TERSE THAUMATURGY

A third helping of spells in a single sentence (some more successful than others). Spell names were generated using the “Random Spell” button found at Meandering Banter.

If you use leveled spells, assume all of these are 1st-level.

1. Ask Eldritch (Divination)
You telepathically contact an extra-extradimensional intelligence to ask a number of questions equal to your caster level, but lose a point of Wisdom for every answer you receive.

2. Astral Shard (Evocation)
You hurl a projectile of crystalized starlight in a straight line up to 30 feet per caster level, dealing 1d4 damage per caster level during the day, or 1d8 damage per caster level at night, to every creature in its path that fails a Dexterity saving throw.

3. Bark Phantom (Illusion)
For a number of hours equal to your caster level, your skin, clothes, and items held or carried take on the appearance of tree bark, granting advantage on Dexterity checks to hide and move unnoticed through forests and similarly wooded terrain.

4. Dissolve Thought (Enchantment)
If a living, intelligent creature you can see within 30 feet fails an Intelligence saving throw, their Intelligence score drops to 0 for a number of rounds equal to your caster level.

5. Eldritch Panic (Illusion)
For one round per caster level, creatures within a 30-foot radius of you are beset with visions of cosmic horror, incapacitating them unless they succeed a Wisdom saving throw.

6. Fight Carapace (Transmutation)
For one round per caster level, a willing creature is enveloped in a chitinous exoskeleton that protects as heavy armor without encumbering, allows the wearer to move at their normal speed along vertical surfaces and upside, and grants a bonus to Strength and Dexterity equal to the your spellcasting ability bonus.

7. Glamour Taste (Divination)
You can immediately know if an object or creature is magical by licking it and identify the nature of the magic by succeeding an Intelligence saving throw.

8. Grip Chain (Transmutation)
For a number of minutes equal to your caster level, you cause a length of chain to act as a prehensile limb while holding it.

9. Hand Tendril (Conjuration)
As long as you maintain concentration, a web of vines sprouts from the palm of your hand, grappling an object or creature you can see within 20 feet with a Strength equal to your spellcasting ability.

10. Hard Water (Transmutation)
For one minute per caster level, 5 cubic feet of water per caster level becomes as solid as stone.

11. Hell Cloak (Evocation)
As long as you maintain concentration, you are wreathed in ghastly red and orange flames that burn everything adjacent to you, igniting flammable materials and inflicting 1d6 per caster level damage (or half as much with a successful Dexterity saving throw).

12. Limbo Leap (Conjuration)
You travel through the liminal space between dimensions, covering a distance equal to your normal movement speed multiplied by your caster level.

13. Miasma Horror (Transmutation)
For one round per caster level, you and all your worn and carried gear transform into a creature of noxious mist – you fly at half your normal speed, can pass through narrow openings and spaces occupied by other creatures, non-magical attacks deal half damage to you, and living creatures lose 1d6 hit points whenever they start their turn adjacent to you (or half as much with a successful Constitution saving throw).

14. Modify Smell (Transmutation)
You alter a the odor of a creature or object for one minute per caster level.

15. Mouth Hex (Enchantment)
A creature capable of speech that fails a Wisdom saving throw transmits your voice as long as you maintain line of sight with them.

16. Nails Wind (Evocation)
Jagged metal bits spray from your outstretched hand, dealing 1d4 points of damage per caster level to every creature in a 15-foot cone, or half as much with a successful Dexterity saving throw.

17. Plague Spit (Necromancy)
A visible, living creature within 15 feet must succeed a Constitution saving throw or immediately contract a wasting disease, suffering disadvantage on all physical ability checks and losing 1d4 hit points each round for a number of round equal to your caster level.

18. Rage Moon (Enchantment)
For one round per caster level, a glyph of lunar light floats above your head, instilling a violent frenzy in living creatures that see it and fail a Charisma saving throw, doubling their movement speed and number of attacks per round but unable to disengage from combat or distinguish friend from foe.

19. Razor Maidens (Conjuration)
You summon 1 hit die per caster level of extradimensional beings personifying sharpness that obey your commands for 1 minute per caster level.

Razor Maiden (Chaotic outsider) | AC: Med, immune to slashing damage; HD: d8; Spd: 30 ft; Atk: Razor-sharp strike (1d8 slashing, counts as magic weapon)

20. Skull Monkey (Necromancy)
Using a ritually-prepared monkey skull, you call up an obedient magical servitor with all the physical capabilities of a capuchin monkey for one hour per caster level.

21. Smoke Jar (Transmutation)
Up to 10 cubic feet per caster level of gaseous matter is sucked into and sealed within a vessel you hold.

22. Spider Gaze (Transmutation)
For one minute per caster level, you grow six extra eyes, granting you a 360-degree field of vision.

23. Spirit Metal (Transmutation)
A number of metal weapons equal to your caster level become capable of striking intangible targets for a number of rounds equal to your caster level.

24. Terrain Slap (Evocation)
You strike the ground with your open palm, causing a shockwave that knocks prone every creature standing within a radius equal to 5 feet per caster level that fails a Strength-based saving throw.

25. Thunder Repel (Evocation)
A sonic blast hurls an adjacent, visible target 5 feet per caster level away from you and stuns them until the end of your next turn; a successful Strength saving throw halves the distance and deafens them for 1 minute.

26. Torch Star (Evocation)
For one minute per caster level, a number of torch-bright fiery motes equal to your spellcasting ability modifier orbit in a 5-foot radius circle around you.

26. Touch Torment (Abjuration)
As long as you maintain concentration, whenever you or a creature you touch suffer damage from a melee attack, the attacker loses an equal amount hit points.

28. Vine Clone (Conjuration)
You create a mute, vegetal simulacrum of another creature you can see that has one hit point per caster level and obeys your commands.

29. Vomit Inflict (Enchantment)
For 1 minute, a number of visible creatures equal to your caster level become intensely nauseated, suffering disadvantage on all ability, attack, and skill checks, and can only move at half speed without vomiting (ending their turn). 

30. Wounding Spine (Necromancy)
For every hit point in blood you sacrifice, you project a bony dart at a target you can see within 30 feet, plus 10 feet per level, dealing 1 point of bleeding damage every round; a successful saving throw halves the initial damage and negates the bleed effect.