· 5 years ago · Mar 06, 2020, 07:00 AM
1Animate Instrument
21st-level transmutation (ritual)
3Casting Time: 1 action
4Range: Touch
5Components: V, S, M (a small cymbal or drum)
6Duration: Concentration, up to 1 hour
7You may touch one instrument that you possess, bringing it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. Once given an order, the instrument continues to follow it until its task is complete. If you do not issue a command, the instrument will idly play a rhythm that it has been used to play prior to becoming animated.
8
9Beguile
101st-level enchantment
11Casting Time: 1 action
12Range: 120 feet
13Components: V, S
14Duration: 1 round
15You point at a creature within range and suggest a short phrase of up to 5 words, forcing the target to make a Wisdom saving throw. On a failure, the creature is forced to shout the nearest approximation to the proffered phrase that exists in their native tongue. If the creature fails its saving throw by 5 or more, it can take no other actions during this round.
16
17Murmurs of the Restless
181st-level necromancy (ritual)
19Casting Time: 1 action
20Range: Self
21Components: V, S, M (burning incense)
22Duration: Instantaneous
23You mentally connect with a group of spirits whose lives ended in an unnatural death. The spirits belonging to any creatures within 30 feet of you that died within the last 24 hours simultaneously overwhelm you with the emotions they felt before passing. If there are more than 5 dead creatures in range when casting this spell, make a DC 10 Intelligence saving throw. On a failure, you take 2d6 psychic damage and cannot cast this spell again until you finish a long rest. On a successful save, or if there are 5 or fewer dead creatures within range, you are able to briefly sense the emotions of the creatures during their final moments before death. The DM will describe the most prevalent emotions felt by the dead creatures within range, such as "anger," "terror,"
24"guilt," "grief," or "sadness."
25
26
27Analyze Blood
282nd-level divination (ritual)
29Casting Time: 1 action
30Range: Touch
31Components: V, S, M (1 ounce of blood)
32Duration: Instantaneous
33You are able to learn a number of qualities from one ounce of fresh blood, as long as it is not more than 24 hours old. Roll a d4 and choose a number of qualities to learn from the list below, equal to the die score:
34Learn the creature's type
35Learn the creature's age (if applicable)
36Learn the creature's gender (if applicable)
37Learn if the blood carries any traces of poison or disease
38Learn if the creature is within 20 miles of your location
39Learn if the creature is still on your plane of existence
40If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from its perspective.
41
42Detect Familiar
432nd-level divination
44Casting Time: 1 action
45Range: Self
46Components: V, S
47Duration: Up to 10 minutes
48For the duration, you sense the presence of any creature that is currently serving as a familiar within 30 feet of you. If you sense a familiar in this way, you can use your action to see a faint aura around the creature. In addition, you are able to sense if its master is within 1 mile of your location and know their general direction. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
49
50Druthers
512nd-level enchantment
52Casting Time: 1 bonus action
53Range: Self (30-foot radius)
54Components: V, S
55Duration: Up to 1 minute
56You make a simple request of up to 10 words, gaining a +5 bonus and advantage on Persuasion skill checks to all humanoids within 30 feet of you.
57
58Shadow Bind
592nd-level illusion
60Casting Time: 1 action
61Range: 60 feet
62Components: V, S
63Duration: Instantaneous
64You take control of the shadow belonging to a creature to restrain its master. Make a ranged spell attack against a creature that you can see within range, dealing 2d6 necrotic damage and grappling the target. The grappled creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (creature's choice) against your spellcasting DC, ending the spell if successful. You are not able to control a target's shadow in this manner if the target is in bright light.
65At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
66
67Ameliorate
683rd-level evocation
69Casting Time: 1 action
70Range: 60 feet
71Components: V, S
72Duration: Concentration, up to 1 minute
73A creature you can see within range gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration as long as the target is within range, otherwise the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points given increase by 1d6 for each slot level above 3rd.
74
75Distressing melody
763rd-level enchantment
77Casting Time: 1 action
78Range: 60 feet
79Components: V or S, M (an instrument)
80Duration: Instantaneous
81You select one creature within range and sing or play a song aimed at disrupting your target, causing them to make a Constitution saving throw vs your Spellcasting DC or lose their focus, ending any concentration spell they currently are casting. If they lose concentration in this manner, they cannot cast a spell from the same school of magic until they complete a long rest.
82
83lunacy
843rd-level enchantment
85Casting Time: 1 action
86Range: 60 feet
87Components: V, S
88Duration: Up to 10 minutes
89You target a creature that you can see range and pick at the fragile fabric that allows them to maintain their sanity. The creature must make a Wisdom saving throw or roll on the Short-Term Madness Table (DMG, pg.258) and remain under the effect
90for 1d10 minutes.
91
92sphere of deceit
933rd-level illusion
94Casting Time: 1 action
95Range: 30 feet
96Components: V, S, M (dragon scale worth 300 gp)
97Duration: Concentration, up to 1 hour
98You create a magical zone that enables deception in a 15-foot radius sphere on a point of your choice within range. Until the spell ends, any creatures of your choosing that enter the spell's area gain advantage on all Deception skill checks. Additionally, any creatures in the spell's area that you do not grant this bonus must make a Wisdom saving throw or suffer disadvantage on all Wisdom (Insight) checks made while in the area. When the spell ends, they know that they were deceived in this manner. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere is increased by 10 feet for every slot level above 3rd.
99
100Thunderous Bellow
1013rd-level evocation
102Casting Time: 1 action
103Range: Self (20-foot cone)
104Components: V, S
105Duration: Instantaneous
106You shout a thunderous phrase that bursts outward from your location. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 4d8 thunder damage and is pushed 15 feet away from you on a failed save, or half as much damage and is not pushed on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.