Difference between revisions of "Griffin's Spells"

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==5th Level==
 
==5th Level==
 
* '''''Telekinesis:''''' transmutation; 1 action, 60/75 ft, concentration up to 10 minutes, VS. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.  On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
 
* '''''Telekinesis:''''' transmutation; 1 action, 60/75 ft, concentration up to 10 minutes, VS. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.  On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
* '''''Wall of Stone:''''' evocation; 1 action, 120/150 ft, concentration up to 10 minutes, VSM. A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. if the wall cuts through a creatures 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), the 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 an firm foundation, it must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. you can crudely shape the wall to create crenellations, battlements and so on. The wall is an object made of stone that can be damaged and thus breached, Each panel has an AC 15 and 30 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 cannot be dispelled. Otherwise, the wall disappears when the spell ends.
+
* '''''Wall of Stone:''''' evocation; 1 action, 120/150 ft, concentration up to 10 minutes, VSM. A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creatures 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), the 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 an firm foundation; it must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has an AC 15 and 30 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 cannot be dispelled. Otherwise, the wall disappears when the spell ends.
  
 
==6th Level==
 
==6th Level==

Revision as of 12:51, 4 March 2017

Spells Stats

  • Spell Attack Bonus: +9 (Cha + Proficiency + Staff)
  • Spell Save DC: 17 (8 + Cha + Proficiency + Staff)
  • Spells per Day: 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1; 7th: 1; 8th: 1
  • Magic Ability: Charisma (+3); Intelligence (+3) for rituals
  • Cantrips Known: 6
  • Spells Known: 14
  • Sorcery Points: 15
  • Spell Concentration: Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make a separate saving throw for each source of damage.

Font of Magic

  • Flexible Casting: Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Also, you can transform sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.
    • 1st level spell slot: 2 SP
    • 2nd level spell slot: 3 SP
    • 3rd level spell slot: 5 SP
    • 4th level spell slot: 6 SP
    • 5th level spell slot: 7 SP
  • Metamagic:
    • Empowered Spell: You can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
    • Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
    • Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP if the spell is a cantrip)

Cantrips

  • Control Flames: transmutation; 1 action, 60/75 feet, instant or 1 hour, S. You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: 1) You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. 2) You instantaneously extinguish the flames within the cube. 3) You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. 4) You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Mage Hand: conjuration; 1 action, 30/37.5 ft, 1 minute, VS. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
  • Mold Earth: transmutation; 1 action, 30/37.5 ft, instant or 1 hour, S. You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: 1) If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. 2) You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. 3) If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Prestidigitation: transmutation; 1 action, 10/12.5 ft, 1 hr, VS. If you cast spell multiple times, up to three of its non-instantaneous effects can be active at a time. Create an instantaneous sensory effect that is harmless, such as a shower of sparks; light or snuff out candle, torch, or small campfire; clean or soil item no larger than 1 cubic ft; chill, warm, or flavor up to 1 lb of nonliving material; make a color, small mark, or symbol appear on object or surface; produce small, nonmagical trinket or illusory image that lasts until end of your next turn; make small handheld item invisible until end of your next turn.
  • Shape Water: transmutation; 1 action, 30/37.5 ft, instant or 1 hour, S. You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: 1) You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. 2) You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. 3) You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. 4) You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Shocking Grasp: evocation; 1 action, touch, instantaneous, VS. Make a melee spell attack; gain advantage if target is wearing metal armor. 3d8 lightning damage, and target can't take reactions until start of its next turn. Damage increases by 1d8 @ 17th lvl.

1st Level

  • Chromatic Orb: evocation; 1 action, 90/112.5 ft, instant, VSM (a diamond worth at least 50 gp). You hurl a 4-inch-diameter sphere of energy at a creature within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. Cast at 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  • Shield: abjuration; 1 reaction, self, 1 round, VS. Until start of next turn, +5 bonus to AC, including against triggering attack, and take no damage from magic missile.

2nd Level

  • Alter Self: transmutation; 1 action, self, concentration up to 1 hour, VS. You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. (House Rule: Cast at 3rd level or higher, and you can maintain the spell for as long as you can concentrate on it.)
  • Detect Thoughts: divination; 1 action, self, concentration up to 1 min, VSM. Read surface thoughts of any creature w/in 30 ft range you can see. As an action, shift attention to new target or attempt to probe deeper into initial target's thoughts. If you probe deeper, target must make a Wis save. On fail, you gain insight into its reasoning, emotional state, & something that looms large in its mind. If target succeeds, spell ends. Either way, target becomes aware of you. Unless you shift your attention, it can (as its action on its turn) make a contested Int check against you to end your spell. Spell is good for interrogations, as verbal questions will shape target's thoughts. You can also detect creatures w/in range that you can't see; once detected, you can read thoughts as above even if target is still out of sight so long as it doesn't move out of range. Spell can penetrate barriers, but is blocked by 2 ft rock, thin sheet of lead, or 2 in any other metal. Creatures that speak no language or have Int 3 or less are unaffected.

3rd Level

  • Counterspell: abjuration; 1 reaction (which you take when you see a creature within 60 feet of you casting a spell), 60/75 ft, instant, S. If creature is casting spell of 3rd level or lower, spell fails. If spell is 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  • Dispel Magic: abjuration; 1 action, 120/150 ft, instant, VS. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  • Fireball: evocation; 1 action, 150/187.5 ft, instant, VSM. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level.

4th Level

  • Greater Invisibility: illusion; 1 action, touch, concentration up to 1 minute, VS. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

5th Level

  • Telekinesis: transmutation; 1 action, 60/75 ft, concentration up to 10 minutes, VS. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
  • Wall of Stone: evocation; 1 action, 120/150 ft, concentration up to 10 minutes, VSM. A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creatures 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), the 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 an firm foundation; it must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has an AC 15 and 30 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 cannot be dispelled. Otherwise, the wall disappears when the spell ends.

6th Level

  • Chain Lightning: evocation; 1 action, 150/187.5 ft, instant, VSM. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. Casting this spell at 7th level or higher creates one additional bolt from the first target to another target for each slot level above 6th.
  • True Seeing: divination; 1 action, touch, 1 hour, VSM. This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

7th Level

Familiarity Mishap Similar Area Off Target On Target
Permanent circle 01–100
Associated object 01–100
Very familiar 01–05 06–13 14–24 25–100
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100
Description 01–43 44–53 54–73 74–100
False destination 01–50 51–100
  • Teleport: conjuration; 1 action, 10 ft, instant, V. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    • Familiarity: Permanent circle means a permanent teleportation circle whose sigil sequence you know. Associated object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen casually is someplace you have seen more than once but with which you aren’t very familiar. Viewed once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else’s description, perhaps from a map. False destination is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
      • Mishap: The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
      • Similar Area: You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
      • Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
      • On Target: You and your group (or the target object) appear where you want to.

8th Level

  • Incendiary Cloud: conjuration; 1 action, 150/187.5 ft, concentration up to 1 minute, VS. A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Rituals

Magical Ability: Intelligence +3

1st Level

  • Alarm: abjuration; 11 min, 30 ft, 8 hrs, VSM. Set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
  • Comprehend Languages: divination; 10 min, self, 1 hr, VSM. You understand the literal meaning of spoken language and written language, provided you're touching the surface on which the words are written. Takes about 1 min to read one pg of text.
  • Detect Magic: divination; 10 min, self, concentration up to 10 minutes, VS. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Find Familiar: conjuration; 1 hour & 10 min, self, permanent.
  • Identify: divination; 11 min, touch, instantaneous, VSM (pearl worth 100 gp). Must touch object throughout casting. Learn item's properties, how to use them, whether it requires attunement, how many charges it has, if any spells are affecting it & what they are. If item was created by a spell, you learn which one. Can also be used to discern what spells are affecting a creature.
  • Illusory Script: illusion; 11 min, self, 10 days, SM. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
  • Tenser's Floating Desk: conjuration; 10 min, 30 feet, 1 hr, VSM. This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
  • Unseen Servant: conjuration; 10 min, 60/75 ft, 1 hr, VSM. Creates invisible, mindless, shapeless force that performs simple tasks at your command. The servant has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

2nd Level

  • Gentle Repose: necromancy; 10 min, touch, 10 days, VSM. You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
  • Magic Mouth: illusion; 11 min, 30 ft, until dispelled, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes). Implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

3rd Level

  • Feign Death: necromancy; 10 min, touch, 1 hr, VSM. You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
  • Leomund's Tiny Hut: evocation; 11 min, self (10-ft-radius hemisphere), 8 hrs, VSM. A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
  • Phantom Steed: illusion; 11 min, 30 ft, 1 hr, VS. A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
  • Water Breathing: transmutation; 10 min, 30 ft, 24 hrs, VSM. This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

5th Level

  • Contact Other Plane: divination; 10 min, self, 1 min, V. You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
  • Rary's Telepathic Bond: divination; 10 min, 30 ft, 1 hour, VSM. You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

6th Level

  • Drawmij’s Instant Summons: conjuration; 11 min, touch, until dispelled, VSM (a sapphire worth 1,000 gp) You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

Items

Potions

  • Healing x 1: Regain 2d4 + 2 HP
  • Diminution x 1: Grants the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Target’s size is halved; weight reduced to one-eighth; decreases its size by one category. Target has disadvantage on Strength checks and saving throws. Target’s weapons also shrink, reducing damage by 1d4.
  • Holy Water x 3
  • Fire Resistance x 1: Gain resistance to fire damage for 1 hour.
  • Speak with Animals x 2
  • Climbing x 1: When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.
  • Greater Healing x 1: Regain 4d4 + 4 HP
  • Acid Resistance x 1: Gain resistance to acid damage for 1 hour.
  • Mind Reading: x 1 : When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13).
  • Longevity: x 2: When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.
  • Firebreath x 1: Bonus action to use; 30' range; DC 13 Dex Save or take 4d6 fire dam, half on save. Can use it three times or until 1 hour has passed.
  • Vitality x 1: Removes any exhaustion and cures any disease or poison affecting you. For the next 24 hours, regain the maximum number of hit points for any Hit Die you spend.

Scrolls

  • Mending x 1
  • Remove Curse x1
  • Stone Shape x 1