Spellcasting Ability
You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane Bolt
Your signature and masterpiece.
At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus. This spell does not count against the number of imbued spells you have in your focus.
Casting time: 1 action
Range: 120 feet
Components: Somatic
Duration: Instantaneous
Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast an arcane bolt with the same damage type again. Starting at 1st level, roll d6 for damage.
Eldritch Blast
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Target: A creature within range
Components: V S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Jim's Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (1 gold coin, which is consumed as tax for using the spell)
Duration: Instantaneous
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.
If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
Fog Cloud
1 conjuration
Casting Time: 1 action
Range: 120 feet
Target: A point within range
Components: V S
Duration: Up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses it.
Spellcasting