The Mageharth Monthly Catalogue

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All art is done via Midjourney

The Alchemists Cookbook,

In this months issue of the "Alchemists Cookbook" we delve into the realm of metallurgical transmutation!


Turn lowly lead into a myriad of useful gadgets, even gold in this months issue!

Gold to Lead

1st-level (ritual) Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (A gold piece per pound of item created, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell transmutes a sum of gold into a rough lead object, the object can be any item you wish as long as it fits into a 10ft cube area.


If the item is a weapon it has a -1 modifier to its damage and its attack rolls, if it is a piece of armor it has -1 to its AC and can’t benefit from a positive dexterity modifier.


The lead item can only house basic mechanisms, such as hinges/latches or very basic (DC 10) locks.

Blood to Balm

2nd-level Transmutation


  • Casting Time: 1 minute
  • Range: Self
  • Components: : S, M ( A tin box worth 1gp, which the spell consumes. And a dagger worth at least 100gp.)
  • Duration: 24 hours
  • Classes: Wizard, Artificer

When you cast this spell you take 2d4+2 necrotic damage, filling a tin with you blood.


Over the course of a minute the blood congeals into a bright red balm that can either be eaten or feed as an action to heal 1d4+1 hit points or applied to the skin over one minute to heal 4d4+4 hit points.


The balm loses its healing ability 24 hours after the spell is cast, if the spell is cast on the balm before 24 hours have past (not requiring the material components to do so) the balms potency is reset for another 24 hours.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the potency lasts for a week. If you use a slot of 5th level or higher, the balm lasts until dispelled.

Platinum to Steel

3rd-level (ritual) Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, M (A platinum piece per pound of item created, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell transmutes a sum of platinum into a fine steel object, the object can be of any make you wish as long as it fits into a 10ft cube area.


The steel item can house somewhat complicated mechanisms, such as hinges/latches, gears, pistons, rails and rollers, bearings, or competent (DC 20) locks.

Silver to Gunpowder

4th-level (ritual) Transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (Two pound of silver per pound of gunpowder, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell transmutes a sum of silver into an 2:1 sum of gunpowder.


After you make this transmutation, roll a d20, if the number rolled is less than the pounds of gunpowder transmuted the gunpowder explodes in a 10ft ball of fire, dealing 2d6 thunder damage per pound of gunpowder.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the roll made after the transmutation has a cumulative -2 modifier per level past 4th.

Universal Transmutation

5th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (A scale made of gold worth 1000gp)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell transmutes any non-magical item into another non-magical item at a cost ratio of 4:1.


The item can’t be larger than a 30ft cube, and the complexity of its construction is calculated into the cost of the item, so a bar of gold will cost less than a golden statue of the same weight.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the the cost ratio becomes 3:1 at 6th level, 2:1 at 7th, and 1:1 at 9th.

Blood to Poison

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a quart of blood and syringe full of acid worth 500gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell is able to turn a quart of blood into a single dose of a potent injury poison.


A creature subjected to this poison must make a Constitution saving throw vs your spell DC, or take 12d6 poison damage on a failed save, or half as much damage on a successful one.


If the instead you make a melee spell attack against a creature that doesn’t have all of its hit points within your reach, it takes 12d6+20 poison damage, using the spell like this removes it's material component.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the poisons damage increases by 3d6 for each slot level above 6th.

Lead to Gold

7th-level (ritual) Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a lump of lead weighing at least one pound, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

When Lead to Gold is cast on a lead object, a ripple of gold permeates the lead and envelops it whole, turning it into solid gold.


This transmutation comes at a cost however, when cast, roll a d20 and consult the table below. for every additional pound of lead transmuted, add a -1 penalty to the d20 rolled.


At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the roll made after the transmutation has a cumulative +2 modifier per level passed 7th.

d20 Effect
0 or less The lead and the caster are turned into solid gold and are petrified.
1 The lead and casters arm turns into solid gold, rendering the arm useless, although it can be used as a spell focus and for somatic conponents.
2-4 The spell works as normal, however it is incredibly draining on the caster. The caster gains 3 levels of exhaustion.
5-15 The spell works as normal, however it is very draining on the caster. The caster gains 2 levels of exhaustion.
16-20 The spell works as normal, however it is draining on the caster. The caster gains 1 level of exhaustion.
21+ The lead turns into platinum instead of gold, re-roll this table (keeping any modifiers) to determine the effect but replace any mention of gold with platinum.

Quicksilver to Quintessence

8th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: S, M (a quart worth of quicksilver in a glass vile worth 500gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Wizard, Artificer

By touching a vile of quicksilver with your finger, you are able to transmute it into a single dose of a material like no other; Quintessence.


Neither air, fire, earth, nor water. Quintessence, also referred to as Aether is the fifth base element known to alchemy and is believed to be a physical essence of Outer Planes.

  • Eternal Preservation: When an object or creature is coated with Quintessence, it is suspended in a state of perfect preservation, immune to the passage of time and all forms of decay or corrosion.

    A creature coated in Quintessence does not age, need to eat or breathe, and remains in suspended animation until the substance is removed.

    An additional dose is required for every size of creature above medium.

  • Magical Enhancement: Mixing Quintessence with a potion increases the potency of the item. This in effect either doubles the duration of the potion, or doubles the strength of the effect. This consumes the Quintessence.

  • Aetheric Conduit: If Quintessence is coated on the inside of two or more identical containers (requiring a doses per container), it links the contents of them. The connections remains until the Quintessence is removed from the container or dispelled.

  • Aetheric Infusion: When applied to a weapon or ammunition as an action, the infused item deals an additional 2d6 force damage on a hit for the next minute, after which the Quintessence is rendered inert.

  • Weightlessness: An object, no greater than 5 cubic foot per dose, coated in Quintessence becomes weightless and can be moved with a gentle push or pull. This effect can be useful in maneuvering large or heavy objects and can make them easier to transport.

  • Spell Storing: A dose of Quintessence can store a spell of 5th level or lower, cast into it by a spellcaster. When a creature comes into contact with the Quintessence, the stored spell is released, affecting the creature as if the original caster had targeted them, after releasing the spell the Quintessence is rendered inert.

  • Vitality Restoration: As an action, a creature can consume a dose of Quintessence to regain 4d8+8 hit points and remove one level of exhaustion. The creature can benefit from this effect only once per long rest.

  • Aetheric Sight: When applied to a creature's eyes, Quintessence grants the ability to see into the Ethereal Plane, and only into the Ethereal Plane, for up to 1 hour. This effect can be ended early by washing the substance off the creature's eyes.

Something from Nothing

9th-level Transmutation


  • Casting Time: 1 minute
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

Through use of this spell a wizard is able to transmute the very fabric of reality and shape it into anything they can imagine.


After casting this spell, an object no larger than a 100ft cube and cost no more than 1000gp in raw materials appears within 500 feet of the caster.


An object created this way is identical to an object created in a traditional method bar one exception, it can be dispelled and has an aura of transmutation magic.


The object can be made permanent by casting this spell on the same object every week for one year, after this the object becomes non-magical and can’t be dispelled.

Arcane-Mechanics And You,

This months copy of "Arcane-Mechanics And You" tackles the Yensley-Ellis effect and how to best exploit it.


For the layman, the Yensley-Ellis effect are the phenomenon displayed from arcane forces intersect scientific ones, and the resulting disorder that follows from such an interaction.

Malfunction

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a screwdriver an crowbar)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Sorcerer, Artificer

You cause a mechanical or electrical device within range to malfunction, rendering it temporarily inoperable. Choose a device that you can see within range, such as a clock, firearm/crossbow, or battery.


The target device must not be larger than a 5-foot cube, and it must not be directly controlled or powered by magic. The device ceases to function for the duration of the spell.


An unwilling creature holding, wearing, or otherwise using the target device must succeed on a Dexterity saving throw to prevent the spell from taking effect. If the saving throw is successful, the spell has no effect on the device.


A creature can use their action to make an Intelligence (Arcana) check against your spell save DC. On a success, the effect ends, and the device resumes normal function.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the target device increases by 5 feet in each dimension for each slot level above 1st. For example, a 2nd-level spell could target a device up to 10 feet in each dimension.

Arcane Automation

2nd-level (ritual) Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gear and a string of copper wire)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard, Sorcerer, Artificer

You animate an object within range to function independently, carrying out a task set by you related to the object's intended function. Choose an object that you can see within range, such as a hammer, sewing machine, or printing press. The target object must not be larger than a 5-foot cube, and it must not be directly controlled or powered by magic.


Upon casting the spell, the object springs to life and starts performing its intended function, as specified by you when you cast the spell.

The object will continue to perform this task for the duration of the spell or until it completes the task, whichever comes first. If the task requires input or materials, you must supply them.


This spell allows the animated object to perform tasks normally requiring one person operate. The object cannot perform tasks that require intelligence, creativity, or the ability to make decisions.


The object can be stopped by any creature that uses an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the effect ends, and the object ceases to function.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the object being animated can perform tasks normally requiring an additional person per spell level above 2nd.


For example, a 4th-level spell could animate an object to perform tasks that normally require three people to operate.

Arcane Noise

3rd-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (A crystal orb worth 100gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Any

For the duration, mechanical and complex scientific phenomenon don't properly function within a 20-foot-radius sphere centered on a point you choose within range.


This includes basic mechanical objects such as catapults and crossbows, or more complicated phenomenon such as flintlock weapons and steam engines.


Items that are used inside the sphere have a high likelihood of breaking. Every time the object is used, or at the start of the round is running, roll a d20.


On a 2-10 the item breaks and must be repaired over 1d4 rounds, on a 1 the items takes 10d6 force damage and is rendered inoperable for 1d10 hours.


A caster should be able to tell whether or not this spell would work on a objects/effects if they can observe it clearly before they cast this spell.

Traverse by Conduit

4th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small piece of copper wire and a battery)
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer, Artificer

With this spell, you can instantaneously travel along a conductive conduit, such as a telegraph line or a lead pipe, to any location of your choice along the conduit.


The conduit must be continuous and uninterrupted, and you must be able to visualize or have a clear mental image of the destination.


Upon casting the spell, you and up to one willing creature of your choice within 5 feet, are instantly teleported to the desired location.


Each target must be no larger than Large size and must carry no more than 500 pounds of gear.


The spell fails and is wasted if any target is carrying more than the allowed weight or if the conduit is disconnected or broken along the intended path.


Once you arrive at your destination, you may exit the conduit at any point within 5 feet of the wire.


If the wire is not long enough to reach the desired location, or if the destination is blocked by a barrier or otherwise occupied, the spell fails and is wasted.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can teleport an additional willing creature for each slot level above 4th.

Automaton

5th-level Transmutation


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: S, M (an intricate metal figurine worth 250 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer, Artificer

You animate an automaton that will carry out any task given to it. Upon casting the spell, an automaton appears in an unoccupied space you can see within range.


The automaton has the statistics of a Quadrone (as found in the Monster Manual or other source).


The automaton is friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you).


If you don't issue any commands to the automaton, it defends itself from hostile creatures but otherwise takes no actions.


The automaton is capable of carrying out any tasks given to it within the limits of its form and ability.


It can perform tasks that require intelligence, creativity, and the ability to make decisions.


If the automaton is reduced to 0 hit points, it is destroyed, and the spell ends.


The automaton cannot be healed or repaired by normal means, but you can cast this spell (not requiring any components) on it again to restore all of its health.

Yensley's Arcane Cascade

6th-level Evocation


  • Casting Time: 1 action
  • Range: Varies
  • Components: V, M (a mechanical randomizer worth 500gp)
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer

You unleash a powerful surge of arcane energy that manifests in a random manner, dealing damage in an unpredictable pattern.


When you cast this spell, roll separately to determine the damage type, area of effect, and damage dealt by the spell.

d6 Damage Type
1 Acid
2 Fire
3 Cold
4 Lightning
5 Thunder
6 Force
d6 Area of effect
1 30-foot cone
2 60-foot line (5 feet wide)
3 20-foot-radius sphere (within 60 feet)
4 Touch
5 10-foot-radius, 40-foot-high cylinder (within 60 feet)
6 15-foot cube (within 30 feet)

For damage, Roll a d20 to determine the number of dice, and then roll a d20 (rounding down, to a minimum of 4) to determine the type of die (e.g., the first d20 rolls a 12 and the second d20 rolls a 7, rounding down to 6 results in 12d6 damage).


Each creature in the area of effect must make a Dexterity saving throw. On a failed save, a creature takes the full damage rolled; on a successful save, the creature takes half as much damage.

The Ellis Field-Effect

8th-level Abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot-radius sphere)
  • Components: V, S, M (a small, nonfunctional cog made of a rare metal worth at least 500 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard, Sorcerer

You create a 10-foot-radius sphere of disruptive energy centered on you that negates the function of all technology within its range. The sphere moves with you, remaining centered on you for the duration of the spell.


Within the sphere, all nonmagical technology, including mechanical and electrical devices, ceases to function. This includes, but is not limited to, firearms, crossbows, clockwork mechanisms, steam engines, and electrical devices.


If a device has both magical and nonmagical components, only the nonmagical components are affected.


Items or effects that would normally be powered or controlled by technology, such as a bullet from a firearm, are inert and rendered harmless within the sphere, regardless of their origin.


The sphere does not suppress magical effects or items. Spells and magical items function normally within the sphere, provided they do not rely on technology to function.

Deus Ex Machina

9th-level Divination


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S, M (an intricate clockwork device worth at least 5,000 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard, Cleric, Sorcerer (Clockwork Soul)

You beseech the machine god for aid, calling down a powerful mechanical entity to assist you.


Choose a point within range, and a massive construct appears in an unoccupied space within 5 feet of that point.

The construct is a Gargantuan Automaton Colossus, a marvel of engineering that serves you loyally for the duration of the spell.


When you cast the spell, you may give the Colossus a single task, which it will strive to complete.


If you don't issue any commands, the colossus defends itself from hostile creatures but otherwise takes no actions.


The Automaton Colossus has the following statistics:


Automaton Colossus

Gargantuan, Lawful Neutral


  • Armor Class 20
  • Hit Points 300
  • Speed 60ft

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 24 (+7) 30 (+10) 30 (+10) 1 (-5)

  • Saving Throws Str +14, Con +13
  • Skills Tinkers Tools +30
  • Damage Resistances All, save Force
  • Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindsight 120 ft., Passive Perception 20
  • Languages Understands the languages but can't speak
  • Challenge 20

Temporary If the Colossus drops to 0 hit points or it finishes its task it collapses into an inert pile of metal and gears.

Calculating Before a roll is made by the Colossus, the Colossus can use the average of the die being rolled (rounding up) instead of rolling.

Actions

Multiattack. The Colossus makes any combination of 5 Slam and Heat Ray attacks

Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage.

Heat Ray. Ranged Weapon Attack: +13 to hit, range 100/200 ft., one target. Hit: 21 (3d8 + 7) fire damage.

Limited Wish. The Colossus can cast any spell from any class list with a casting time of one action of 5th level or lower.

Post-Mortem Medicine,

Introducing "Post-Mortem Medicine," the groundbreaking medical journal that delves into the uncharted territories of life and death, authored by the enigmatic Dr. Aloysius Mortimer.


Within these pages, you'll encounter a bold fusion of science and the macabre, as our esteemed doctor unveils his revolutionary theories and daring experiments.


Join him in dissecting the mysteries of the human body, reanimating the lifeless, and challenging the very boundaries of mortality. Amidst the gas-lit streets and shadowy corners of Optinium.


"Post-Mortem Medicine" offers a tantalizing glimpse into the forbidden realm of the afterlife, where science and the supernatural collide. Discover the secrets that lie beyond the veil, and bear witness to a new era of medical discovery!

Bloodletting

1st-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an syringe worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard, Artificer

A willing creature takes 2d8 necrotic damage in order to remove a status effect from themselves.


When the damage it taken, one of the following conditions affecting the target are removed: blinded, deafened, poisoned, or stunned.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st, and the spell can remove more potent status effects based on the spell slot used:

  • 2nd level: charmed, frightened
  • 3rd level: paralyzed, petrified
  • 4th level: exhaustion (up to 2 levels)
  • 5th level: exhaustion (up to 4 levels), or one effect that a greater restoration spell could remove

When you cast this spell using a higher-level spell slot, the spell also removes any lower-level effects.

Lend a Hand

2nd-level (ritual) Necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a silvered dagger worth at least 50 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock, Wizard, Artificer

Using the silvered dagger, you sever one of your own hands and instantly transform it into a Crawling Claw under your control. The Crawling Claw appears in an unoccupied space within 5 feet of you.


When you sever your hand, you take 2d6 necrotic damage and lose use of the severed hand.


As a bonus action on your turn, you can mentally command the Crawling Claw to move up to 20 feet and interact with an object. The Crawling Claw has a Strength score of 4 and can carry up to 20 pounds.


The Crawling Claw can cast spells for you. When you cast a spell, the Crawling Claw can deliver the spell as if it had cast the spell. The Crawling Claw must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.


To reattach the hand, you must spend an action to touch the Crawling Claw to the stump of your severed limb while the spell is still active. The hand instantly reattaches, healing the damage taken from the initial severing, and the spell ends.


If the Crawling Claw is reduced to 0 hit points, it reverts back to its hand form, but does not automatically reattach to your arm. The hand can still be reattached while the spell is active, as described above.


If the spell ends while the hand is not reattached, the hand is destroyed, and you permanently lose the use of that hand. This loss can be remedied with a regenerate spell or similar magic.

Vile Concoction

3rd-level Necromancy


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a crushed black opal worth 100 gp per CR of the chosen undead creature, which the spell consumes. and a set of alchemist's supplies)
  • Duration: Instantaneous
  • Classes: Wizard, Cleric, Artificer

This spell creates a thick, toxic brew with the power to transform undead creatures. When you cast this spell, choose an undead creature with a CR of 1 or lower.


You can use an action to pour the brew on an undead creature, transforming it into the chosen undead type. The transformation doesn't grant the creature obedience to your commands unless it was already under your control.


You can cast "Animate Dead" on the transformed creature (multiple times if needed) to maintain control for another 24 hours, the undead creature counts as a number of skeletons or zombies equal to four times its CR.


Alternatively, you can use an action to make a ranged spell attack (range 30/60) and throw the brew at a creature. On a hit, the target takes 4d8 necrotic damage per CR of the chosen undead creature.


If this damage kills a humanoid or undead target, it reanimates as the chosen undead type at the end of the current round.


The brew becomes inert after 24 hours if not used as described above.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can choose an undead creature with an additional CR for each level above 3rd.

Revivification

4th-level Necromancy


  • Casting Time: 1 reaction, which you take when a willing creature within range killed
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard, Artificer

As a reaction to a willing creature within range dying, you can choose to partly reanimate them, instead of being killed.


The creature, instead of being killed, gains 8d8 temporary hit points and changes its creature type to undead. Its hit point maximum is reduced to 0.


For the purposes of spells like Revivify, this spell treats the creature as freshly dead while it still has temporary hit points. If the creature loses all its temporary hit points, it dies immediately.


To restore the creature to life, a spell like Revivify or Resurrection must be cast on the creature while it still has temporary hit points, treating the creature as if it had only just died.


If the creature is revived in this way, its maximum hit points are restored to their normal value, and its creature type reverts to its original state.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, The amount of temporary hit points increases by 2d8 for every level above 4th.

Barred from Death

5th-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of holy water mixed with embalming fluid worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Warlock, Wizard, Artificer

Upon casting this spell, a 30-foot-radius aura surrounds you. While inside this aura, all non-undead creatures, including yourself, are incapable of dying, even willingly.


Any non-undead creature that would be reduced to 0 hit points or outright killed within the aura is instead reduced 1 hit point.


Celestials, fiends, and undead within the aura gain 3 levels of exhaustion (even if they are normally immune).


If the celestial, fiend or undead creature leaves the aura, it recovers from these levels of exhaustion.


The aura moves with you, and is centered on you for the spells duration.

Arcane Reanimation

6th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a set of a set of embalming tools and fluids worth at least 500 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard

Upon casting this spell, you target a humanoid corpse within range. A bolt of lightning strikes the corpse from above, animating it into a Flesh Golem under your command for the duration of the spell.


The Flesh Golem uses the statistics provided in the Monster Manual.


As a bonus action on your turn, you can mentally command the Flesh Golem to move and take an action, the Golem won't follow commands that are overtly suicidal.


If the Golem is not given a command, it will defend itself but otherwise takes no action.


When the spell ends, the Flesh Golem does not die but instead becomes berserk, as per its Berserk feature.


The Golem remains berserk until it is destroyed or calmed by a calm emotions spell or similar magic.

Bequest Revenant

7th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a needle and a spool of platinum thread worth 250 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard, Cleric

Upon casting this spell, you target a humanoid corpse within range. The corpse reanimates into a Revenant, which uses the statistics provided in the Monster Manual, with the following modifications:

  • The Revenant loses its Vengeful Glare attack.

  • Replace the Revenant's Vengeful Tracker feature with Duty Bound:

    Duty Bound. The revenant knows the distance to and direction of any creature, object, or location in which it seeks to complete its task, even if the creature, object, or location and the revenant are on different planes of existence.

As part of the spell, you give the Revenant a specific task or duty to perform.


The Revenant is single-mindedly dedicated to completing this task and will pursue it relentlessly.


While the Revenant is still performing its task or duty, you are unable to regain the spell slot used to cast this spell.


The only ways to regain the spell slot are for the Revenant to finish its task or duty or for the Revenant to be banished using the Banishment spell or similar magic.


Once the Revenant completes its task or duty, or is banished, it collapses into a lifeless corpse, and you can regain the expended spell slot over a long rest.


If the Revenant is killed before completing its task, it reanimates 24 hours later to continue pursuing its goal, unless it is banished.

Turn Undead

8th-level necromancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a drop of the caster's blood and a vial of poison worth 3,000gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard, Cleric

Upon casting this spell, the caster creature type changes to undead, gaining a variety of benefits for doing so:


  • Resistances: The caster gains resistance to necrotic damage, as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • Immunities: The caster becomes immune to poison damage and cannot be poisoned, charmed, or frightened.

  • Darkvision: The caster gains darkvision out to a range of 120 feet.

  • Undead Fortitude: If damage reduces the caster to 0 hit points, they can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the caster drops to 1 hit point instead.

  • Turn Immunity: The caster is immune to effects that turn undead.

  • Undead Nature: The caster no longer requires air, food, drink, or sleep.


The transformation is permanent and can only be reversed by a resurrection spell or similar magic, at which point you regain your races creature type.

Cerebral Mantle

9th-level transmutation


  • Casting Time: 48 hours
  • Range: Self
  • Components: V, S, M (a specially designed tank worth at least 5,000gp, filled with a preserving solution)
  • Duration: Until dispelled
  • Classes: Wizard, Artificer

Upon casting this spell, the caster carefully removes their brain and places it within a specialized tank filled with a preserving solution. If the spell is interrupted during the casting, the caster dies.


The tank is a small object with a AC of 18 and 50 hit points, it is immune to all non-magical and poison damage and resistant to all other damage types except force.


While the brain is inside the tank, the caster can still cast spells as normal, including spells that would normally require hands or the ability to speak.


While inside the tank, the caster can cast Magic Jar at will, with the following modifications:

  • Replace the material component of the spell with the tank the brain is in.

  • If the host body dies while you're in it, the creature dies, and your soul is returned to your brain if you are on the same plane of existence; otherwise, you fall comatose for 1d12 weeks.

  • Unconscious and paralyzed creatures automatically fail the saving throw, and restrained ones have disadvantage.

  • When the spell ends, the container is not destroyed.

To end the spell, the caster must spend an hour in contact with their original body to carefully reinsert their brain.


If the caster's body is destroyed while their brain is in the tank, the brain remains alive, and the caster can attempt to find a suitable body using the modified Magic Jar spell.


However, if the tank containing the brain is destroyed, the caster dies instantly.

The Modern Socialite,

Welcome to "The Modern Socialite," your comprehensive guide to navigating the intricacies of our rapidly evolving, industrial society with grace, wit, and a touch of magic.


In this cutting-edge compendium, we combine the age-old wisdom of enchantments with the dynamic needs of the modern era, offering a unique blend of spells designed to assist you in every social situation imaginable.


Whether you're seeking to influence the perceptions of others, uncover hidden information, or even reshape your own narrative, our expertly curated collection of spells empowers you to subtly manipulate the social sphere to your advantage.


Harness the power of spells like "Compair" to discern the true value of items in our increasingly complex marketplace, or employ "Dogma" to plant unshakeable beliefs in the minds of others.


In the bustling ballrooms of high society, the smoke-filled backrooms of politics, or the bustling streets of the metropolis, "The Modern Socialite" ensures you always have the upper hand. As our world becomes more interconnected and information-driven, the ability to influence perception is the ultimate currency.


Prepare to redefine your reality, rewrite your past, and reinvent your future. "The Modern Socialite" is more than a collection of spells; it's a lifestyle. Here's to the power of influence and the magic of social dexterity. Enjoy your journey, dear reader, into the fascinating world of the modern enchantments.

Compare

1st-level (ritual) Divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small balance scale worth at least 10 gp)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

By casting Compare, you touch and object and compare it to another object within range, comparing one specific quality or characteristic of both objects.


The spell reveals the relationship between the two objects, informing you whether the selected quality is lesser, equal to, or greater in touched object compared to the other.


Examples of qualities or characteristics that can be compared include, but are not limited to:

  • Value (monetary or sentimental)
  • Weight
  • Strength
  • Age
  • Magical potency
  • Craftsmanship / Quality

When comparing values, the spell reveals if one object's value is at least 10% greater or lesser than the other object's value, otherwise, it is considered equal.


For other characteristics, the spell provides a rough estimate of the relation between the two objects, such as "much older," "slightly heavier," or "similar magical potency."


The spell can't compare the qualities of creatures or objects that are under the effect of illusion spells or abilities that are meant to deceive divination magic. The spell also can't discern information about the objects' history, abilities, or any other details not directly related to the compared quality.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet.

Rumor

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Warlock, Wizard

By casting Rumor, you create a magical ear-worm in the mind of one creature within range who can understand at least one language you speak.


The target must make a Charisma saving throw against your spell save DC. On a failed save, the target is compelled to believe the rumor and feels an irresistible urge to spread it to others.


The target will use any available means, such as speaking, writing, or even non-verbal communication, to spread the rumor for the duration of the spell.


Each creature that hears or otherwise receives the rumor from an affected target must also make a Charisma saving throw against your spell save DC. On a failed save, the creature is similarly compelled to believe the rumor and spread it for the duration of the spell.


Creatures that succeed on their saving throw are immune to the magical compulsion of the rumor and cannot be affected by the same rumor again through magical means.


The spell does not force the affected creatures to believe the rumor as an absolute truth; they may still question the information if presented with solid evidence against it.


However, the magical compulsion ensures that they will continue to spread the rumor unless a spell like Dispel Magic, Remove Curse, or Greater Restoration is used to break the enchantment.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.

Inform

3rd-level Illusion


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a small piece of parchment with a question written on it)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard

By casting Inform, you create three illusory informants who appear as creatures of your species, with their appearance adapting to the expectations of those they interact with. The informants are tasked with seeking out information about a specific question you have.


Over the course of an hour, these informants will engage in conversations, eavesdrop, or employ other methods of gathering information within a 1-mile radius of your location.


After an hour, the informants return to you and provide the information they have gathered.


The DM rolls a d100 in secret for each informant to determine the quality and relevance of the information obtained:

  • 1-20 The informant returns with no useful information or only rumors and hearsay.
  • 21-50 The informant provides some relevant information but it might be incomplete or partially incorrect.
  • 51-80 The informant provides relevant information that is mostly accurate, with only minor inaccuracies or omissions.
  • 81-95 The informant returns with accurate and relevant information, covering most of the aspects related to your question.
  • 96-100 The informant provides highly accurate, detailed, and comprehensive information about your question.

The informants are intangible and cannot be harmed or interacted with physically. They are immune to damage and cannot be affected by spells or abilities.


Creatures can attempt an Intelligence (Investigation) check against your spell save DC to discern that the informants are illusory in nature.


If a creature succeeds on this check, it becomes aware of the illusion and may choose not to share any information with the informant.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you create one additional informant for each slot level above 3rd.

Benefit of the Doubt

4th-level (ritual) Enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 hour (Concentration)
  • Classes: Bard, Sorcerer, Wizard

Upon casting Benefit of the Doubt, you and up to three other creatures of your choice within a 30-foot radius emanate an aura that deflects suspicion.


For the duration, other creatures that can see or otherwise perceive the affected creatures will assume no ill motive from them, as long as their actions are not overtly hostile or aggressive.


For example, creatures under the effect of this spell will not raise suspicion from guards even if they are in locations sectioned off from the public or performing actions that would typically be seen as suspicious.


This spell does not grant invisibility or any form of stealth; it merely shifts the perception of those observing the affected creatures to view their actions as benign.


Benefit of the Doubt does not prevent the affected creatures from being recognized if they are already known to be criminals or enemies, and it does not protect against creatures that rely on non-visual senses to detect intruders.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Insight Dogma

5th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

When casting Insight Dogma, you tell a creature within range a statement of fact. The target must be able to hear and understand you, and it must then make a Charisma saving throw against your spell save DC.


On a failed save, the creature believes the statement dogmatically, even if it goes against its nature or sensibilities.


Its behavior, attitudes, and actions will reflect this newfound belief for the duration of the spell.


If the target fails the saving throw by 5 or more, the duration of the spell becomes "until dispelled,". The target will continue to hold the belief as an unshakable truth until either "Dispel Magic" or "Remove Curse" is cast on them to break the enchantment.


The spell does not grant the target any new abilities or knowledge based on the statement, and the target may still react negatively to actions or situations that directly challenge the dogmatic belief, potentially leading to internal conflict or cognitive dissonance.


Dogma has no effect on creatures that are immune to being charmed or that have an Intelligence score of 3 or lower, and overtly suicidal dogma will result in the creature gaining advantage on the saving throw.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Each target must be within range and must hear the same statement of fact.

Create Fetish

6th-level Enchantment


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a idol worth at least 1,000 gp per level of the spell, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric, Sorcerer, Warlock, Wizard

This spell creates an idol that radiates a divine aura.


The idol appears within 10 feet of you and may be no larger than small in size.


Any lesser creature (a creature with a CR of 2 or less) who looks upon the fetish must make a Charisma saving throw against your spell save DC or become enamored by the fetish.


Enamored creatures view the fetish as a divine entity, and they are compelled to worship and obey its priests.


You, as the caster, are automatically considered a high priest of the idol and can command the followers of the fetish within reason, depending on the power of the fetish.


You can also ordain others as priests of the fetish as an action, up to a maximum number of priests equal to the cast level of the spell.


The power of the fetish increases as more creatures worship it, affecting the devotion of the followers and the requests you can make of them within reason:

  • 1-10 worshipers: Followers are moderately devoted and may perform mundane tasks for the priests. The fetish grants its high priest a +1 bonus to their spell save DC.
  • 11-50 worshipers: Followers are very devoted and will defend the fetish and its priests from harm. The fetish grants its high priest a +2 bonus to their spell save DC.
  • 51-200 worshipers: Followers are extremely devoted and may undertake dangerous missions for the priests. The fetish grants its high priest a +3 bonus to their spell save DC, and a +1 to its priests.
  • 201-500 worshipers: Followers are fanatically devoted and may sacrifice their lives for the priests. The fetish grants its high priest a +4 bonus to their spell save DC, and a +2 to its priests.
  • 501-1000 worshipers: Followers are zealously devoted and may commit extreme acts in the name of the fetish. The fetish grants its high priest a +5 bonus to their spell save DC, and a +3 to its priests.
  • 1001+ worshipers: Followers are unconditionally devoted and will do anything the priests ask of them, no matter the cost. The fetish grants its high priest a +6 bonus to their spell save DC, and a +3 to its priests.

These benefits only apply to the priests of the fetish, and they are only active while the priests remain within 1 mile of the fetish. The fetish can be dispelled with "Dispel Magic", "Remove Curse", or similar spells, and it can be destroyed by taking damage equal to five times the cast spell level.


If a creature successfully saves against the fetish, or has "Remove Curse" cast upon it, it becomes immune to its effects for 1d8 months.


At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the maximum CR of the creatures that can be enamored by the fetish
increases by 1 for each slot level above 6th.

Tales of Legend

7th-level Illusion


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a small replica of yourself made of gemstone, worth at least 5000 gp, which the spell consumes)
  • Duration: 30 days
  • Classes: Bard, Sorcerer, Wizard

Upon casting Tales of Legend, you create an illusory doppelganger whose sole goal is to improve your reputation and increase your fame.


The doppelganger has your appearance, mannerisms, and knowledge of your personal history and accomplishments.


It can interact with others, perform tasks, and participate in activities to enhance your renown.


The doppelganger cannot engage in combat and is intangible, immune to damage, and unaffected by spells or abilities, save spells like "Dispell Magic".


Every 10 days at dawn, roll a d100 and consult the table below to determine the effectiveness of the doppelganger's efforts:

  • 1-5 No progress made, or negative rumors spread, harming your reputation.
  • 6-20 Minimal progress made; a few people may have heard of your exploits.
  • 21-45 Moderate progress made; the local community starts to recognize your name.
  • 46-70 Significant progress made; you become well-known within the local area.
  • 71-85 Impressive progress made; your fame starts to spread across the region.
  • 86-98 Extraordinary progress made; your reputation becomes legendary, reaching far and wide.
  • 99-100 Astounding progress made; your fame rapidly spreads, making you a household name.

At the end of the spell's duration, the doppelganger vanishes.


The fame and reputation it helped you build will persist, but it will be up to you to maintain and build upon that status.


At Higher Levels: When you cast this spell using a 9th-level spell slot, the duration of the spell becomes permanent until dispelled, allowing the doppelganger to work on enhancing your reputation indefinitely.

Bureaucracy

8th-level Conjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a piece of parchment, a quill, and ink made from the blood of a lawful extraplanar creature, which the spell consumes)
  • Duration: Until fulfilled or dispelled
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

By casting Bureaucracy, you create a magically binding contract using any wording you desire. When crafting the contract, you must specify at least one negative consequence that will befall any participant who breaches the agreement.


The contract and its consequences will be enforced and interpreted by an extraplanar creature.


The contract becomes active once every participant has either signed their name or applied their own blood to the paper.


Participants are not required to comprehend the contract's content, and attempts to alter or obscure the text temporarily will have no impact on the contract.


If the contract is destroyed, it re-materializes in the caster's hand.


During the spell's casting, you must touch an extraplanar creature at some point, which will then serve as the enforcer of the contract, willing or not.


Spells such as "Magic Circle" and "Conjure Elemental" can be used to summon and secure an extraplanar creature for this purpose. Compelled to execute the specified consequences upon any breach, the enforcer is otherwise uncontrolled and maintains its free will in all other aspects.


It is wise to consider that extraplanar creatures forced into the role of enforcer may react unfavorably. Depending on their temperament and the contract's nature, they could potentially seek retribution against the caster or participants once the contract is fulfilled or dispelled.


Bureaucracy does not force adherence to the contract. Rather, it guarantees that the specified consequences are imposed if the terms are violated.

Veil of Forgotten Deeds

9th-level Transmutation


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a piece of parchment on which your life's key events are written, and an hourglass filled with ruby dust worth 5,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

Upon casting Veil of Forgotten Deeds, you construct a new narrative for your personal history and reshape people's memories to comply with this new reality.


You must specify the key events and characteristics you wish to change about your past. The changes must pertain to your personal history and cannot alter global events or the personal history of others.


The spell subtly reshapes the fabric of memory, adjusting others' recollections and any written or pictorial records about you to reflect the new narrative.


The changes are not limited to people who know you directly; even those who have only heard of you will now recall the new version of your history.


The spell cannot make you appear to have always been a different creature type (for example, you cannot make everyone believe you were always a dragon if you're a human), and it cannot alter your class, level, or abilities.


The spell also cannot deceive divination magic; a spell like Legend Lore or a similar effect will reveal the original history alongside the new one.


Official records and physical evidence about your past are not changed by this spell. For example, if you were officially banished from a city, the banishment order would still exist.


However, people's memories about why and how the banishment took place would change to align with your new history.


This is a powerful and complex spell that should be used with caution, as it may have unintended consequences.


The changes made by Veil of Forgotten Deeds become more difficult to reverse the longer they exist. After a year and a day, not even a Wish spell can revert the changes made by Veil of Forgotten Deeds.

Quartermaster's Quarterly,

Introducing: Quartermaster's Quarterly!


Dive deep into the arcane world of practical logistics and discover the magic behind the might! The "Quartermaster's Quarterly" is the definitive guide for spellcasters who appreciate the nuance of everyday magic in grand adventures.


This season, we unveil a dazzling array of new spells like "Meek's Minute Mercenaries," designed to summon an extraplanar army at a whim, and "Door to Anywhere," which allows swift transport between known locations. Ever wondered about the fine line between warfare and warehousing?


Delight in our features on "Raw's Shuffling Abode," turning your homestead into a moving fortress, and "Wizard's Gruel," ensuring no army ever goes hungry. Each spell has been meticulously researched and developed with the modern mage in mind.


So, whether you're prepping for a siege or planning your next expedition, "Quartermaster's Quarterly" is your indispensable companion. Magic is not just about fireballs and flying; it's also about foresight and fortification!

Quartermaster's Insight

1st-level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature brass balance scale worth 10 gp)
  • Duration: Instantaneous
  • Classes: Wizard, Bard, Cleric, Druid, Artificer

When you touch a pile of resources and envision a task or group, this spell allows you to both know the exact quantity of said resources and estimate how far those resources will last for a given task or group.


For example, if you cast this spell on a wagon full of food and ask aloud how long it would feed a mercenary company, you gain a magical insight into how long the food will sustain the company assuming typical consumption.


Or, if cast on a pile of lumber, the spell could tell you how large a cabin you could construct, taking into account a typical amount of waste.


The estimate provided is based on the caster's knowledge and the typical usage of the resource, and may not account for unusual circumstances or wasteful practices. The estimate is instantaneous and does not account for changes over time.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional pile of resources or envision an additional task or group for each level above 1st.

Entrench

2nd-level (ritual) Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a metal spoon)
  • Duration: Instantaneous
  • Classes: Druid, Wizard, Cleric, Artificer

You gesture towards a point within range, and the earth reshapes itself to your command.


A trench forms that is 7 feet deep, 5 feet wide, and up to 10 feet long. The displaced earth forms a 1-foot high embankment along one side of the trench, as you choose.


The trench is formed in any shape you desire, as long as it is continuous and the dimensions do not exceed its maximum lenght.


The trench is rough and natural in appearance, and the spell is capable of displacing both dirt and stone.


However, the spell cannot displace metal, worked stone, or other materials more substantial than earth or rock.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the length of the trench doubles for each slot level above 2nd.


For example, a 3rd-level spell slot would create a trench up to 20 feet long, a 4th-level spell slot would create a trench up to 40 feet long, and so on.

Form Dugout

3rd-level Transmutation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a small wooden model of the desired dugout, worth 50 gp)
  • Duration: Instantaneous
  • Classes: Druid, Wizard, Cleric, Artificer

With this spell, you create an 10 foot cube underground dugout, reshaping the earth and stone to form a small structure. The entrance to the dugout can either be a trapdoor or a framed entrance connected to a trench.


The dugout can be one of the following room types:

  • A barracks capable of housing 10 people comfortably or 20 people in cramped conditions.
  • A cellar capable of holding a month's worth of provisions in relative safety and off the damp.
  • An infirmary equipped to treat up to 3 patients at a time.
  • A powder store capable of securely storing ammunition, gunpowder, or other explosives in relative safety.
  • A workshop suitable for small-scale crafting and repairs.

The dugout is furnished with simple wooden fixtures appropriate for the chosen room type(s), and the entrance is fitted with a wooden door or trapdoor.


The spell does not create any objects or materials beyond basic wooden furnishings.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the size and capacity of the dugout doubles for each slot level above 3rd.

Wizard's Gruel

4th-level (ritual) Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an iron pot, worth 50 gp, which the spell consumes)
  • Duration: 8 hours
  • Classes: Wizard, Artificer

Upon casting this spell, you imbue an iron pot with a magic capable of continuously produces a thick, off-tasting gruel.


The gruel is slimy but energy-dense, one serving provides enough calories to sustain a creature for a day.


An unlimited number of servings can be dished out from the pot, but each serving disappears if not consumed within an hour.


While this gruel can stave off hunger, it lacks the proteins, vitamins, and other nutrients necessary for long-term health.


Any creature that eats nothing but the gruel for more than a week begins to suffer the effects of malnutrition, manifesting as exhaustion.


After 1 week, the creature gains one level of exhaustion, and an additional level of exhaustion for every day eating the gruel thereafter.


These levels of exhaustion can't be removed by any non-magical means other than consuming a balanced diet for a number of days equal to the levels of exhaustion gained.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration before malnutrition sets in increases by one week for each slot level above 4th.


For example, a 7th-level spell slot would allow a creature to eat the gruel exclusively for a month before suffering from malnutrition.

Apparition of the Steward

5th-level Conjuration


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a golden hammer worth at least 500 gp, which the spell consumes)
  • Duration: 1 week
  • Classes: Wizard, Cleric, Druid, Artificer

By invoking this spell, you bind an unseen, amorphous and ethereal force to a camp, embankment, or trench within range.


This diligent apparition tirelessly maintains and improves the fortification, exhibiting a profound understanding of the fortification's needs.


Though it operates silently, its presence is felt through its diligent work.


Its primary duties are as follows:

  • Organization and Upkeep: Stores are meticulously maintained, and inventory is systematically logged. By inquiring of the apparition, any resource or tool in the fortification can be located.
  • Repair and Improvement: Damaged walls, breaches, duckboards in trenches, or palisades in camps – all are mended or enhanced as needed. With the proper materials, the apparition can undertake more extensive improvements.
  • Aid to the Wounded: Recognizing the injured, the apparition gently relocates them to the infirmary or a designated medical station at a speed of 10 feet per round.
  • Warning of Intruders: The apparition is acutely aware of its domain and will send a mental alert to the caster if any hostile entities enter the fortification.
  • Impeding Hostiles: Although it can't inflict harm or engage in combat, the apparition strives to hamper hostile entities. This involves locking doors, obstructing passageways, erecting barricades, and generating minor disruptions.

The apparition is not without its constraints. It is tethered to its designated fortification, unable to stray beyond it, the fortification can be up to 1/2 a mile large.


Furthermore, the steward is amorphous and incompotial, it possesses no combat prowess. It's immune to all forms of damage.


At Higher Levels: Casting this spell with a slot of 6th level or higher extends its duration and maximum range of its domain doubles for each slot above 5th.

Wall of Wood

6th-level Evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a small piece of wood)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Wizard

A nonmagical palisade springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of sixty 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel.


If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).


If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.


The wall can have any shape you desire, though it can't occupy the same space as a creature or object.


The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing earth. Thus, you can use this spell to bridge a chasm or create a ramp.


You can crudely shape the wall to create crenellations, battlements, and so on.


The wall is an object made of wood that can be damaged and thus breached. Each panel has AC 13 and 10 hit points per inch of thickness.


Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.


If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall quickly rots and each inch of wall is reduced to 1 hit points when the spell ends.

Meek's Minute Mercenaries

7th-level Conjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (300gp in coins or valuable trade good, which is consumed)
  • Duration: 1 hour
  • Classes: Wizard, Sorcerer, Warlock, Bard

When casting Meek's Minute Mercenaries, you open a shimmering portal to an extraplanar mercenary company.


Through it steps a variety of skilled combatants of your choosing, ready to serve you — for a limited time.


The summoned mercenaries can belong to any creature type, and you can call forth any number of them, but their total Challenge Rating (CR) must not exceed 6. These entities are well-disciplined, following your commands to the letter.


Once an hour has elapsed, the mercenaries prepare to depart through the portal from whence they came.


However, they can be persuaded to stay for another hour if compensated with an additional fee amounting to half of the spell's gold cost. Failure to pay this sum will see them promptly return to their home plane.


For every mercenary that dies, the mercenary company will charge you 10gp per 1/8 CR of the mercenary.


Failure to pay this fee will result in the inability to cast this spell until the debt has been paid.


It should be noted that these mercenaries fight for the stipulated time and reward, not out of any sense of loyalty or altruism. They won't take actions that are obviously suicidal or well beyond the terms of their brief "contract" with the caster.


At Higher Levels: Every time this spell is cast using a spell slot higher than 7th, the gold cost for summoning the mercenaries doubles.


At the same time, the maximum sum of CR of the mercenaries you can summon increases by 2 for each slot level above 7th.


For example, casting Meek's Minute Mercenaries with a 8th-level slot would require 600gp (with the retaining fee increasing to 300gp), and the sum of mercenaries' total CR can go up to 8.

Door to Anywhere

8th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature silver door frame worth at least 500 gp and a small crystal vial filled with mist, which the spell consumes)
  • Duration: Concentration, up to 24 hours
  • Classes: Wizard, Sorcerer, Bard

When you cast Door to Anywhere, two freestanding doors spring into existence.


The first door materializes within range, and the second door appears at any known location you choose on the same plane of existence. The two doors are mystically connected: stepping through one will instantly transport the traveler to the location of the other.


The doors, which are roughly 7 feet tall and 3.5 feet wide, possess a shimmering, semi-translucent quality, hinting at the arcane energies that empower them. The threshold is silent and smooth, allowing for quiet and swift transit between the two points.


Both doors will stand upright even in places where it seems they should not, such as on water or in mid-air, though it is wise for the caster to consider the stability and safety of the exit point when placing the second door.


The magic of the Door to Anywhere lasts as long as you maintain concentration, up to 24 hours. If the spell's duration expires or if concentration is broken, both doors vanish immediately.


If a creature or object is partway through a door when this happens, it is either pushed back to its original location or through to its intended destination, at the DM's discretion.


When choosing the location for the second door, the caster should be certain of the location's details. If the caster has only a vague knowledge or if the chosen point has changed significantly since the caster last saw it, there's a risk the door might open to an unexpected or hazardous location.

Raw's Shuffling Abode

9th-level Transmutation


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a piece of the building to be animated, such as a brick or shingle, encased in amber worth at least 1,000 gp)
  • Duration: Concentration, up to 24 hours
  • Classes: Wizard, Sorcerer

With a powerful incantation, the very foundations of a structure shudder and quake, imbuing it with a semblance of life. When you cast Raw's Shuffling Abode, a stationary edifice, like a wizard's tower or a fortress, is given the power to move and act on its own.


For the duration of the spell, the animated building uses the statistics of a Stone Golem but with the following modifications:

  • Size: Gargantuan
  • Speed: 20 ft.
  • Hit Points: 20d10 + 100
  • Actions: It loses its "Slow" action.

This colossus lumbers forward, allowing it to relocate or even engage in combat if necessary. It follows your verbal commands to the best of its ability. If no commands are given, it stands inert and defends itself from any attacks but does not take offensive actions on its own.


Due to the building's immense size, it has a base walking speed of 20 feet. However, obstacles that would normally impede a creature of smaller size, such as small trees and barricades don't impede the colossus.


When the spell duration ends, the colossus settles back to its original position or the nearest suitable location if it has moved.


If the spell is dispelled or the colossus's hit points are reduced to 0, it similarly reverts to its inanimate form. Any damage the colossus took while animated remains, potentially making the structure unsafe.


Caution is advised when animating a building, as its movement can harm or displace the contents and inhabitants within. Always ensure the safety of any occupants before using this spell.

 

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