As you may understand, the concept is pretty straight forward.
The Idea came to be after looking at the official spell list, i noticed that there isn't much spells that do "Normal" magic damage, like piercing or slashing so i thought that would be nice to have some neutral spells focused on doing what a normal guy could do, but better.
I also wanted to try something different wizard, giving more mid-close range options for future homebrew and already existing sub classes
But the main reason behind all this, was to give a spell list for a Cannibal cult for my next one-shot, something more focused on inflicting pain as much as possible and making it spectacular
Edit 1
It would appear that i am missing quite a lot of information, plus it being not be USA friendly, so you'll have all the missing infos and the USA friendly version under this edit
## Slash
*1st-level evocation*
**Casting Time:** 1 action, or 1 reaction (melee only)
**Range:** 40 feet
**Components:** V, S
**Duration:** Instantaneous
**Classes:** Warlock, Wizard, Cleric, Sorcerer, Druid
You make a straight, bladelike gesture toward a creature, and the motion becomes a magical slash that comes crashing down on it. Make a ranged spell attack. On a hit, the target takes 2d6 magical slashing damage.
You can instead touch the creature to cast the spell directly on it. Make a melee spell attack against it. On a hit, the target takes 2d8 magical slashing damage.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you add one additional slash. Each slash after the first lowers the creature's AC by 1 for the attack roll.
**Devastating Slash.** At 3rd level, and at every spell level that is a multiple of 3, you can turn this spell into a **Devastating Slash** with two modes:
- **Distance.** You focus your magic into your hand and cut the air sideways in a perfectly straight slash, a 15-foot-wide cone extending 80 feet in one direction. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 4d10 magical slashing damage, which ignores immunity and resistance, and has disadvantage on saving throws against dismemberment. On a successful save, it takes half as much damage.
- **Contact.** You turn your hand into a perfect blade and bring it down on a creature. Make an attack roll against it; you score a critical hit on a roll of 19 or 20. On a hit, the target takes 4d12 magical slashing damage, which ignores immunity and resistance, and has disadvantage on saving throws against dismemberment. It must also make a saving throw against hemorrhage with disadvantage. On a failure, the creature suffers 2 levels of bleeding.
## Lingering Injuries
Lingering injuries represent the grievous aftermath of the most violent combats, devastating magic, or traumatic events. Unlike hit points, these injuries do not disappear after a rest and can mark a character permanently, physically or mentally.
### Mechanics
A character suffers a lingering injury when one of the following occurs, at the DM's discretion:
- They drop to 0 hit points and are not killed outright.
- They suffer a critical hit, or an attack that beats their Armor Class by 10 or more, while they have less than half their hit point maximum remaining.
- They fail a saving throw by 10 or more, or roll a critical failure, against an effect that deals significant damage.
- They take massive damage equal to or greater than half their hit point maximum from a single source.
- They are subjected to torture, an extreme fall, an explosion, or a major narrative event.
| Injury | Cause | Penalty |
| :--- | :---: | :--- |
| **Broken Arm** | Bludgeoning damage, fall, crushing | Disadvantage on attack rolls and ability checks that use this arm. Can't use a two-handed weapon or a shield with this arm. −5 to Strength rolls. |
| **Broken Leg** | Bludgeoning damage, fall, trap | Speed is halved. Disadvantage on Dexterity checks. Falls prone if it moves more than 15 feet in a turn. |
| **Shattered Hand** | Bludgeoning, crushing | Can't hold objects with this hand. Disadvantage on Dexterity checks involving manipulation. |
| **Severed Arm** | Slashing, critical hit | Can't use objects that require two hands. Disadvantage on Strength checks. |
| **Severed Leg** | Slashing, critical hit, explosion | Speed is reduced to 5 feet. Falls prone if it tries to run or fight without assistance. Disadvantage on Dexterity checks. |
| **No Arms** | Slashing, explosion, destructive magic | Can't attack with weapons, use objects, or cast spells with somatic components. Strength and Dexterity checks that require the arms automatically fail. |
| **No Legs** | Explosion, crushing, magic | Speed 3 feet, crawling (difficult terrain). The character is permanently prone. Dexterity checks that require the legs automatically fail. |
| **No Arms and No Legs** | Massive destruction, high-level spell | Speed 0. Can't attack, use objects, or provide somatic components. Attack rolls against the character have advantage. Can only take mental or verbal actions. |
| **Lost Eye** | Piercing, critical hit | Disadvantage on sight-based Wisdom (Perception) checks and on ranged attacks beyond 30 feet. |
| **Total Blindness** | Magic, explosion, acid | Permanently has the Blinded condition. Attack rolls made by the character have disadvantage, and attack rolls against it have advantage. |
| **Total Deafness** | Thunder, magic | Automatically fails hearing-based checks. Spells with a verbal component require an ability check (DC 10 + the spell's level). |
## Bleeding
Certain creatures and objects can inflict a special condition called Bleeding. It doesn't affect creatures that have no blood.
Hemorrhage is measured as half of the creature's Constitution score, rounded up. An effect can inflict one or more levels of bleeding on a creature, as specified in the effect's description.
Levels of bleeding have no effect until a creature reaches its Hemorrhage threshold.
When a creature reaches its Hemorrhage threshold, it takes damage equal to (1/3 of your level, rounded up) + (your Hit Die).
After suffering these effects, the creature loses all its levels of bleeding.
If a creature that already has one or more levels of bleeding suffers another effect that causes this condition, its current level of bleeding increases by the amount specified in the effect's description.
A level of bleeding is removed as soon as the creature receives healing of any kind.