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Animal Friendship

Animal Friendship

-level (
)
Duration:

You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett.

Animal Messenger

Animal Messenger

-level (
)
r
Duration:

You call a Tiny beast to you, whisper a message to it, and then give it directions to the message’s recipient. It is now your messenger.

Specify a location you have previously visited and a recipient who matches a general description, such as “a person wearing a pointed red hat in Barter Town” or “a half-orc in a wheelchair at the Striped Lion Inn.” 

Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.

r
This spell may be cast as a ritual

Antipathy/Sympathy

Antipathy/Sympathy

-level (
)
Duration:

You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell’s effects for 1 minute.

Bane

Bane

-level (
)
Duration:

The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.

Bless

Bless

-level (
)
Duration:

The blessing you bestow upon the targets makes them more durable and competent.

Calm Emotions

Calm Emotions

-level (
)
Duration:

Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.

Charm Crowd

Charm Crowd

-level (
)
Duration:

You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.

Charm Monster

Charm Monster

-level (
)
Duration:

You only require line of sight to the target (not line of effect) and it has

Charm Person

Charm Person

-level (
)
Duration:

You only require line of sight to the target (not line of effect) and it has

Command

Command

-level (
)
Duration:

You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.

Below are example commands, but at the Narrator’s discretion you may give any one-word command. 

Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.

Compulsive Urge

Compulsive Urge

-level (
)
Duration:

Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.

Confusion

Confusion

-level (
)
Duration:

You assault the minds of your targets, filling them with delusions and making them

Dancing Feet

Dancing Feet

-level (
)
Duration:

You cause a musical chord to play and creatures in the area have a sudden urge to dance.

Deadly Beckoning

Deadly Beckoning

-level (
)
Duration:

Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.

Dementing Touch

Dementing Touch

-level (
)
Duration:

Your touch implants a vile plague in a creature’s mind.

Dizziness

Dizziness

-level (
)
Duration:

The target’s balance becomes unsteady.

Dominate Beast

Dominate Beast

-level (
)
Duration:

You assert control over the target’s mind and it is

Dominate Monster

Dominate Monster

-level (
)
Duration:

You assert control over the target’s mind and it is

Dominate Person

Dominate Person

-level (
)
Duration:

You assert control over the target’s mind and it is

Enthrall

Enthrall

-level (
)
Duration:

You weave a compelling stream of words that captivates your targets.

Fatigued Bargain

Fatigued Bargain

-level (
)
Duration:

Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.

Feeblemind

Feeblemind

-level (
)
Duration:

You blast the target’s mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage. 

On a failed save, until the spell ends the creature’s Intelligence and Charisma scores are both reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.

Fortified Will

Fortified Will

-level (
)
Duration:

You harden a creature’s mind with an unbending willpower.

Friends

Friends

-level (
)
Duration:

Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.

Geas

Geas

-level (
)
Duration:

You give a command to a target which can understand you.

Gish Gallop

Gish Gallop

-level (
)
Duration:

You weave subtle charms into your speech to conceal your mistakes. When you fail a Deception, Intimidation, or Persuasion check, you can choose to immediately repeat the triggering skill check, but with a different skill of your choice from the following: Deception, Intimidation, Persuasion. If you succeed on this check, it replaces the triggering failure. If you fail, all creatures that you are interacting with know you attempted to manipulate them

Heroism

Heroism

-level (
)
Duration:

The target’s spirit is bolstered.

Hex

Hex

-level (
)
Duration:

You levy a mild

Hideous Laughter

Hideous Laughter

-level (
)
Duration:

The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter.

Inflict Paranoia

Inflict Paranoia

-level (
)
Duration:

You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.

Irresistible Dance

Irresistible Dance

-level (
)
Duration:

You murmur a tune that takes root in the target’s mind until the spell ends, forcing it to caper, dance, and shuffle.

Muddle

Muddle

-level (
)
Duration:

You attempt to disorient a creature.

Nervous Recoil

Nervous Recoil

-level (
)
Duration:

You magically cloud the target’s judgment at the last instant. The target must choose to keep its successful roll or treat the roll as a failure instead. If it keeps the success, the target takes 2d6 psychic damage.

Object of Fascination

Object of Fascination

-level (
)
Duration:

Choose one creature that you can see within 15 feet of the item. Until the spell ends, the creature is fixated on it. While the target is fixated in this way and within range of both you and the item, you can, as a free action, compel it to retrieve the item, provided that doing so isn’t obviously dangerous.

Phantasmal Talons

Phantasmal Talons

-level (
)
Duration:

You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.

Power Word Kill

Power Word Kill

-level (
)
Duration:

With but a word you snuff out the target’s life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.

Power Word Stun

Power Word Stun

-level (
)
Duration:

You utter a powerful word that stuns a target with 150 hit points or less.

Searing Equation

Searing Equation

-level (
)
Duration:

You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete.

Sleep

Sleep

-level (
)
Duration:

You send your enemies into a magical slumber.

Sleeplessness

Sleeplessness

-level (
)
r
Duration:

You grant a creature supernatural vigor that keeps it awake.

r
This spell may be cast as a ritual

Spellbound Oath

Spellbound Oath

-level (
)
Duration:

This spell binds two creatures to an agreement spoken as the part of the casting of the spell in a language that both parties understand.

The agreement must include a promise by both parties to do or refrain from doing something specific. The promises do not need to be the same or equal but mustn’t be obviously harmful to either creature. For example, an archfey may promise to restore the freedom of a loved one in exchange for a mortal becoming their emissary.

Stumble

Stumble

-level (
)
Duration:

The target moves up to 10 feet in a direction you choose, stopping short of any ledges or other dangerous hazards, or if it collides with another creature, object, or an obstacle, such as a wall or door. This movement does not provoke opportunity attacks. At the end of its movement, the target falls prone, taking 2d6 bludgeoning damage if it collides with an obstacle. If it collides with another creature or object, the damage is split between them.

Subliminal Messenger

Subliminal Messenger

-level (
)
Duration:

The target is imbued with a spoken message of 25 words or fewer, which it speaks when a trigger condition you define is met. The target will forget your message after you say it. When your trigger condition is met, the target recites the message in the same cadence, tone, and volume as you used and the spell ends. The target does not recall the message it recited, nor does it need to understand the language the message is in.

Suggestion

Suggestion

-level (
)
Duration:

Creatures that cannot be

Tearful Sonnet

Tearful Sonnet

-level (
)
Duration:

Duration: Concentration (3 rounds)

Vicious Mockery

Vicious Mockery

-level (
)
Duration:

You verbally insult or mock the target so viciously its mind is seared.

Wormway

Wormway

-level (
)
r
Duration:

Range: Special (150 miles

r
This spell may be cast as a ritual

Zone of Truth

Zone of Truth

-level (
)
Duration:

You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.