Far
You create muffled sounds or dim lights within a far distance. Precise sounds (like words) or shapes are not possible with this spell.

Enlarge
Tier 1, wizard
Duration: 5 rounds
Range: Close
You target a creature and it doubles in size. It gains +1d6 damage on melee attacks and advantage on STR checks for the duration.

Expeditious Retreat
Tier 1, wizard
Duration: 5 rounds
Range: Self
You double your speed for the duration.

Grease
Tier 1, wizard
Duration: 10 rounds
Range: Far
You cover a small area (10 sqft) or object with slippery grease. Movement into a greased area requires a Dexterity check vs. your spellcasting check to not fall. Movement out of a greased area does not require a check. A dexterity check vs. your spellcasting check is required to pick up or hold onto a greased object.

Mount
Tier 1, wizard
Duration: 1 day
Range: Close
You turn a stick or rock into a common mount that will serve for 1 day. Its demeanor is based on your casting check (11-13: Horrid, 14-16: Ornery, 17-19: Reliable, 20+: Lovely).

Obscuring Mist
Tier 1, wizard (N)
Duration: Focus
Range: Close
You summon a thick roiling fog that reduces all vision within a near distance of you to close.

Shocking Grasp
Tier 1, wizard
Duration: Instant
Range: Close
You deliver a lethal shock to one enemy with your touch dealing 1d6 damage. If your target is wearing metal armor or made of metal gain advantage on your casting check and deal an additional 1d6 damage.

Tier 2 Wizard Spells


Gust of Wind
Tier 2, wizard
Duration: 1 round
Range: Far
You exhale forcefully to create a blast of wind in a straight line. Creatures must succeed on a STR check vs. your casting check or be pushed back a near distance. If a solid object (like a wall) is encountered they receive 1d6 damage per 10ft moved. Creatures smaller than human have disadvantage on this check and creatures larger than human have advantage on this check.

Locate Object
Tier 2, wizard
Duration: Focus
Range: Self
You know the approximate direction of an object you specify in relation to yourself if it is within 400’. Generic items objects (i.e. “traps”, “secret doors”, or “gems”) will direct the caster to the closest object. Specific objects may only be targeted if the caster has previously touched them.

Misdirection
Tier 2, wizard
Duration: 1 day
Range: Close
Attempts to magically locate or scry the target must succeed a WIS check vs. your spellcasting check. If they have part of the target (i.e. hair, blood, a strip of cloth) they gain advantage on this check. This offers no protection if they know your, or the target’s, truename.

Scare
Tier 2, wizard
Duration: Instant
Range: Near
You force creatures of level 4 or less that can see you to make a WIS check against your spellcasting check or flee. Creatures immune to morale are not affected.

Shrink
Tier 2, wizard
Duration: Focus
Range: Far
You target a creature you can see of level 5 or less and reduce its size by half. It deals half damage and has disadvantage on STR checks for the duration.

Revealing Light
Tier 2, wizard
Duration: Focus
Range: Close
Enchant a torch or lantern you are holding to dispel invisibility within its radius.

Spider Climb
Tier 2, wizard
Duration: 5 rounds
Range: Close
One creature you touch can walk on ceilings and walls like a spider for the duration.

Tier 3 Wizard Spells

Black Tentacles
Tier 3, wizard
Duration: Focus
Range: Far
Black tentacles erupt from the ground and grapple all creatures in a near area. Creatures that start or end their turn in the area of effect receive 1d4 damage. To take an action while in the area of effect a creature must succeed on a STR check vs. your casting check result.

Haste
Tier 3, wizard
Duration: 5 rounds
Range: Near
Allies within near range gain advantage on initiative, move double speed, and may attack double their normal rate for the duration. A failed casting causes all allies to age 1d4 years (5d4 years on a critical failure).

Shatter
Tier 3, wizard
Duration: Focus
Range: Near
You create a resonant frequency that can destroy objects. In round 1 all crystal and glass objects within near break. In subsequent rounds this can be targeted against specific objects within range. Example: It takes 2 rounds to dissolve a wooden door, 3 rounds to dissolve a stone sarcophagus, and 4 rounds to break an iron portcullis. This is both loud and annoying. Each round there is an X-in-6 chance of attracting a hostile random encounter where X is the number or rounds it has been maintained. 

Slow
Tier 3, wizard
Duration: Focus
Range: Far
Creatures of level 5 or less in a near area automatically lose initiative, move half speed, and may only get half their attacks rounded down (1 minimum). Alternatively, 1 creature up to level 9 may be affected.

Wind Wall
Tier 3, wizard
Duration: 5 rounds
Range: Near
Missile attacks and thrown weapons against anyone within near of you have disadvantage for the spell’s duration. Spells, magic arrows, and siege attacks (including giant’s boulders) are unaffected. Furthermore, gases are dispersed and creatures smaller than human cannot approach.

Expanded Spells for Shadowdark

I like my players to find spells (they don't get to just pick every level) and I like to have a lot of spells. Most, but not all, have b...