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# Additional Spells
##### Contributions by LifeBeyondLiving & Jimmicky
\pagebreak ## Additional Spells ### New Bard Spells ##### Cantrips (0 Level) ___ - Copy - Face Blur - Know Value - Lesser Distraction ___ ##### 1st Level ___ - Detect the Living - False Tracks - Make Whole ___ ##### 2nd Level ___ - Greater Distraction - Inscribe Memory - Sound Lance - Throbbing Bones ___ ##### 3rd Level ___ - Delay Death - Fell the Greatest Foe - Instant Audience - Iron Mind ___ ##### 4th Level ___ - Force Shapechange - Halo of Eyes - Shadow Duplicate ___ ##### 5th Level ___ - Otiluke's Dispelling Screen ___ ##### 6th Level ___ - Improved Magic Mouth ___ ### New Cleric Spells ##### Cantrips (0 Level) ___ - Copy - Know Value ___ ##### 1st Level ___ - Detect the Living - Knight's Move - Make Whole ___ ##### 2nd Level ___ - Death Recall ___ \columnbreak ##### 3rd Level ___ - Delay Death - Fell the Greatest Foe ___ ##### 4th Level ___ - Bolt of Glory - Halo of Eyes ___ ##### 5th Level ___ - Mummy Rot - Otiluke's Dispelling Screen ___ ##### 6th Level ___ - Hellfire Ray ___ ##### 7th Level ___ - Concordant Seal ___ ### New Druid Spells ##### 1st Level ___ - Allergy Field - Detect the Living - False Tracks - Make Whole ___ ##### 2nd Level ___ - Age to Destruction - Conflagration - Gift of Speech - Puffball ___ ##### 3rd Level ___ - Solid Fog - Wall of Bones ___ ##### 4th Level ___ - Dragon Scales - Earthmaw - Force Shapechange ___ ##### 5th Level ___ - Mummy Rot ___ ##### 7th Level ___ - Defoliate ___ ### New Paladin Spells ##### 1st Level ___ - Detect the Living - Knight's Move ___ \columnbreak ##### 2nd Level ___ - Death Recall ___ ##### 3rd Level ___ - Delay Death - Fell the Greatest Foe ___ ### New Ranger Spells ##### 1st Level ___ - Allergy Field - Beast Mask - Detect the Living - False Tracks - Pointed Message ___ ##### 2nd Level ___ - Age to Destruction ___ ##### 3rd Level ___ - Solid Fog ___ ### New Sorcerer Spells ##### Cantrips (0 Level) ___ - Copy - Face Blur - Know Value - Lesser Distraction ___ ##### 1st Level ___ - Detect the Living - False Tracks - Make Whole ___ ##### 2nd Level ___ - Age to Destruction - Arcane Feedback - Choke - Conflagration - Death Recall - Deepen Shadows - Filter - Greater Distraction - Hovering Skull - Inscribe Memory - Sound Lance - Throbbing Bones ___ \columnbreak ##### 3rd Level ___ - Combustion - Iron Mind - Snapping Teeth - Solid Fog - Wall of Bones ___ ##### 4th Level ___ - Blackmantle - Dragon Scales - Duplicate - Force Shapechange - Halo of Eyes - Shadow Duplicate - Stutter Step ___ ##### 5th Level ___ - Improved Mirror Image - Mummy Rot - Otiluke's Dispelling Screen - Shadow Form ___ ##### 6th Level ___ - Hellfire Ray - Solar Flare ___ ##### 7th Level ___ - Defoliate ___ ### New Warlock Spells ##### Cantrips (0 Level) ___ - Face Blur - Know Value - Lesser Distraction ___ ##### 1st Level ___ - Detect the Living - False Tracks - Pointed Message ___ ##### 2nd Level ___ - Age to Destruction - Choke - Death Recall - Deepen Shadows - Greater Distraction - Hovering Skull - Sound Lance ___ ##### 3rd Level ___ - Delay Death - Snapping Teeth ___ \pagebreak ##### 4th Level ___ - Blackmantle - Halo of Eyes - Shadow Duplicate - Stutter Step ___ ##### 5th Level ___ - Improved Mirror Image - Shadow Form ___ ### New Wizard Spells ##### Cantrips (0 Level) ___ - Copy - Face Blur - Know Value - Lesser Distraction ___ ##### 1st Level ___ - Detect the Living - False Tracks - Make Whole - Pointed Message ___ ##### 2nd Level ___ - Age to Destruction - Arcane Feedback - Choke - Conflagration - Death Recall - Deepen Shadows - Filter - Greater Distraction - Hovering Skull - Inscribe Memory - Sound Lance - Throbbing Bones ___ ##### 3rd Level ___ - Aklahur's Grasping Tentacles - Combustion - Iron Mind - Snapping Teeth - Solid Fog - Wall of Bones ___ ##### 4th Level ___ - Blackmantle - Dragon Scales - Duplicate - Force Shapechange - Halo of Eyes - Shadow Duplicate - Stutter Step ___ \columnbreak ##### 5th Level ___ - Improved Mirror Image - Mummy Rot - Otiluke's Dispelling Screen - Shadow Form ___ ##### 6th Level ___ - Hellfire Ray - Improved Magic Mouth - Solar Flare ___ ##### 7th Level ___ - Defoliate ___ \pagebreak #### Age to Destruction *2nd Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V S M (a piece of moss or rust) - **Duration:** Instantaneous ___ You focus your energy into the magical bonds which hold objects together, causing a 3 foot cube to age 100 years. Wood rots, metal degrades, stone barely changes. This change starts internally and leaves a thin shell of unchanged matter on the item's surface. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the cube expands by 1 foot for each spell slot level above 2nd. #### Aklahur's Grasping Tentacles *3rd Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V M (The tentacle off a sea creature) - **Duration:** Concentration, up to 1 minute ___ You target one willing creature within range. They grow the 2 long tentacles and gain a climb speed equal to their movement speed. The tentacles are completely controlled by the bearer, have 10 hp each and act at the same initiative as the bearer. they can only take the Attack, Dodge or Use an Object actions. They attack using the bearers unarmed melee attack bonus, dealing 1d6 + their strength modifier when not wielding a weapon. With a successful unarmed strike, the tentacle may attempt to grapple its target as its bonus action. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the tentacle's hp increase by 5 and the damage increases by 1d6 for each spell slot level above 3rd. ___ #### Allergy Field *1st Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A pinch of ragweed) - **Duration:** Concentration, up to 1 minute ___ The air in a 15 foot radius sphere around a point you choose within the spells range fills with a haze of pollen, antigens and similar allergens. This haze causes light obscurement. All creatures within this area must succeed on a Constitution saving throw or experience a swelling of the eyes, fits of sneezing and dull headaches (treat as the Poisoned condition). Creatures affected by this spell get an additional save to avoid its effects at the end of each of their turns, made at advantage if they have left the area of pollen haze. The pollen haze lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the radius of the pollen haze increase by 15 feet for each slot level above 1st. ___ \columnbreak #### Arcane Feedback *2nd Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S - **Duration:** Instantaneous ___ You act on the lingering magic left from a caster's previous spells, heightening it to their detriment. The creature must make a Constitution saving throw, taking 2d4 Force damage per spell level on all spells cast on their previous turn on a failed save. #### Beast Mask *1st Level Illusion (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A carved wooden mask) - **Duration:** 24 hours ___ You cloak the target and all their carried possessions with a phantasm that only affects a single type of Beast, causing them to believe the target is of their species. This phantasm affects all of the beast’s senses, including scent and touch. The Beast type chosen must be within one size category of the target. This spell confers no ability to communicate with beasts of that type, although beasts will here the targets voice as the appropriate animal sounds. Creatures with Int 4 or higher are unaffected by this phantasm. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you may cloak one additional creature for each slot level above 1st. ___ #### Blackmantle *4th Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A small mummified animal, such as a mouse or toad) - **Duration:** 10 minutes ___ You place a shimmering black aura over everything within a 15 foot radius around a point you can see within range. The area covered by this aura is considered dimly lit. Any spells that create either bright light or darkness whose area overlaps with the blackmantle are dispelled if they were cast using a spell slot of 4th level or lower. Creatures covered by the aura cannot regain hit points. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet for each spell slot level above 4th. ___ \pagebreak #### Bolt of Glory *4th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (A piece of stained glass) - **Duration:** Instantaneous ___ You create a ray of blessed energy, which is launched at a creature. Make a ranged spell attack. On a hit, the creature takes 8d6 radiant damage. If the creature is evil aligned, it must make a Charisma saving throw, being stunned until the start of your next turn on a failed save. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell slot level above 4th. ___ #### Choke *2nd Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S - **Duration:** Concentration, up to 1 minute ___ A pair of spectral, ghastly hands fly out towards a creature within range. That creature must make a Constitution Saving Throw. They take 2d6 necrotic damage and can not speak until the end of your next turn on a failed save, or half as much damage and no impaired speech on a successful save. The target can not cause the hands to let go of their throat, and on subsequent turns the caster can use a bonus action to cause the hands to tighten again, prompting another saving throw with the same effects as the original casting, or they can cause the hands to release the target and move towards any other creature within 20 feet and begin choking them as the new target of the spell. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot level above 2nd. ___ #### Combustion *3rd Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (A pinch of sulfur) - **Duration:** Instantaneous ___ You raise your finger and point towards a piece of your environment. It explodes, releasing a shock wave, followed by a wall of heat. Choose one nonmagical item of size category Medium or smaller which is not being held or carried. It explodes, and all creatures within 10 ft must make a Dexterity saving throw, taking 6d8 fire damage on a failed save and half as much damage on a successful saving throw. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage done increases by 1d8 for each spell slot level above 3rd, and the maximum size category increases by 1 for each two spell slot levels above 3rd. (Large objects can be targeted with a 5th level spell slot, huge objects with a 7th level spell slot, gargantuan objects with a 9th level spell slot) ___ \columnbreak #### Concordant Seal *7th Level Abjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V S M (Blood from all creatures involved in the casting and amethysts worth at least 1,500 gp) - **Duration:** 1 day ___ You may create a seal, which can ward an area up to a 75 foot cube, from entrance by any being not involved in the spell's casting. For a creature to be involved in the casting of the spell, they must stand within 10 feet of the caster and meditate as the spell is being cast. An area sealed with a Concordant Seal can only be accessed if all creatures involved in its casting are within 30 feet of an entrance to the area. Creatures not involved in the casting of the spell cannot enter or leave by any form of teleportation or movement. If the boundary of the sealed area is a solid object, the object becomes unbreakable and immovable. The spell's area cannot overlap with that of another concordant seal spell. If you cast concordant seal every day for 14 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. #### Conflagration *2nd Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A piece of charcoal) - **Duration:** Concentration, up to a minute ___ You point to an area within range on the ground. From this point erupts a 10 ft wide, 30 ft tall flaming cylinder, consuming any flammable objects within the area. All creatures who start or end their turn inside the circle must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful save. All creatures who failed the save are set on fire for 1d4+1 rounds, taking 1d6 fire damage at the end of their turn, with the ability to spend their action to put the fire out. You may spend your action to move the circle of fire up to 10 feet. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the initial damage of the fire increases by 1d6 for each spell slot levels above 2nd. ___ #### Copy *Cantrip Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S - **Duration:** Instantaneous ___ You flawlessly copy text from one document to another. The original document can be written in any language and on any material, but must be transcribed onto parchment, remaining in its original language. This cannot be used to copy spells into a spell book or to create spell scrolls. \pagebreak #### Death Recall *2nd Level Divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A fragment of a shattered mirror) - **Duration:** Concentration, up to 1 hour ___ If a creature has died within 24 hours, you have a first person view of how it died, and up to 3 minutes beforehand. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can see 3 minutes further back before a creature died for each spell slot level above 2nd. ___ #### Deepen Shadows *1st Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S - **Duration:** 1 minute ___ You alter the magic in an area, expanding the size and area of shadows. Expanding out from a point within range to fill a 15 foot radius sphere, all bright light becomes dim light, and dim light becomes darkness. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each spell level above 1st. ___ #### Defoliate *7th Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** S M (A piece of dead foliage) - **Duration:** Instantaneous ___ Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, within a 750 foot square are turned to ash. Plant type creatures must make a Constitution saving throw, taking 12d10 necrotic damage on a failed saving throw, or half as much on a successful one. Trees or other large pieces of vegetation are turned to ash before they hit the ground, and do not cause damage due to falling. All creatures that were in trees or other locations off the ground take falling damage as normal. No vegetation can regrow in the affected area for 1 year. ___ #### Delay Death *3rd Level Necromancy* ___ - **Casting Time:** Special - **Range:** 30 feet - **Components:** V S - **Duration:** Concentration, up to 1 minute ___ When an ally within 30 feet of you falls to 0 hp, you may expend your reaction to keep them fighting. They continue to make death saving throws as normal, but act as if they are alive. If the target dies due to failing death saves, or is healed, the spell ends. \columnbreak #### Detect the Living *1st Level Divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V S - **Duration:** Concentration, up to 1 minute ___ You know the location of any humanoid, beast, or monstrosity within 60 feet of you which is not hidden by magical means. You may target creatures located by this spell with any effect which requires sight on them. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet for each spell slot level above 1st. ___ #### Dragon Scales *4th Level Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A dragon's scale) - **Duration:** 10 minutes ___ You touch a willing creature. They gain resistance to one damage type of your choice: acid, cold, fire, or lightning. They also gain +2 AC, and grant it a breath weapon of the same damage type as the resistance granted to them. As an action, the creature may exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell slot level above 4th. ___ #### Duplicate *4th Level Conjuration (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V S M (A pinch of coal dust) - **Duration:** 24 hours ___ You touch a single nonmagical object which must fit inside a 20 foot cube, creating an exact copy of it. After the duration expires, the object fades out of existence. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the size of the cube increases by 5 feet for each spell slot level above 4th. ___ \pagebreak #### Earthmaw *4th Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A tooth from any predatory creature) - **Duration:** Instantaneous ___ You cause a patch of ground 10 feet in diameter to open and form a gigantic mouth with stalactite teeth. This spell can only be cast over natural ground. The mouth springs forth on a short serpentine neck, much like a water weird, and attacks once in a direction you dictate. Then it retracts into the earth and closes solidly. The site of an earthmaw spell appears as if the ground has been tilled recently. The mouth attacks twice, using your spell attack modifier, targeting any creature you choose within 10 feet of its outer edge. On a hit it deals 6d8 piercing damage and the target must make either a Strength (Athletics) or Dexterity (Acrobatics) ability check and beat the maws attack roll or be grabbed by the maw, moving the target into the maws radius and partially buried in the ground, gaining the Restrained condition. Buried creatures or adjacent allies can end this condition as an action by succeeding at a Strength (athletics) ability check with a DC equal to your spell save DC. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spell slot level above 4th. ___ #### Face Blur *Illusion Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S - **Duration:** 1 hour ___ You subtly alter your own facial appearance. If you are seen while under the effect of this spell, the creature will have disadvantage on all checks to recall your appearance. #### False Tracks *1st Level lllusion* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A severed animal foot) - **Duration:** 1 hour ___ As a creature moves through an area, any footprints or signs of its passing appear as though they came from an animal of their choosing. After the spell's duration has expired, the tracks and signs revert to looking like they had been left by them. ___ - **At Higher Levels:** WHen you cast this spell using a spell slot of 2nd level or higher, you may effect one more creature simultaneously for each spell slot level above 1st. ___ \columnbreak #### Fell the Greatest Foe *3rd Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A dragon's claw) - **Duration:** Concentration, up to 1 minute ___ The subject gains the ability to deal greater damage against larger creatures. For every size category an opponent is larger than the subject of the spell, the subject deals an extra 2d4 points of damage on any successful weapon attack. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the total damage increases by 1d4 for each spell slot level above 3rd. ___ #### Filter *2nd Level Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A strand of spiderweb and a 1 inch square scrap of cotton cloth) - **Duration:** Concentration, up to 10 minutes ___ A cleansing aura flows out in a 10 foot radius around the creature or object touched. This aura completely filters out all noxious or poisonous gases and vapours, making any creature inside the aura completely immune to any harmful effects caused by poisonous gas of any kind, including those created by magic. The filter is less effective against effects that are merely airborne but not gaseous (acidic mists, toxic dusts, and similar), only providing those inside this effect with advantage on any related saving throw and resistance to the damage caused by such effects. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5 feet for each spell slot level above 2nd. ___ #### Force Shapechange *4th Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A piece of quartz) - **Duration:** Instantaneous ___ You point at a creature within range, which takes 3d10 force damage and must make a Wisdom saving throw. If the creature fails the saving throw, it immediately transforms back into its normal form, and cannot shapeshift for one minute. At the end of each of its turns, it can make another Wisdom saving throw, regaining the ability to shapeshift after passing. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target an additional creature for each spell slot level above 4th. ___ \pagebreak #### Gift of Speech *2nd Level Transmutation (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V S M (Some crystalized honey) - **Duration:** 1 hour ___ You grant the target Beast the ability to speak 1 language which you can speak, along with the ability to understand concepts expressed in that language. The animal’s intelligence score is not raised by this effect. #### Greater Distraction *2nd Level Illusion* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V S - **Duration:** 1 minute ___ A single creature within range must make an Intelligence saving throw, or they will be fraught by a persistent distracting sensation, such as a severe itch, a compulsion to wash their hands or the pressing need to urinate. For the duration of the spell, the target has disadvantage on all rolls. The target may use their turn to attempt and relieve the the urge, which allows the target to reattempt the saving throw. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you may target 1 additional creature for each spell slot level above 2nd. ___ #### Halo of Eyes *4th Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V M (A dried eye) - **Duration:** 1 hour ___ A circle of eyes with yellow sclera appear above your head, granting you vision in all directions simultaneously. You gain truesight out to a range of 30 feet, have advantage on initiative rolls, and cannot be surprised as long as you remain conscious. \columnbreak #### Hellfire Ray *6th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V S M (Any unholy book or heretical tome) - **Duration:** Instantaneous ___ A blast of hellfire blazes from your hands. You create two rays, which you can hurl at one or two targets. Make a ranged spell attack for each ray. On a hit, the target takes 5d6 fire damage and 5d6 necrotic damage. Any creature killed by this spell must attempt a Charisma saving throw; failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. Any attempt to bring the creature back from the dead must attempt a Charisma check against the caster's spell save DC to succeed; failure means the spellcaster cannot try again for 1 day. A raised character’s soul is no longer automatically consigned to Hell. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the fire and necrotic each damage increase by 1d6 for each spell slot level above 6th. ___ #### Hovering Skull *2nd Level Necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V S M (an animal skull) - **Duration:** Concentration, up to 1 minute ___ You create a floating skull within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 1d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move the skull up to 40 feet and repeat the attack against a creature within 5 feet of it. If the skull is 20 feet or further from you, you can instead use your bonus action to have the skull focus on a single target, giving you advantage on the first spell attack you make against that target this turn. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot level above 2nd. ___ \pagebreak #### Improved Magic Mouth *6th Level Illusion (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V S M (A small bit of honeycomb and jade dust worth at least 100gp, which the spell consumes) - **Duration:** Until Dispelled ___ This spell works in all ways like the 2nd level spell magic mouth, except as follows. When this spell is cast, the mouth is endowed with your current knowledge, Intelligence, and personality. When the predetermined event occurs that activates the mouth, it converses as if you were actually there. For example, the mouth might say, 'Who goes there?" and wait for a reply. If the visitors announce their names, it could go on to say, "Tarnak, please proceed to the music room, while the rest wait in the sitting room." The mouth remains active until the conversation is over. Although the mouth can be set to activate due to a visual stimulus (i.e., activate if anyone wearing a green feather approaches the castle gate), once triggered, it reacts only to sounds and speech. Also note that you and the mouth are not linked in any way. Once cast, the mouths knowledge is set and will never change. Thus, if you are extremely angry at Tarnak when you cast an improved magic mouth, the mouth will remain in a state of anger, even if you and Tarnak have reconciled. #### Improved Mirror Image *5th Level Illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V S - **Duration:** 1 minute ___ This spell works in all ways like the 2nd level spell mirror image, except as follows. You may expend a bonus action to move any number of the duplicates up to your movement in any direction, but they must remain within 30 feet of you. Any duplicates not in your space do not count for the miss chance given by mirror image. As a reaction to taking damage, you may seamlessly exchange positions with any of your duplicates. #### Inscribe Memory *2nd Level Divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V S M (A small vial of ink & a piece of parchment) - **Duration:** Concentration, up to 10 minutes ___ You delve through memories, finding a particular one and latching on to it, as the ink starts to write on the parchment with no prompting. As an action, you can focus on your own memories, or those of any willing creature within 10 feet. You can transcribe memories, including spoken and read words, along with images onto parchment or any other writing surface. \columnbreak #### Instant Audience *3rd Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (1 gold coin and a live mouse) - **Duration:** Concentration, up to 1 hour ___ You magically cause audience members to appear and watch you or a designated nearby spectacle. Immediately when you cast this spell, and at the start of each of your turns thereafter 1d8 Audience Members appear in unoccupied spaces within the spells range selected by you. The audience contains a combination of races, gender, and social class appropriate to the casting location and the occasion they are being summoned to watch. Instant audience members act mostly like real people. They mingle during intermission, talk, eat snacks, and so on. However, they always evade questions about their past, their history, or current events, as they have no past, no history, and have no idea as to what is going on in the world outside of the spectacle they were created to witness. They are controlled by the DM, but will always try to maintain clear sight of you or any spectacles you designate, going as far as to stand right next to a life and death melee combat especially if that battle is a part of their currently designated spectacle. Instant audience members are strictly non-combative and never attack or cast spells. They are considered friendly to anyone directly involved in the spectacle and any creatures specifically designated by you when you cast the spell. If one suffers even a single point of damage, they instantly vanish along with all of their items (including items no longer on their body, such as clothes that they gave to coat check). The spell ends early if ten full minutes passes with nothing interesting for the audience to watch. #### Iron Mind *3rd Level Abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S M (A fistful of iron filings) - **Duration:** 1 hour ___ You touch one creature, granting them immunity to illusion spells cast using a spell slot of 2nd level or lower, and advantage on checks to discern illusions. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the affected creature gains immunity to illusions cast using spell slots one level higher for each two spell slot levels above 2nd. ___ \pagebreak #### Knight's Move *1st level Conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ The ground before you appears overlaid with a chessboard pattern, with certain squares of the chessboard glowing softly red. Time stops for you as you move without walking to the indicated location. You may teleport up to 15 feet, but must choose a location that leaves you flanking an enemy. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the distance you can teleport increases by 5 feet for each two spell slot levels above 1st. ___ #### Know Value *Divination Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S - **Duration:** Instantaneous ___ Upon touching a single item, or a pile comprised of a singular item, you know its exact value in gp. #### Lesser Distraction *Illusion Cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S - **Duration:** 1 round ___ A target of your choosing within range hears a noise, sees a blur of movement in their peripheral vision, or is otherwise momentarily distracted. The next roll the target creature makes is made with disadvantage. You may target one additional creature when you reach 5th level (2), 11th level (3), and 17th level (4). ___ #### Make Whole *1st Level Transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V S M (A 6 inch length of twine) - **Duration:** Instantaneous ___ This spell repairs all damage caused to an object of medium size or smaller. While this spell can repair all physical damage to an object or construct, it cannot restore magical properties. ___ - **At Higher Levels:** When you cast this spell using a spell slot level of 3rd level or higher, the maximum size category increases by 1 for each two spell levels above 1st. (Large objects can be targeted with a 3rd level spell slot, huge objects with a 5th level spell slot, gargantuan objects with a 7th level spell slot) ___ \columnbreak #### Mummy Rot *5th Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (Mummy wraps) - **Duration:** Concentration, up to 1 minute ___ You utter an ancient curse, channeling the power of an ancient civilization. Upon touching a creature, it must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save and half as much on a successful one. On a failed save, the target is also cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. You may repeat the attack on your following turns, though creatures who passed the Constitution save in a previous round cannot be cursed with mummy rot. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each spell slot level above 5th. ___ #### Otiluke's Dispelling Screen *5th Level Abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (Flakes of gold) - **Duration:** Concentration, up to 1 minute ___ You create a shimmering, translucent screen of magical energy within range. The screen appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or as a wall 60 feet long, 20 feet high, and 2 inches thick. Anything touching or passing through the screen is effected by a dispel magic spell of 3rd level. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the level of the dispel magic increases by one level for each two spell slot levels above 5th. ___ \pagebreak #### Pointed Message *1st Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Special - **Components:** S M (A black piece of ammunition worth 5 gp and a scrap of paper bearing a written message) - **Duration:** Special ___ As part of the action used to cast this spell, you must make a ranged attack with a martial ranged weapon targeting a creature known to you on the same plane of existence. Your arrow seeks out that creature to deliver a written message. The arrow travels at a rate of 3 miles per minute. Your total attack roll determines the success of the arrow’s flight: **Lower than 5:** the arrow encounters an obstacle on its path and does not reach within a mile of its target. **5-10:** the arrow lands around 100 feet away from the target. The target must succeed on a DC 20 perception check to notice the arrow. **11-15:** the arrow lands around 50 feet away from the target. The target must succeed on a DC 10 perception check to notice the arrow. **15-20:** The arrow lands within 10 feet of the target and is immediately noticed. **21+** the arrow strikes with unerring accuracy. If the total exceeds the target’s AC, the caster can choose if the arrow strikes the target and deals damage as normal for a ranged attack with that weapon. If not, the arrow barely misses the target, planting itself between their legs or in a post right beside their head. #### Puffball *2nd Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V S M (a mushroom, which is consumed by the spell) - **Duration:** Instantaneous ___ You transform a mushroom into a magic Puffball, and throw it at any point within range. All creatures within 10 feet of that point must make a Constitution saving throw, taking 2d6 Poison damage on a failed save and half as much on a successful one. Creatures who failed the saving throw are Poisoned. At the end of their turns, poisoned creatures may attempt another Constitution saving throw. The effect wears off after four rounds, if all saves are failed. ___ - **At Higher Levels:** When you cast this spell using a spell slot level of 3rd level or higher, the damage increases by 1d6 for each spell level above 2nd. ___ \columnbreak #### Shadow Duplicate *4th Level Illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V S - **Duration:** Concentration, up to 1 hour ___ You create a shadowy three dimensional copy of yourself. It is wearing the same clothes and carrying the same gear as you. Your copy shares your physical attributes and can use your physical attacks. You can look through its eyes as your own, and control its actions. You share your actions and movement with the shadow copy. If the duplicate takes any damage, it is destroyed. #### Shadow Form *5th Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V S - **Duration:** Concentration, up to 10 minutes ___ You turn into a Shadow. You have a Shadow's stat block (Monster Manual Pg. 269). You have immunity to being turned, and cannot speak or cast spells while in this form. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you can turn an additional two willing creatures into shadows for each spell slot level above 5th. ___ #### Snapping Teeth *3rd Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (Three teeth from a beast) - **Duration:** 10 minutes ___ You touch a creature or an object which is not being worn or carried. A set of spectral jaws appears next to it. If cast on a creature, the creature can use their bonus action to attack an enemy within 5 feet with the teeth for piercing damage equal to 1d8 + their strength modifier. If cast on an object, any creature which ends its turn within 5 feet of the jaws is attacked for piercing damage equal to 1d8 + your spellcasting ability modifier. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd. ___ \pagebreak #### Solar Flare *6th Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (A chunk of meteorite iron) - **Duration:** Instantaneous ___ A whip of searing solar energy erupts from your palm, lashing out towards a target. Make a ranged spell attack. On a hit, the target takes 10d8 fire damage, and is blinded and stunned for one minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the target is no longer blinded and stunned. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each spell slot level above 6th. ___ #### Solid Fog *3rd Level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (A small piece of ice) - **Duration:** Concentration, up to 10 minutes ___ You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and receives disadvantage on all melee attack rolls. The vapors prevent effective ranged weapon attacks. A creature or object that falls into solid fog is slowed, so that each 5 feet of vapor that it passes through negates 10 ft of falling damage. It lasts for the duration or until a wind of severe or greater speed (at least 35 miles per hour) disperses it. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 10 feet for each slot level above 3rd. ___ #### Sound Lance *2nd Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 90 ft - **Components:** V S - **Duration:** Instantaneous ___ You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air. This spell causes a projectile of intense thunderous energy to leap from you to a target within range. The target must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much on a successful save. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Upon failing the saving throw, the target is deafened for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer deafened. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd. ___ #### Stutter Step *4th Level Transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V S - **Duration:** 1 minute ___ When an attack roll is made against you, you may expend your reaction to teleport to any unoccupied space within 10 feet of you, causing the attack to miss. #### Throbbing Bones *Level 2 Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A fragment of bone marrow) - **Duration:** Concentration, up to 1 minute ___ Choose a creature within range. The creature must make a Constitution saving throw, or their bones begin to pulsate inside their body. Upon failing the save, the creature takes 2d6 necrotic damage, the creature's movement speed is halved, it takes -2 to AC and attack rolls, and cannot use reactions. A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot level above 2nd. ___ #### Wall of Bones *3rd Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V S M (The leg bone of a creature) - **Duration:** Concentration, up to 10 minutes ___ You create a wall of bone fragments on a solid surface within range. You can make the wall up to 40 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 5 feet thick. The wall counts as half cover against ranged attacks, and ranged attacks can be made through it. Each 5 foot long section of wall can take 20 hp of damage before being destroyed. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 piercing damage, or half as much damage on a successful save. Moving through a 5 foot section of wall costs an additional 15 feet of movement for size medium and larger creatures, and an additional 5 foot for size small or smaller creature. A creature takes the same damage when it enters the wall for the first time on a turn or starts its turn there. ___ - **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd. ___