Noah Ivaldi
First Post
Criticism: Let's keep the discussion simple and assume that magic items, multiclassing, and splicing via feats and features is mostly ignored because that is already a built-in consideration for those that get that stuff.
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Dazzle feels like it's stepping on the bard's territory. Are you going to give a cover-ignoring cantrip (clerics), a multi-hitter (warlocks), a puller (druids and also sorcerers, warlocks, and wizards with the inclusion of Lightning Lure), a weapon transmutation (druids), and so on to everyone? At their core, cantrips are equal, and splicing is already possible, so this may not seem like a big deal. Still, I wonder why we're so eager to cross class identities in cantrips.
Earth Blast doesn't specify "other" before "creatures" for the DEX save. Is that intentional? Seems strong, but since both parts have to "work" to get that strength, I guess that it's okay . . . What I don't like about it is that it involves multiple rolls on a cantrip, which is something that the devs very intentionally avoided to keep game flow pretty fast on the small stuff. What about just turning this into Melf's Minute Meteors, but in bludgeoning, not fire, and with the school changed to conjuration? Come to think of it, this is a 60' cantrip, and I think that it should be 30' for a couple of reasons: Druids don't get decently ranged cantrips, so they're forced to either chase and Thorn Whip (perhaps with Longstrider), Wild Shape and chase, or plug away with leveled spells. Even with a feat, only Thorn Whip gets another 30 feet. I mean, who wants to throw/sling something with disadvantage? Screw that. Anyway, Earth Blast alleviates that, but I don't think that it should; I think that it's an intentional limit on how druids play. The other reason is just practicality. If you want to feel like an earth bender from Avatar, that's cool and all, but those without military training didn't have much accuracy beyond short ranges, either.
Why is Hand of Blight not a sorcerer thing?
Lance of Faith: Make it 120'. At 90', it's not worth taking up a cantrip slot over just shooting light crossbows (which hit harder), and it sure isn't worth the "no cover" part of Sacred Flame.
Lightning Lash: http://www.dnd-spells.com/spell/lightning-lure
Push/Pull: First, your scaling numbers are off. Now, the real problem: Like many others, you're vastly undervaluing the power of position control. Druids have all sorts of difficult terrain (Plant Growth's the best.) and some moving spells, but that's to compensate for their range deficiency. At the cantrip level, Thorn Whip has the disadvantage of hurting people that you want to harmlessly move, it only pulls, the distance doesn't scale, and it has a low range limit. Repelling Blast is a thing, but it requires multiple hits to get good distance, and I'm spending an entire Eldritch Invocation on a rider effect, so I'd damn-well better get some value. This, on the other hand, freely provides two attacks worth of the shove action or a Charger shove (and at an easily failed saving throw, rather than a "my choice" Athletics/Acrobatics check against your Athletics check) and scales up so that you can kite for days, especially with Ray of Frost to slow them as they approach and shots with longer ranges for when they give up and start fleeing, which arcane casters have. With some speed-improving transmutations, casters can already kite pretty well, but this gives a huge boost for free.
Rainbow Bolt: Okay, I get where you're going with it, and I'd be willing to do two rolls for one cantrip sometimes (playing with the mentality that I usually cast my better, more consistent cantrips, but move to this when I'm feeling whimsical or want to try for a damage type that I don't normally get) for it, but I don't get your damage type selection. If you're going to include force and psychic, which are infrequently resisted, why not all ten? Also, this shouldn't be a druid thing. First, it's the range thing again. Second, druids are very damage type-starved for the first few levels, which is intentional and an offset for their damage versatility from Wild Shape. Third, flavorfully, this is not a natural rainbow thing, but a rainbow-colored burst of arcane (I don't really see it fitting with the cleric's identity, either, but the cleric's identity is already very flexible, so whatever.) power.
Read Magic: In an earlier version, sure. Now, this is way out of line. You're circumventing too many things: INT (Arcana) checks to cast spell scrolls of a higher level than you can normally cast, INT (Arcana) checks to read other magical junk (and INT skills are already either drastically undervalued or severely overvalued, depending on your DM, so throwing another element into the mix is just messy), and especially the hard limit in the DMG that you can't cast from a spell scroll if the spell isn't on your class list.
Static Shock: The range is odd. It's another two rolls in one cantrip. I still don't know if the initial target is included; I'd assume so, as is the case with Ice Knife, but you don't have it worded that way. If not, it's too weak, as it needs a cluster of at least 3 just to slightly outperform Acid Splash, which will be taken for its superior range and more consistent power as well as the potential to still work better when your DM says, "This is a swarm of tiny creatures in one square, so I'll apply the damage to each that fails the save."
Stonefist: It seems fine, but why is it available to non-druids?
Summon Instrument: It doesn't seem like a big deal, but it circumvents the expenses and encumbrance that is usually associated with the bard's spellcasting focus and favored tool(s). Just freely summoning them feels like a stomp to the flavor, it offers something special in that the caster can't be deprived of a spellcasting focus ever, and its offer of recompense is that it's otherwise a waste of a cantrip slot. I suppose that I see the trade-off in that, but feelings are very mixed. The nice thing about homebrew material is that the DM has plenty of inclination to say "no" right out the gate, but we are trying to make these compatible with as many tables as possible, right?
Ethereal Shield trades a cantrip slot and extra expense for a little bit of encumbrance. This feels like an even bigger waste than Light when you already know that another caster has that. As an aside, cantrips with expensive material components seems like a silly idea.
Ethereal Weapon, on the other hand, offers way too much versatility for one cantrip. Yes, the bigger parts of Pact of the Blade are magical damage penetration and automatic proficiency, but clerics, especially Death and War clerics, already have plenty of proficiency, and druids have enough.
Vigor: Give it a duration of 1 or 10 minutes, at least. False Life's temp HP go away after an hour. The dropped efficiency of an HD seems like a reasonable cost for a "healing" (I know that it doesn't restore consciousness.) cantrip, but also being able to use it as a no-duration buffer whose only cost is HD that you won't be using on a restless day or the excess HD that you don't need to burn on your short rests is basically free HP.
Nice work on the other cantrips and on not making anything that goes overboard on DPS like that Greenflame Blade crap that SCA gave us migraines with.
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Armaments of the Forest should make the equipment magical. It's magical equipment, and this is otherwise too tiny a step up from Shillelagh (which doesn't require concentration, so maybe not even a step up at all) to be a Lv1 spell.
Arrowmind: "Threat range" is not a thing in 5E. The phrasing that you're looking for is this: "While wielding a shortbow or longbow, you are considered to have a reach of 5 feet for the purposes of making opportunity attacks, which you perform by shooting arrows. You don't have disadvantage on ranged attack rolls with shortbows and longbows due to firing within 5 feet of a conscious, hostile creature." Next, give it a 10 minute duration at Lv2. Lv3 for 10 minutes of this little stuff is too expensive, much less Lv5. Finally, you should really consider making this a feat, not a spell.
Buoyancy has a fatal flaw: It requires a V component. Style it more after Feather Fall; have it be S, M to Feather Fall's V, M. Speaking of the components, if it doesn't have a cost, don't needlessly say that the spell consumes it. Lastly, the answer to Goemoe's question is this: You're either holding a spell component pouch or spellcasting focus all the time, which means that any non-costly M component is pure flavor, and costly components don't have any mechanical difference, either, other than having a cost. Drawing components is an automatic part of casting spells that does not require an action or your free item interaction for the turn. This is already a part of core rules and is how Feather Fall works, so this should, too.
Chameleon's cool and all, but largely impractical. Whether you cast this or take the hide action, you do so before you're seen, so this is nothing at all as long as you have cover to hide behind. It's nice when there's no cover or you expect the enemy to search behind the cover that is present, but I wouldn't waste a learned spell slot on it for that.
Erase: No, you don't get to use a Lv2 spell, Find Traps, and a Lv1 spell, Erase, to counter my Lv3 spell. That's not how it works. Lv3 spells are more than twice as good as a Lv1 and a Lv2 put together, so hard-countering like that while simultaneously getting to search for other traps is cheesy. It was an intended interaction in the differently balanced and unbalanced editions of yore, but it doesn't belong here.
Explosion: Compare to Earth Tremor (EE). Explosion has more damage, more damage scaling, force damage, more range, and a non-self range that can be enhanced by Distant Spell. They both have one of the strongest rider effects at low levels, the prone status. Earth Tremor can leave difficult terrain. Keeping it at Lv1, giving it 1d4 initial damage, but keeping the 2d4 scaling would make this look much more right.
Fire Arrow is pretty redundant. EE already has a Flame Arrows spell. It sucks, but it's a thing. At Lv3, there's the much more impressive Lightning Arrow. Also, you're making a Lv1 spell for a ranger? You can't really compete with Hunter's Mark without either defying class identity or going overboard, so I mostly recommend giving up on that premise. If you want more ranger spells, expand its higher levels a bit.
Hush is more complex than it looks. You're effectively invisible to creatures that rely on hearing to track others, which is a lot more than +5. I find it odd that you're using a +, not advantage, as 5E likes to simplify things that way. Advantage and +5 are equivalent, too, as passive perception tells us. I don't like the idea of using a spell slot and prepared/known slot on a spell that just deals with an ability check. 5E tried to get away from the plethora of entirely too specific and either UP or OP skill spells of previous versions. If you want to be more stealthy, either be a stealthier character or get a Lv2 spell, Enhance Ability or Invisibility.
Listening Coin: That's a very efficient spying spell. Too efficient for Lv1, really, even if it mandated concentration. For comparison's sake, here is Aud, a spell for a custom class that underwent much discussion and revision:
Aud - Divination 2, Scribe, Ritual
Casting Time: 1 action
Range: Touch
Components: V, M (a tiny microphone, headphone, speaker, or strip of recording tape, and magical ink worth at least 100 gp)
Duration: 10 minutes
The target, which can be an object or creature, becomes an auditory sensor for the caster, recording every sound and storing them as a file deep within your subconscious mind, allowing you to recall the track perfectly at will. The file is recorded through your hearing as though you were in the same space as the sensor. Illusions that you disbelieve (any that you have succeeded at a saving throw or ability check against, any that you cast, and any that you witnessed someone else cast) are heard with distinct chimes that clearly mark them as illusory. The same file can be accompanied by a narrative, often a title or brief (no longer than this sentence) description of the depicted content, at the beginning, and it may have another at the end. It always has a timestamp. This spell can be dismissed as an action.
At Higher Levels. When you cast this spell using a spell slot of a higher level, its duration rises to 1 hour, 8 hours, 24 hours, 10 days, 30 days, 180 days, and one year and a day.
Remove Fear: See Calm Emotions.
Sandblaster is completely out of line. Compare to Burning Hands. The average damage is 3 lower. The scaling is a tiny bit better; rather than 3.5 average damage per level, it's 7.5 per two (3.75 > 3.5). The damage is slashing, which is resisted much less than fire, and which sorcerers and wizards have little access to. It then tacks on a one-round blindness rider, which is about as mean or meaner than knocking prone. This is several stages of being objectively better and an auto-pick 1st-level spell.
Scare: First, this should be a WIS save, as we see in every other instance of fear-causing effects with saving throws. Now, balancing it . . . Okay, when compared to Tasha's Hideous Laughter and Fear, it looks fine. Two things that I would change: Just to make it consistent with the eponymous ability of the quasit would be to take out the auto-success when out of sight and in stead give disadvantage when within line of sight. Second, the multi-targeting scaling should require 30-foot proximity, as per Hold Person. Oh, right, its identity. Clerics? Okay, if you want to take tradition over their new identity, it's harmless enough; again, the cleric identity is more flexible than others, and this is a Lv1 spell, so no biggie. Druid? No. Why druid? Completely unfitting. Why not bard and sorcerer? Those two absolutely should have this.
Scorching Burst: First, do we need more "I hit you" spells? Second, really, do we need more "I burn you" spells? Fire damage is so oft-resisted that people drop most fire spells before third tier, as it is. Third, this hits way too hard. 3d8 on a single target is reserved for Catapult, which requires an object to shoot (not a hard cost, sure, but at least it's something that the DM can use against you if you spam it), and Chromatic Orb, which is great, but requires a diamond. More importantly, neither of those deal half on a whiff. Hitting multiple targets, even within a small radius, for 3d8 and whiff for half is more of a Lv2 think, like Shatter. A smaller radius (even though this one basically just means "two side-by-side creatures" most of the time) and fire damage is not enough to justify being a full level lower. Finally, that's not how scaling works. That scaling is so weak that this spell turns out to be OP at Lv1 and unusable at anything higher. At Lv2, you already do better with Aganazzar's Scorcher. See, too many burn spells.
Searing Light: This one is so wildly variable. I can see why the devs didn't get any sillier with type discrepancy than disadvantage to saving throws for Sunbeam and Sunburst. On its low, it's okay. The rider effect is meh. I mean, that's why we have alchemist's fire, acid, and other casters, right? On its high, though, you get a truly stupid high amount of burst damage. In its current state, as a DM that makes a lot of custom oozes and having played under a DM that spams undead, this spell discomforts me, and I would expect most other DMs with knowledge of game balance to be displeased, too. If you in stead gave yourself advantage on the attack roll against those guys, and sure, go ahead and make it deal half damage on a miss (Some of the radiance pulses out as the bolt passes by.) to undead and oozes, and it'd be totally fine.
Searing Shot: Why? Paladins already- Well, you know. Rangers don't need this. When they want to deal more damage by spending a first-level spell, they use Hunter's Mark. If they specifically want fire damage, they get one of the following answers: A) Tough. You're a ranger. You don't get elemental versatility in spells. You go pew pew. You pew pew well and have other nice things about your class. That's not one of them. B) I see that you have a flask of alchemist's fire. Ever considered delivery by arrow? You get a free item interaction to draw it after you take your shots, then you can tie it on as your free interaction on the next turn, or you can use your action this turn. C) That's why there's a Flame Arrows spell. Yes, it is sucky and expensive for you. That's what it costs to cross your class identity that I described in the first answer.
Snowshoes: The speed boost is unfitting. Also, the spell is enough without the situational Longstrider thrown in. I think that an easier way to go about this would be more like this: "You touch a creature and cause frosty terrain to shift accommodatingly beneath it. The creature can move across difficult terrain created by ice or snow without spending extra movement and doesn't need to make Dexterity checks to avoid slipping on or cracking ice. The creature leaves almost no trace in such terrain, so the base DC to track it across ice or snow is 25." Terrain-based saves are up to DM discretion in the first place, so this spell will either give advantage, have no effect, or give an auto-pass on a case-by-case basis that is determined by the DM no matter how you write it. As for tracking, the rules on that are in the DMG, and the DC that I picked was that of bare stone + having passed a day ago (20 + 5).
Summons: Oh, no. Opening the whole MM and then some (up to a CR limit) to a class before Lv7 (Polymorph) is a big deal. Polymorph, really, is a big deal, but this just takes that and expands on it with level diversity plus the fact that you're making a party larger. There's a reason for CRs being multiplied the way that they are when you fight mobs of multiple foes: Having more creatures that can attack and take hits at a time provides a bigger element of contribution than just their raw sum of power. It benefits the classes way too differently, especially as long as the MM is so brief. It completely subverts a core, balanced spell, Conjure Celestial. Did you stop to wonder why clerics seemed to get the shaft on summoning? It's not just because it doesn't fit their class identity as much as the others. Look at the spells that celestial creatures have access to. When the devs say that summoning a unicorn for a while is a Lv9 spell, you should think twice before making it Lv5, and couatls are no better. They bring Lv5 spells with them, man. 5E toned summoning down very intentionally.
Thunderous Shot: See Searing Shot. Then, if your argument is the utility of a push, see Ensnaring Strike. If a ranger wants utility, specifically position control utility, he already has it way better than this, and it gets DPS, too. I suppose that this is a comparatively harmless addition, since adding one bit of damage versatility would make them suck less, and it's not like it's psychic or force.
Ventriloquism: Minor Illusion already does this.
Wrathful Shot: This one is psychic. I don't think that this is the way to fix rangers. Feel free to try it, but it feels dirty, to me.
I'll have more later, but I have to get some shut-eye and play games today, so I'll just get this ball rolling.
Nitpicks:
You capitalize damage types. Is there a reason for that? Action, schools . . . There's lots of odd formatting/grammar.
You have a lot of durations above components.
Many instances of "Instantaneous" are here shown as "Instant."
You're missing a parenthesis near the end of Earth Blast.
I prefer the name of Hand of Blight to be Blightclaw, but that's just personal preference.
There are other English corrections, but I'll hold those unless you ask for them.
As long as I brought up Lightning Lure, can anyone tell me where I would find the answer to this? Since you can move and cast at the same time, would it be possible to cast Lightning Lure and move away while the target is moving to prevent damage from occurring? That could be nice for helping allies.
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Dazzle feels like it's stepping on the bard's territory. Are you going to give a cover-ignoring cantrip (clerics), a multi-hitter (warlocks), a puller (druids and also sorcerers, warlocks, and wizards with the inclusion of Lightning Lure), a weapon transmutation (druids), and so on to everyone? At their core, cantrips are equal, and splicing is already possible, so this may not seem like a big deal. Still, I wonder why we're so eager to cross class identities in cantrips.
Earth Blast doesn't specify "other" before "creatures" for the DEX save. Is that intentional? Seems strong, but since both parts have to "work" to get that strength, I guess that it's okay . . . What I don't like about it is that it involves multiple rolls on a cantrip, which is something that the devs very intentionally avoided to keep game flow pretty fast on the small stuff. What about just turning this into Melf's Minute Meteors, but in bludgeoning, not fire, and with the school changed to conjuration? Come to think of it, this is a 60' cantrip, and I think that it should be 30' for a couple of reasons: Druids don't get decently ranged cantrips, so they're forced to either chase and Thorn Whip (perhaps with Longstrider), Wild Shape and chase, or plug away with leveled spells. Even with a feat, only Thorn Whip gets another 30 feet. I mean, who wants to throw/sling something with disadvantage? Screw that. Anyway, Earth Blast alleviates that, but I don't think that it should; I think that it's an intentional limit on how druids play. The other reason is just practicality. If you want to feel like an earth bender from Avatar, that's cool and all, but those without military training didn't have much accuracy beyond short ranges, either.
Why is Hand of Blight not a sorcerer thing?
Lance of Faith: Make it 120'. At 90', it's not worth taking up a cantrip slot over just shooting light crossbows (which hit harder), and it sure isn't worth the "no cover" part of Sacred Flame.
Lightning Lash: http://www.dnd-spells.com/spell/lightning-lure
Push/Pull: First, your scaling numbers are off. Now, the real problem: Like many others, you're vastly undervaluing the power of position control. Druids have all sorts of difficult terrain (Plant Growth's the best.) and some moving spells, but that's to compensate for their range deficiency. At the cantrip level, Thorn Whip has the disadvantage of hurting people that you want to harmlessly move, it only pulls, the distance doesn't scale, and it has a low range limit. Repelling Blast is a thing, but it requires multiple hits to get good distance, and I'm spending an entire Eldritch Invocation on a rider effect, so I'd damn-well better get some value. This, on the other hand, freely provides two attacks worth of the shove action or a Charger shove (and at an easily failed saving throw, rather than a "my choice" Athletics/Acrobatics check against your Athletics check) and scales up so that you can kite for days, especially with Ray of Frost to slow them as they approach and shots with longer ranges for when they give up and start fleeing, which arcane casters have. With some speed-improving transmutations, casters can already kite pretty well, but this gives a huge boost for free.
Rainbow Bolt: Okay, I get where you're going with it, and I'd be willing to do two rolls for one cantrip sometimes (playing with the mentality that I usually cast my better, more consistent cantrips, but move to this when I'm feeling whimsical or want to try for a damage type that I don't normally get) for it, but I don't get your damage type selection. If you're going to include force and psychic, which are infrequently resisted, why not all ten? Also, this shouldn't be a druid thing. First, it's the range thing again. Second, druids are very damage type-starved for the first few levels, which is intentional and an offset for their damage versatility from Wild Shape. Third, flavorfully, this is not a natural rainbow thing, but a rainbow-colored burst of arcane (I don't really see it fitting with the cleric's identity, either, but the cleric's identity is already very flexible, so whatever.) power.
Read Magic: In an earlier version, sure. Now, this is way out of line. You're circumventing too many things: INT (Arcana) checks to cast spell scrolls of a higher level than you can normally cast, INT (Arcana) checks to read other magical junk (and INT skills are already either drastically undervalued or severely overvalued, depending on your DM, so throwing another element into the mix is just messy), and especially the hard limit in the DMG that you can't cast from a spell scroll if the spell isn't on your class list.
Static Shock: The range is odd. It's another two rolls in one cantrip. I still don't know if the initial target is included; I'd assume so, as is the case with Ice Knife, but you don't have it worded that way. If not, it's too weak, as it needs a cluster of at least 3 just to slightly outperform Acid Splash, which will be taken for its superior range and more consistent power as well as the potential to still work better when your DM says, "This is a swarm of tiny creatures in one square, so I'll apply the damage to each that fails the save."
Stonefist: It seems fine, but why is it available to non-druids?
Summon Instrument: It doesn't seem like a big deal, but it circumvents the expenses and encumbrance that is usually associated with the bard's spellcasting focus and favored tool(s). Just freely summoning them feels like a stomp to the flavor, it offers something special in that the caster can't be deprived of a spellcasting focus ever, and its offer of recompense is that it's otherwise a waste of a cantrip slot. I suppose that I see the trade-off in that, but feelings are very mixed. The nice thing about homebrew material is that the DM has plenty of inclination to say "no" right out the gate, but we are trying to make these compatible with as many tables as possible, right?
Ethereal Shield trades a cantrip slot and extra expense for a little bit of encumbrance. This feels like an even bigger waste than Light when you already know that another caster has that. As an aside, cantrips with expensive material components seems like a silly idea.
Ethereal Weapon, on the other hand, offers way too much versatility for one cantrip. Yes, the bigger parts of Pact of the Blade are magical damage penetration and automatic proficiency, but clerics, especially Death and War clerics, already have plenty of proficiency, and druids have enough.
Vigor: Give it a duration of 1 or 10 minutes, at least. False Life's temp HP go away after an hour. The dropped efficiency of an HD seems like a reasonable cost for a "healing" (I know that it doesn't restore consciousness.) cantrip, but also being able to use it as a no-duration buffer whose only cost is HD that you won't be using on a restless day or the excess HD that you don't need to burn on your short rests is basically free HP.
Nice work on the other cantrips and on not making anything that goes overboard on DPS like that Greenflame Blade crap that SCA gave us migraines with.
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Armaments of the Forest should make the equipment magical. It's magical equipment, and this is otherwise too tiny a step up from Shillelagh (which doesn't require concentration, so maybe not even a step up at all) to be a Lv1 spell.
Arrowmind: "Threat range" is not a thing in 5E. The phrasing that you're looking for is this: "While wielding a shortbow or longbow, you are considered to have a reach of 5 feet for the purposes of making opportunity attacks, which you perform by shooting arrows. You don't have disadvantage on ranged attack rolls with shortbows and longbows due to firing within 5 feet of a conscious, hostile creature." Next, give it a 10 minute duration at Lv2. Lv3 for 10 minutes of this little stuff is too expensive, much less Lv5. Finally, you should really consider making this a feat, not a spell.
Buoyancy has a fatal flaw: It requires a V component. Style it more after Feather Fall; have it be S, M to Feather Fall's V, M. Speaking of the components, if it doesn't have a cost, don't needlessly say that the spell consumes it. Lastly, the answer to Goemoe's question is this: You're either holding a spell component pouch or spellcasting focus all the time, which means that any non-costly M component is pure flavor, and costly components don't have any mechanical difference, either, other than having a cost. Drawing components is an automatic part of casting spells that does not require an action or your free item interaction for the turn. This is already a part of core rules and is how Feather Fall works, so this should, too.
Chameleon's cool and all, but largely impractical. Whether you cast this or take the hide action, you do so before you're seen, so this is nothing at all as long as you have cover to hide behind. It's nice when there's no cover or you expect the enemy to search behind the cover that is present, but I wouldn't waste a learned spell slot on it for that.
Erase: No, you don't get to use a Lv2 spell, Find Traps, and a Lv1 spell, Erase, to counter my Lv3 spell. That's not how it works. Lv3 spells are more than twice as good as a Lv1 and a Lv2 put together, so hard-countering like that while simultaneously getting to search for other traps is cheesy. It was an intended interaction in the differently balanced and unbalanced editions of yore, but it doesn't belong here.
Explosion: Compare to Earth Tremor (EE). Explosion has more damage, more damage scaling, force damage, more range, and a non-self range that can be enhanced by Distant Spell. They both have one of the strongest rider effects at low levels, the prone status. Earth Tremor can leave difficult terrain. Keeping it at Lv1, giving it 1d4 initial damage, but keeping the 2d4 scaling would make this look much more right.
Fire Arrow is pretty redundant. EE already has a Flame Arrows spell. It sucks, but it's a thing. At Lv3, there's the much more impressive Lightning Arrow. Also, you're making a Lv1 spell for a ranger? You can't really compete with Hunter's Mark without either defying class identity or going overboard, so I mostly recommend giving up on that premise. If you want more ranger spells, expand its higher levels a bit.
Hush is more complex than it looks. You're effectively invisible to creatures that rely on hearing to track others, which is a lot more than +5. I find it odd that you're using a +, not advantage, as 5E likes to simplify things that way. Advantage and +5 are equivalent, too, as passive perception tells us. I don't like the idea of using a spell slot and prepared/known slot on a spell that just deals with an ability check. 5E tried to get away from the plethora of entirely too specific and either UP or OP skill spells of previous versions. If you want to be more stealthy, either be a stealthier character or get a Lv2 spell, Enhance Ability or Invisibility.
Listening Coin: That's a very efficient spying spell. Too efficient for Lv1, really, even if it mandated concentration. For comparison's sake, here is Aud, a spell for a custom class that underwent much discussion and revision:
Aud - Divination 2, Scribe, Ritual
Casting Time: 1 action
Range: Touch
Components: V, M (a tiny microphone, headphone, speaker, or strip of recording tape, and magical ink worth at least 100 gp)
Duration: 10 minutes
The target, which can be an object or creature, becomes an auditory sensor for the caster, recording every sound and storing them as a file deep within your subconscious mind, allowing you to recall the track perfectly at will. The file is recorded through your hearing as though you were in the same space as the sensor. Illusions that you disbelieve (any that you have succeeded at a saving throw or ability check against, any that you cast, and any that you witnessed someone else cast) are heard with distinct chimes that clearly mark them as illusory. The same file can be accompanied by a narrative, often a title or brief (no longer than this sentence) description of the depicted content, at the beginning, and it may have another at the end. It always has a timestamp. This spell can be dismissed as an action.
At Higher Levels. When you cast this spell using a spell slot of a higher level, its duration rises to 1 hour, 8 hours, 24 hours, 10 days, 30 days, 180 days, and one year and a day.
Remove Fear: See Calm Emotions.
Sandblaster is completely out of line. Compare to Burning Hands. The average damage is 3 lower. The scaling is a tiny bit better; rather than 3.5 average damage per level, it's 7.5 per two (3.75 > 3.5). The damage is slashing, which is resisted much less than fire, and which sorcerers and wizards have little access to. It then tacks on a one-round blindness rider, which is about as mean or meaner than knocking prone. This is several stages of being objectively better and an auto-pick 1st-level spell.
Scare: First, this should be a WIS save, as we see in every other instance of fear-causing effects with saving throws. Now, balancing it . . . Okay, when compared to Tasha's Hideous Laughter and Fear, it looks fine. Two things that I would change: Just to make it consistent with the eponymous ability of the quasit would be to take out the auto-success when out of sight and in stead give disadvantage when within line of sight. Second, the multi-targeting scaling should require 30-foot proximity, as per Hold Person. Oh, right, its identity. Clerics? Okay, if you want to take tradition over their new identity, it's harmless enough; again, the cleric identity is more flexible than others, and this is a Lv1 spell, so no biggie. Druid? No. Why druid? Completely unfitting. Why not bard and sorcerer? Those two absolutely should have this.
Scorching Burst: First, do we need more "I hit you" spells? Second, really, do we need more "I burn you" spells? Fire damage is so oft-resisted that people drop most fire spells before third tier, as it is. Third, this hits way too hard. 3d8 on a single target is reserved for Catapult, which requires an object to shoot (not a hard cost, sure, but at least it's something that the DM can use against you if you spam it), and Chromatic Orb, which is great, but requires a diamond. More importantly, neither of those deal half on a whiff. Hitting multiple targets, even within a small radius, for 3d8 and whiff for half is more of a Lv2 think, like Shatter. A smaller radius (even though this one basically just means "two side-by-side creatures" most of the time) and fire damage is not enough to justify being a full level lower. Finally, that's not how scaling works. That scaling is so weak that this spell turns out to be OP at Lv1 and unusable at anything higher. At Lv2, you already do better with Aganazzar's Scorcher. See, too many burn spells.
Searing Light: This one is so wildly variable. I can see why the devs didn't get any sillier with type discrepancy than disadvantage to saving throws for Sunbeam and Sunburst. On its low, it's okay. The rider effect is meh. I mean, that's why we have alchemist's fire, acid, and other casters, right? On its high, though, you get a truly stupid high amount of burst damage. In its current state, as a DM that makes a lot of custom oozes and having played under a DM that spams undead, this spell discomforts me, and I would expect most other DMs with knowledge of game balance to be displeased, too. If you in stead gave yourself advantage on the attack roll against those guys, and sure, go ahead and make it deal half damage on a miss (Some of the radiance pulses out as the bolt passes by.) to undead and oozes, and it'd be totally fine.
Searing Shot: Why? Paladins already- Well, you know. Rangers don't need this. When they want to deal more damage by spending a first-level spell, they use Hunter's Mark. If they specifically want fire damage, they get one of the following answers: A) Tough. You're a ranger. You don't get elemental versatility in spells. You go pew pew. You pew pew well and have other nice things about your class. That's not one of them. B) I see that you have a flask of alchemist's fire. Ever considered delivery by arrow? You get a free item interaction to draw it after you take your shots, then you can tie it on as your free interaction on the next turn, or you can use your action this turn. C) That's why there's a Flame Arrows spell. Yes, it is sucky and expensive for you. That's what it costs to cross your class identity that I described in the first answer.
Snowshoes: The speed boost is unfitting. Also, the spell is enough without the situational Longstrider thrown in. I think that an easier way to go about this would be more like this: "You touch a creature and cause frosty terrain to shift accommodatingly beneath it. The creature can move across difficult terrain created by ice or snow without spending extra movement and doesn't need to make Dexterity checks to avoid slipping on or cracking ice. The creature leaves almost no trace in such terrain, so the base DC to track it across ice or snow is 25." Terrain-based saves are up to DM discretion in the first place, so this spell will either give advantage, have no effect, or give an auto-pass on a case-by-case basis that is determined by the DM no matter how you write it. As for tracking, the rules on that are in the DMG, and the DC that I picked was that of bare stone + having passed a day ago (20 + 5).
Summons: Oh, no. Opening the whole MM and then some (up to a CR limit) to a class before Lv7 (Polymorph) is a big deal. Polymorph, really, is a big deal, but this just takes that and expands on it with level diversity plus the fact that you're making a party larger. There's a reason for CRs being multiplied the way that they are when you fight mobs of multiple foes: Having more creatures that can attack and take hits at a time provides a bigger element of contribution than just their raw sum of power. It benefits the classes way too differently, especially as long as the MM is so brief. It completely subverts a core, balanced spell, Conjure Celestial. Did you stop to wonder why clerics seemed to get the shaft on summoning? It's not just because it doesn't fit their class identity as much as the others. Look at the spells that celestial creatures have access to. When the devs say that summoning a unicorn for a while is a Lv9 spell, you should think twice before making it Lv5, and couatls are no better. They bring Lv5 spells with them, man. 5E toned summoning down very intentionally.
Thunderous Shot: See Searing Shot. Then, if your argument is the utility of a push, see Ensnaring Strike. If a ranger wants utility, specifically position control utility, he already has it way better than this, and it gets DPS, too. I suppose that this is a comparatively harmless addition, since adding one bit of damage versatility would make them suck less, and it's not like it's psychic or force.
Ventriloquism: Minor Illusion already does this.
Wrathful Shot: This one is psychic. I don't think that this is the way to fix rangers. Feel free to try it, but it feels dirty, to me.
I'll have more later, but I have to get some shut-eye and play games today, so I'll just get this ball rolling.
Nitpicks:
You capitalize damage types. Is there a reason for that? Action, schools . . . There's lots of odd formatting/grammar.
You have a lot of durations above components.
Many instances of "Instantaneous" are here shown as "Instant."
You're missing a parenthesis near the end of Earth Blast.
I prefer the name of Hand of Blight to be Blightclaw, but that's just personal preference.
There are other English corrections, but I'll hold those unless you ask for them.
As long as I brought up Lightning Lure, can anyone tell me where I would find the answer to this? Since you can move and cast at the same time, would it be possible to cast Lightning Lure and move away while the target is moving to prevent damage from occurring? That could be nice for helping allies.