Vane favors enchantment and illusion; he never opens with damage spells. Hold Person on the frontliner, Misty Step to a new vantage, then a smoke pellet to withdraw below half HP. Shield is held for emergency reactions.
con
Action
30 feet
V, S
A spectral, floating hand appears at a point you choose within range. The hand lasts for 1 minute or until you dismiss it. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magic items, or carry more than 10 pounds.
ill
Action
30 feet
S, M (a bit of fleece)
You create a sound or an image of an object within range that lasts for 1 minute. The illusion ends if you dismiss it as an action or cast this spell again. A sound can be speech, a roar, music, or any other nonmagical sound. An image can be a static visual of an object, creature, or force. A creature can use its action to examine the sound or image and can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.
tra
Action
10 feet
V, S
You create one of the following magical effects within range: a harmless sensory effect (spark, faint scent, cool breeze, soft sound), a small flame or harmless puff of smoke, a snuffing out of a small flame, a cleaning or soiling effect on a small object, a chill/heat/flavor effect on a bit of food or drink, or a harmless mark/symbol on a surface. The effect lasts for 1 hour.
evo
Action
Touch
V, S
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 Lightning damage and it can't take reactions until the start of its next turn.
ench
Action
30 feet
V, S
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature treats you as a friendly acquaintance and will follow reasonable requests, but its loyalty is shallow.
div
1 minute (ritual)
Self
V, S, M (a pinch of soot and salt)
For 1 hour, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, though you must touch the writing and be able to read it for 10 minutes to do so. The spell doesn't decode secret messages or magical scripts.
div
1 action (ritual)
Self
V, S
For 1 minute, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object that bears magic, and you learn its school of magic. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
ench
Action
60 feet
V, S, M (a small piece of iron)
Choose a humanoid you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw to end the effect on itself. The target has advantage on the save if it's already stressed by combat noise. Using a higher-level slot: targets one additional humanoid for each slot level above 2.
abj
Reaction
Self
V, S
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
con
Bonus Action
Self
V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
ench
Action
30 feet
V, M (a snake's tongue or a drop of honey)
You suggest a course of activity (limited to a sentence or two) to a creature you can see within range. The creature must succeed on a Wisdom saving throw or follow your suggestion for the duration or until it completes the suggested action. The suggestion must be worded so that the action seems reasonable and not self-destructive. Asking the creature to stab itself, immolate itself, or do some other obviously harmful act ends the spell.