Crystal Arcanum
Dazzle, beguile and maim your foes on the battlefield with this collection of crystal(-esque) themed spells and cantrips. These spells are meant to go along with the Circle of Resplendence Druid subclass, but these can easily be integrated into other spellcaster's spell lists, at your DM's discretion.
Dazzle
Enchantment cantrip
Casting Time: 1 action
Range: 20 feet
Components: S, M (a small portion of gem dust)
Duration: Instantaneous
You open your palm and conjure forth a dazzling beam of light. Choose one creature within range. The target must succeed on a Dexterity or Constitution saving throw or be blinded until the end of your next turn.
Resounding Chime
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous
You hum a low tone. Select a creature within range. The targeted creature emits a deafening chime. The target and every creature within 5 feet of it are deafened for 1 minute.
Shardburst
1st-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small crystal shard or gem worth at least 50gp)
Duration: Instantaneous
You utter a cosmic invocation and point at an unoccupied location you can see within 30 feet of you. A crystal shard, roughly 5ft in all dimensions rapidly grows at the target location before bursting into a hail of razor-sharp shards. All creatures within 10ft of the explosion need to succeed on a Dexterity saving throw or take 2d8 piercing damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Amethyst Scourge
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a poisonous plant or a sample of necrotic tissue)
Duration: 1 round
With a gesture, you beget a malicious scourge upon your foes. Choose one creature within range that you can see. The target will be affected by a vile affliction for 1 round, and will exude amethyst particules for the duration. When a creature other than you attacks the affected creature, they will take 3d6 necrotic damage and the affliction spreads to one other creature of your choice within 10 feet of the original target. This affliction cannot spread more than once.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of targets that the affliction can spread to increases by 1 for each slot level above 1st. The range at which the affliction can spread increases by 10 feet for each slot level above 1st.
Encasement
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You cross your arms and encase yourself in a durable shell of crystals. Until the spell's effect ends, you have advantage on all saving throws against negative effects and must replace any saving throw you would take with a Constitution saving throw.
If hit with a melee attack, you emit a damaging pulse of energy within 5 feet of you, dealing 1d10 piercing damage to any creature within range. Ranged attacks have disadvantage against you for the duration of the spell.
Until the spell's effect ends, you cannot take any regular actions on your turn. You may take an action to dismiss the spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Cimmerian Crash
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, M (a small onyx)
Duration: Instantaneous
You summon a large shard of deep black crystal that seems to absorb all light above your head. Choose a point within range. The crystal shard will ascend for a moment before violently crashing down on the target location. All creatures within 10 feet of the impact must succeed on a Constitution saving throw or take 3d12 cold damage, or half as much on a successful save, and have their walking speed reduced to 10 and their climbing, swimming and flying speed reduced to 0 until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Luminous Cascade
3rd-level evocation
Casting Time: 1 action
Range: 20 feet
Components: S, M (a pearl)
Duration: Instantaneous
You make a gesture, as if to smash the ground. A wave of translucent spikes emits outwards in a 20 foot cone in front of you, travelling over obstacles no more than 5ft high. All creatures within the cone must succeed on a Strength saving throw or take 4d8 force damage and be pushed back 10 feet.
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.
Facets
4th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cracked hand mirror)
Duration: 1 minute
You mutter an evocation and stretch our your hand, palm facing outwards and then quickly turn it to face inwards. Choose a point within range. A spectral carousel of mirrors will begin circling in a 15 feet radius around the point.
All creatures of your choice inside the carousel must succeed on a Wisdom saving throw or be charmed, being compelled to attack the mirage of their own self within the facets of the crystal mirrors. While charmed in this way, each creature must use its turn to attack its mirror image, rolling a melee or ranged spell attack against their own AC. On a hit, the creature takes 3d6 psychic damage, and must make a Wisdom check against your spell save DC. On a success, the creature is freed from the illusion.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Circle of Warding
5th-level abjuration (ritual)
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: up to 4 hours
You recite a quick ritual prayer and manifest a barrier to ward yourself and your allies from threats. A psychic barrier manifests in a 50 foot sphere around you.
Any creature with the intention to cross into this circle must succeed on a Wisdom saving throw or be magically compelled to avoid entering the warded area. If a creature succeeds on its saving throw, it can enter the circle freely for the next hour but will take psychic damage equal to twice your spellcasting modifier each time it does so.
Any creature of your choice that you are familiar with or can see can pass into the circle unharmed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the circle increases by 2 hours for each slot level above 5th.