Azae Zel
Azae Zel
INSPIRATION
STRENGTH 15 1.12 30
-1 4 PROFICIENCY BONUS
8 PERSONALITY TRAITS
Hit Point Maximum 56
-1 Strength
DEXTERITY 1 Dexterity
1 2 Constitution
10 Intelligence
CURRENT HIT POINTS
12 5 Wisdom IDEALS
3 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
2 1 Acrobatics (Dex)
9
14 1 Animal Handling (…
BONDS
10 Arcana (Int)
6 3 Deception (Cha)
10 History (Int)
NAME
Chill Touch
ATK
+10
DAMAGE/TYPE
2d8 Necrotic
22 5 Insight (Wis)
10 Investigation (Int)
WISDOM Magnify Gravity DC18 2d8 force
1
1 Medicine (Wis)
Ritual Casting
6 Nature (Int) Frost Fingers 2d8 cold
Arcane Recovery
1 Perception (Wis)
13 Shatter DC18 3d8 Thunder Fairy Magic
3 Performance (Cha)
Flight
3 Persuasion (Cha) Mind Spike DC18 3d8 Psychic
CHARISMA
6 Religion (Int) Researcher
3 1
1
Sleight of Hand (D…
Stealth (Dex)
Gravity Sinkh… DC18 5d10 force
Cantrip Formulas
Chronal Shift
ATTACKS & SPELLCASTING
17 1 Survival (Wis) Temporal Awareness
SKILLS 120 Momentary Stasis
CP SP EP GP PP
Lucky
11 PASSIVE WISDOM (PERCEPTION)
1 Gold necklace of adaptation FEATURES & TRAITS
Total: Total:
EQUIPMENT
INTELLIGENCE 18 10
0 CANTRIPS 3 3 6 0
Remove Curse 8 0
Bestow Curse
1 4
9 0
Sleep 4 3
Shield
Hallucinatory Terrain
Comprehend Languages
Fabricate
Cause Fear
Gravity Sinkhole
Magnify Gravity
Otiluke's Resilient Sphere
Frost Fingers
Identify
5 1
Distort Value
Creation
2 3
Knock
Misty Step
Shatter
Locate Object
Mind Spike
enlarge reduce
FEATURES & TRAITS
Ritual Casting Researcher Temporal Awareness
You can cast a wizard spell as a ritual if that When you attempt to learn or recall a piece of You can add your Intelligence modifier to your
spell has the ritual tag and you have the spell lore, if you do not know that information, you initiative rolls.
in your spellbook. You don’t need to have the often know where and from whom you can
spell prepared. obtain it. Usually, this information comes from Momentary Stasis
a library, scriptorium, university, or a sage or As an action, you can magically force a Large
Arcane Recovery other learned person or creature. Your DM or smaller creature you can see within 60 feet
You have learned to regain some of your might rule that the knowledge you seek is of you to make a Constitution saving throw
magical energy by studying your spellbook. secreted away in an almost inaccessible place, against your spell save DC. Unless the saving
Once per day when you finish a short rest, you or that it simply cannot be found. Unearthing throw is a success, the creature is encased in
can choose expended spell slots to recover. the deepest secrets of the multiverse can a field of magical energy until the end of your
The spell slots can have a combined level that require an adventure or even a whole next turn or until the creature takes any
is equal to or less than half your wizard level campaign. damage. While encased in this way, the
(rounded up), and none of the slots can be 6th creature is incapacitated and has a speed of 0.
level or higher. For example, if you’re a 4th- Cantrip Formulas You can use this feature a number of times
level wizard, you can recover up to two levels You have scribed a set of arcane formulas in equal to your Intelligence modifier (a minimum
worth of spell slots. You can recover either a your spellbook that you can use to formulate a of once). You regain all expended uses when
2nd-level spell slot or two 1st-level spell slots. cantrip in your mind. Whenever you finish a you finish a long rest.
long rest and consult those formulas in your
Fairy Magic spellbook, you can replace one wizard cantrip Lucky
You know the druidcraft cantrip. Starting at 3rd you know with another cantrip from the wizard You have inexplicable luck that seems to kick
level, you can cast the faerie fire spell with this spell list. in at just the right moment. You have 3 luck
trait. Starting at 5th level, you can also cast the points. Whenever you make an attack roll, an
enlarge/reduce spell with this trait. Once you Chronal Shift ability check, or a saving throw, you can spend
cast faerie fire or enlarge/reduce with this trait, You can magically exert limited control over one luck point to roll an additional d20. You
you can’t cast that spell with it again until you the flow of time around a creature. As a can choose to spend one of your luck points
finish a long rest. You can also cast either of reaction, after you or a creature you can see after you roll the die, but before the outcome is
those spells using any spell slots you have of within 30 feet of you makes an attack roll, an determined. You choose which of the d20s is
the appropriate level. Intelligence, Wisdom, or ability check, or a saving throw, you can force used for the attack roll, ability check, or saving
Charisma is your spellcasting ability for these the creature to reroll. You make this decision throw. You can also spend one luck point when
spells when you cast them with this trait after you see whether the roll succeeds or an attack roll is made against you. Roll a d20,
(choose when you select this race). fails. The target must use the result of the and then choose whether the attack uses the
second roll. You can use this ability twice, and attacker’s roll or yours. If more than one
Flight you regain any expended uses when you finish creature spends a luck point to influence the
Because of your wings, you have a flying a long rest. outcome of a roll, the points cancel each other
speed equal to your walking speed. You can’t out; no additional dice are rolled. You regain
use this flying speed if you’re wearing medium your expended luck points when you finish a
or heavy armor. long rest.
SPELLS
Druidcraft Mending Prestidigitation
Transmutation cantrip Transmutation cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: Touch Range: 10 feet
Target: See text Target: A single break or tear in an object you Target: See text
Components: V S touch Components: V S
Duration: Instantaneous Components: V S M Duration: Up to 1 hour
Description: Duration: Instantaneous Description:
Whispering to the spirits of nature, you create Description: This spell is a minor magical trick that novice
one of the following effects within range: You This spell repairs a single break or tear in an spellcasters use for practice. You create one of
create a tiny, harmless sensory effect that object you touch, such as a broken chain link, the following magical effects within range: You
predicts what the weather will be at your two halves of a broken key, a torn cloak, or a create an instantaneous, harmless sensory
location for the next 24 hours. The effect might leaking wineskin. As long as the break or tear effect, such as a shower of sparks, a puff of
manifest as a golden orb for clear skies, a is no larger than 1 foot in any dimension, you wind, faint musical notes, or an odd odor. You
cloud for rain, falling snowflakes for snow, and mend it, leaving no trace of the former instantaneously light or snuff out a candle, a
so on. This effect persists for 1 round. You damage. This spell can physically repair a torch, or a small campfire. You instantaneously
instantly make a flower blossom, a seed pod magic item or construct, but the spell can’t clean or soil an object no larger than 1 cubic
open, or a leaf bud bloom. You create an restore magic to such an object. foot. You chill, warm, or flavor up to 1 cubic
instantaneous, harmless sensory effect, such foot of nonliving material for 1 hour. You make
as falling leaves, a puff of wind, the sound of a Toll the Dead a color, a small mark, or a symbol appear on
small animal, or the faint odor of skunk. The Necromancy cantrip an object or a surface for 1 hour. You create a
effect must fit in a 5-foot cube. You instantly Casting Time: 1 action nonmagical trinket or an illusory image that
light or snuff out a candle, a torch, or a small Range: 60 feet can fit in your hand and that lasts until the end
campfire. Target: One creature you can see within range of your next turn. If you cast this spell multiple
Components: V S times, you can have up to three of its non-
Chill Touch Duration: Instantaneous instantaneous effects active at a time, and you
Necromancy cantrip Description: can dismiss such an effect as an action.
Casting Time: 1 action You point at one creature you can see within
Range: 120 feet range, and the sound of a dolorous bell fills the Sleep
Target: The space of a creature within range air around it for a moment. The target must Enchantment 1
Components: V S succeed on a Wisdom saving throw or take Casting Time: 1 action
Duration: 1 round 1d8 necrotic damage. If the target is missing Range: 90 feet
Description: any of its hit points, it instead takes 1d12 Target: Creatures within 20 feet of a point you
You create a ghostly, skeletal hand in the necrotic damage. The spell’s damage choose within range (in ascending order of
space of a creature within range. Make a increases by one die when you reach 5th level their current hit points, ignoring unconscious
ranged spell attack against the creature to (2d8 or 2d12), 11th level (3d8 or 3d12), and creatures)
assail it with the chill of the grave. On a hit, the 17th level (4d8 or 4d12). Components: V S M
target takes 1d8 necrotic damage, and it can’t Duration: 1 minute
regain hit points until the start of your next Description:
turn. Until then, the hand clings to the target. If This spell sends creatures into a magical
you hit an undead target, it also has slumber. Roll 5d8; the total is how many hit
disadvantage on attack rolls against you until points of creatures this spell can affect.
the end of your next turn. This spell’s damage Creatures within 20 feet of a point you choose
increases by 1d8 when you reach 5th level within range are affected in ascending order of
(2d8), 11th level (3d8), and 17th level (4d8). their current hit points (ignoring unconscious
creatures). Starting with the creature that has
the lowest current hit points, each creature
affected by this spell falls unconscious until the
spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature’s hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Shield Magnify Gravity Identify
Abjuration 1 Transmutation 1 Divination 1
Casting Time: 1 reaction, which you take Casting Time: 1 action Casting Time: 1 minute
when you are hit by an attack or targeted by Range: 60 feet Range: Touch
the magic missile spell Target: 10-foot-radius sphere Target: One object that you must touch
Range: Self Components: V S throughout the casting of the spell
Target: Self Duration: 1 round Components: V S M
Components: V S Description: Duration: Instantaneous
Duration: 1 round Roll20 Note: This spell requires the Dungeon Description:
Description: Master's consent and is typically reserved for You choose one object that you must touch
An invisible barrier of magical force appears the Graviturgy Wizard School of Magic. The throughout the casting of the spell. If it is a
and protects you. Until the start of your next gravity in a 10-foot-radius sphere centered on magic item or some other magic-imbued
turn, you have a +5 bonus to AC, including a point you can see within range increases for object, you learn its properties and how to use
against the triggering attack, and you take no a moment. Each creature in the sphere on the them, whether it requires attunement to use,
damage from magic missile. turn when you cast the spell must make a and how many charges it has, if any. You learn
Constitution saving throw. On a failed save, a whether any spells are affecting the item and
Comprehend Languages creature takes 2d8 force damage, and its what they are. If the item was created by a
Divination 1 speed is halved until the end of its next turn. spell, you learn which spell created it. If you
Casting Time: 1 action On a successful save, a creature takes half as instead touch a creature throughout the
Range: Self much damage and suffers no reduction to its casting, you learn what spells, if any, are
Target: Self speed. Until the start of your next turn, any currently affecting it.
Components: V S M object that isn’t being worn or carried in the
Duration: 1 hour sphere requires a successful Strength check Distort Value
Description: against your spell save DC to pick up or move. Illusion 1
For the duration, you understand the literal At Higher Levels: When you cast this spell Casting Time: 1 minute
meaning of any spoken language that you using a spell slot of 2nd level or higher, the Range: Touch
hear. You also understand any written damage increases by 1d8 for each slot level Target: An object no more than 1 foot on a
language that you see, but you must be above 1st. side
touching the surface on which the words are Components: V
written. It takes about 1 minute to read one Frost Fingers Duration: 8 hours
page of text. This spell doesn’t decode secret Evocation 1 Description:
messages in a text or a glyph, such as an Casting Time: 1 action Do you need to squeeze a few more gold
arcane sigil, that isn’t part of a written Range: Self (15-foot Cone) pieces out of a merchant as you try to sell that
language. Target: weird octopus statue you liberated from the
Components: V S chaos temple? Do you need to downplay the
Cause Fear Duration: Instantaneous worth of some magical assets when the tax
Necromancy 1 Description: collector stops by? Distort value has you
Casting Time: 1 action Freezing cold blasts from your fingertips in a covered. You cast this spell on an object no
Range: 60 feet 15-foot cone. Each creature in that area must more than 1 foot on a side, doubling the
Target: One creature you see within range make a Constitution saving throw, taking 2d8 object’s perceived value by adding illusory
Components: V cold damage on a failed save, or half as much flourishes or polish to it, or reducing its
Duration: ConcentrationUp to 1 minute damage on a successful one. The cold freezes perceived value by half with the help of illusory
Description: nonmagical liquids in the area that aren’t being scratches, dents, and other unsightly features.
You awaken the sense of mortality in one worn or carried. Anyone examining the object can ascertain its
creature you can see within range. A construct At Higher Levels: At Higher Levels. When you true value with a successful Intelligence
or an undead is immune to this effect. The cast this spell using a spell slot of 2nd level or (Investigation) check against your spell save
target must succeed on a Wisdom saving higher, the damage increases by 1d8 for each DC.
throw or become frightened of you until the slot level above 1st. At Higher Levels: When you cast this spell
spell ends. The frightened target can repeat using a spell slot of 2nd level or higher, the
the saving throw at the end of each of its turns, maximum size of the object increases by 1 foot
ending the effect on itself on a success. for each slot level above 1st.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you
can target one additional creature for each slot
level above 1st. The creatures must be within
30 feet of each other when you target them.
faerie fire Shatter Mind Spike
Evocation 1 Evocation 2 Divination 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet Range: 60 feet
Target: Each object in a 20-foot cube within Target: A point of your choice within range Target: One creature you can see within range
range Components: V S M Components: S
Components: V Duration: Instantaneous Duration: ConcentrationUp to 1 hour
Duration: ConcentrationUp to 1 minute Description: Description:
Description: A sudden loud ringing noise, painfully intense, You reach into the mind of one creature you
Each object in a 20-foot cube within range is erupts from a point of your choice within range. can see within range. The target must make a
outlined in blue, green, or violet light (your Each creature in a 10-foot-radius sphere Wisdom saving throw, taking 3d8 psychic
choice). Any creature in the area when the centered on that point must make a damage on a failed save, or half as much
spell is cast is also outlined in light if it fails a Constitution saving throw. A creature takes 3d8 damage on a successful one. On a failed save,
Dexterity saving throw. For the duration, thunder damage on a failed save, or half as you also always know the target’s location until
objects and affected creatures shed dim light much damage on a successful one. A creature the spell ends, but only while the two of you
in a 10-foot radius. Any attack roll against an made of inorganic material such as stone, are on the same plane of existence. While you
affected creature or object has advantage if crystal, or metal has disadvantage on this have this knowledge, the target can’t become
the attacker can see it, and the affected saving throw. A nonmagical object that isn’t hidden from you, and if it’s invisible, it gains no
creature or object can’t benefit from being being worn or carried also takes the damage if benefit from that condition against you.
invisible. it’s in the spell’s area. At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
Knock using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level
Transmutation 2 damage increases by 1d8 for each slot level above 2nd.
Casting Time: 1 action above 2nd.
Range: 60 feet
Target: An object that you can see within Locate Object
range Divination 2
Components: V Casting Time: 1 action
Duration: Instantaneous Range: Self
Description: Target: Self
Choose an object that you can see within Components: V S M
range. The object can be a door, a box, a Duration: ConcentrationUp to 10 minutes
chest, a set of manacles, a padlock, or another Description:
object that contains a mundane or magical Describe or name an object that is familiar to
means that prevents access. A target that is you. You sense the direction to the object’s
held shut by a mundane lock or that is stuck or location, as long as that object is within 1,000
barred becomes unlocked, unstuck, or feet of you. If the object is in motion, you know
unbarred. If the object has multiple locks, only the direction of its movement. The spell can
one of them is unlocked. If you choose a target locate a specific object known to you, as long
that is held shut with arcane lock, that spell is as you have seen it up close—within 30 feet—
suppressed for 10 minutes, during which time at least once. Alternatively, the spell can locate
the target can be opened and shut normally. the nearest object of a particular kind, such as
When you cast the spell, a loud knock, audible a certain kind of apparel, jewelry, furniture,
from as far away as 300 feet, emanates from tool, or weapon. This spell can’t locate an
the target object. object if any thickness of lead, even a thin
sheet, blocks a direct path between you and
Misty Step the object.
Conjuration 2
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Description:
Briefly surrounded by silvery mist, you teleport
up to 30 feet to an unoccupied space that you
can see.
enlarge reduce Animate Dead Sending
Transmutation 2 Necromancy 3 Evocation 3
Casting Time: 1 action Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: 10 feet Range: Unlimited
Target: A creature or an object you can see Target: A pile of bones or a corpse of a Target: A creature with which you are familiar
within range Medium or Small humanoid within range Components: V S M
Components: V S M Components: V S M Duration: 1 round
Duration: ConcentrationUp to 1 minute Duration: Instantaneous Description:
Description: Description: You send a short message of twenty-five
You cause a creature or an object you can see This spell creates an undead servant. Choose words or less to a creature with which you are
within range to grow larger or smaller for the a pile of bones or a corpse of a Medium or familiar. The creature hears the message in its
duration. Choose either a creature or an object Small humanoid within range. Your spell mind, recognizes you as the sender if it knows
that is neither worn nor carried. If the target is imbues the target with a foul mimicry of life, you, and can answer in a like manner
unwilling, it can make a Constitution saving raising it as an undead creature. The target immediately. The spell enables creatures with
throw. On a success, the spell has no effect. If becomes a skeleton if you chose bones or a Intelligence scores of at least 1 to understand
the target is a creature, everything it is wearing zombie if you chose a corpse (the DM has the the meaning of your message. You can send
and carrying changes size with it. Any item creature’s game statistics). On each of your the message across any distance and even to
dropped by an affected creature returns to turns, you can use a bonus action to mentally other planes of existence, but if the target is on
normal size at once. Enlarge. The target’s size command any creature you made with this a different plane than you, there is a 5 percent
doubles in all dimensions, and its weight is spell if the creature is within 60 feet of you (if chance that the message doesn’t arrive.
multiplied by eight. This growth increases its you control multiple creatures, you can
size by one category—from Medium to Large, command any or all of them at the same time, Summon Shadowspawn
for example. If there isn’t enough room for the issuing the same command to each one). You Conjuration 3
target to double its size, the creature or object decide what action the creature will take and Casting Time: 1 action
attains the maximum possible size in the where it will move during its next turn, or you Range: 90 feet
space available. Until the spell ends, the target can issue a general command, such as to Target:
also has advantage on Strength checks and guard a particular chamber or corridor. If you Components: V S M
Strength saving throws. The target’s weapons issue no commands, the creature only defends Duration: Concentrationup to 1 hour
also grow to match its new size. While these itself against hostile creatures. Once given an Description:
weapons are enlarged, the target’s attacks order, the creature continues to follow it until You call forth a shadowy spirit. It manifests in
with them deal 1d4 extra damage. Reduce. its task is complete. The creature is under your an unoccupied space that you can see within
The target’s size is halved in all dimensions, control for 24 hours, after which it stops range. This corporeal form uses the Shadow
and its weight is reduced to one-eighth of obeying any command you’ve given it. To Spirit stat block. When you cast the spell,
normal. This reduction decreases its size by maintain control of the creature for another 24 choose an emotion: Fury, Despair, or Fear.
one category—from Medium to Small, for hours, you must cast this spell on the creature The creature resembles a misshapen biped
example. Until the spell ends, the target also again before the current 24-hour period ends. marked by the chosen emotion, which
has disadvantage on Strength checks and This use of the spell reasserts your control determines certain traits in its stat block. The
Strength saving throws. The target’s weapons over up to four creatures you have animated creature disappears when it drops to 0 hit
also shrink to match its new size. While these with this spell, rather than animating a new points or when the spell ends. The creature is
weapons are reduced, the target’s attacks with one. an ally to you and your companions. In
them deal 1d4 less damage (this can’t reduce At Higher Levels: When you cast this spell combat, the creature shares your initiative
the damage below 1). using a spell slot of 4th level or higher, you count, but it takes its turn immediately after
animate or reassert control over two additional yours. It obeys your verbal commands (no
Undead creatures for each slot level above action required by you). If you don't issue any,
3rd. Each of the creatures must come from a it takes the Dodge action and uses its move to
different corpse or pile of bones. avoid danger.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, use the
higher level wherever the spell's level appears
in the stat block.
Counterspell Bestow Curse Hallucinatory Terrain
Abjuration 3 Necromancy 3 Illusion 4
Casting Time: 1 reaction, which you take Casting Time: 1 action Casting Time: 10 minutes
when you see a creature within 60 feet of you Range: Touch Range: 300 feet
casting a spell Target: A creature Target: 150-foot cube in range
Range: 60 feet Components: V S Components: V S M
Target: A creature in the process of casting a Duration: ConcentrationUp to 1 minute Duration: 24 hours
spell Description: Description:
Components: S You touch a creature, and that creature must You make natural terrain in a 150-foot cube in
Duration: Instantaneous succeed on a Wisdom saving throw or become range look, sound, and smell like some other
Description: cursed for the duration of the spell. When you sort of natural terrain. Thus, open fields or a
You attempt to interrupt a creature in the cast this spell, choose the nature of the curse road can be made to resemble a swamp, hill,
process of casting a spell. If the creature is from the following options: Choose one ability crevasse, or some other difficult or impassable
casting a spell of 3rd level or lower, its spell score. While cursed, the target has terrain. A pond can be made to seem like a
fails and has no effect. If it is casting a spell of disadvantage on ability checks and saving grassy meadow, a precipice like a gentle
4th level or higher, make an ability check using throws made with that ability score. While slope, or a rock-strewn gully like a wide and
your spellcasting ability. The DC equals 10 + cursed, the target has disadvantage on attack smooth road. Manufactured structures,
the spell’s level. On a success, the creature’s rolls against you. While cursed, the target must equipment, and creatures within the area
spell fails and has no effect. make a Wisdom saving throw at the start of aren’t changed in appearance. The tactile
At Higher Levels: When you cast this spell each of its turns. If it fails, it wastes its action characteristics of the terrain are unchanged,
using a spell slot of 4th level or higher, the that turn doing nothing. While the target is so creatures entering the area are likely to see
interrupted spell has no effect if its level is less cursed, your attacks and spells deal an extra through the illusion. If the difference isn’t
than or equal to the level of the spell slot you 1d8 necrotic damage to the target. A remove obvious by touch, a creature carefully
used. curse spell ends this effect. At the DM’s option, examining the illusion can attempt an
you may choose an alternative curse effect, Intelligence (Investigation) check against your
Incite Greed but it should be no more powerful than those spell save DC to disbelieve it. A creature who
Enchantment 3 described above. The DM has final say on discerns the illusion for what it is, sees it as a
Casting Time: 1 action such a curse’s effect. vague image superimposed on the terrain.
Range: 30 feet At Higher Levels: If you cast this spell using a
Target: Any number of creatures within range spell slot of 4th level or higher, the Duration is Fabricate
that can see you Concentration, up to 10 minutes. If you use a Transmutation 4
Components: V S M spell slot of 5th level or higher, the duration is Casting Time: 10 minutes
Duration: ConcentrationUp to 1 minute 8 hours. If you use a spell slot of 7th level or Range: 120 feet
Description: higher, the duration is 24 hours. If you use a Target: Raw materials that you can see within
When you cast this spell, you present the gem 9th level spell slot, the spell lasts until it is range
used as the material component and choose dispelled. Using a spell slot of 5th level or Components: V S
any number of creatures within range that can higher grants a duration that doesn’t require Duration: Instantaneous
see you. Each target must succeed on a concentration. Description:
Wisdom saving throw or be charmed by you You convert raw materials into products of the
until the spell ends, or until you or your same material. For example, you can fabricate
companions do anything harmful to it. While a wooden bridge from a clump of trees, a rope
charmed in this way, a creature can do nothing from a patch of hemp, and clothes from flax or
but use its movement to approach you in a wool. Choose raw materials that you can see
safe manner. While an affected creature is within range. You can fabricate a Large or
within 5 feet of you, it cannot move, but simply smaller object (contained within a 10-foot
stares greedily at the gem you present. At the cube, or eight connected 5-foot cubes), given
end of each of its turns, an affected target can a sufficient quantity of raw material. If you are
make a Wisdom saving throw. If it succeeds, working with metal, stone, or another mineral
this effect ends for that target. substance, however, the fabricated object can
be no larger than Medium (contained within a
Remove Curse single 5-foot cube). The quality of objects
Abjuration 3 made by the spell is commensurate with the
Casting Time: 1 action quality of the raw materials. Creatures or
Range: Touch magic items can’t be created or transmuted by
Target: One creature or object this spell. You also can’t use it to create items
Components: V S that ordinarily require a high degree of
Duration: Instantaneous craftsmanship, such as jewelry, weapons,
Description: glass, or armor, unless you have proficiency
At your touch, all curses affecting one creature with the type of artisan’s tools used to craft
or object end. If the object is a cursed magic such objects.
item, its curse remains, but the spell breaks its
owner’s attunement to the object so it can be
removed or discarded.
Gravity Sinkhole Creation
Evocation 4 Legend Lore Illusion 5
Casting Time: 1 action Divination 5 Casting Time: 1 minute
Range: 120 feet Casting Time: 10 minutes Range: 30 feet
Target: 20-foot-radius sphere Range: Self Target: See text
Components: V S M Target: See text Components: V S M
Duration: Instantaneous Components: V S M Duration: Special
Description: Duration: Instantaneous Description:
Roll20 Note: This spell requires the Dungeon Description: You pull wisps of shadow material from the
Master's consent and is typically reserved for Name or describe a person, place, or object. Shadowfell to create a nonliving object of
the Graviturgy Wizard School of Magic. A 20- The spell brings to your mind a brief summary vegetable matter within range: soft goods,
foot-radius sphere of crushing force forms at a of the significant lore about the thing you rope, wood, or something similar. You can also
point you can see within range and tugs at the named. The lore might consist of current tales, use this spell to create mineral objects such as
creatures there. Each creature in the sphere forgotten stories, or even secret lore that has stone, crystal, or metal. The object created
must make a Constitution saving throw. On a never been widely known. If the thing you must be no larger than a 5-foot cube, and the
failed save, the creature takes 5d10 force named isn’t of legendary importance, you gain object must be of a form and material that you
damage and is pulled in a straight line toward no information. The more information you have seen before. The duration depends on
the center of the sphere, ending in an already have about the thing, the more precise the object’s material. If the object is composed
unoccupied space as close to the center as and detailed the information you receive is. of multiple materials, use the shortest duration.
possible (even if that space is in the air). On a The information you learn is accurate but Material Duration Vegetable matter 1 day
successful save, the creature takes half as might be couched in figurative language. For Stone or crystal 12 hours Precious metals 1
much damage and isn’t pulled. example, if you have a mysterious magic axe hour Gems 10 minutes Adamantine or mithral
At Higher Levels: When you cast this spell on hand, the spell might yield this information: 1 minute Using any material created by this
using a spell slot of 5th level or higher, the “Woe to the evildoer whose hand touches the spell as another spell’s material component
damage increases by 1d10 for each slot level axe, for even the haft slices the hand of the causes that spell to fail.
above 4th. evil ones. Only a true Child of Stone, lover and At Higher Levels: When you cast this spell
beloved of Moradin, may awaken the true using a spell slot of 6th level or higher, the
Otiluke's Resilient Sphere powers of the axe, and only with the sacred cube increases by 5 feet for each slot level
Evocation 4 word Rudnogg on the lips.” above 5th.
Casting Time: 1 action
Range: 30 feet
Target: A creature or object of Large size or
smaller within range
Components: V S M
Duration: ConcentrationUp to 1 minute
Description:
A sphere of shimmering force encloses a
creature or object of Large size or smaller
within range. An unwilling creature must make
a Dexterity saving throw. On a failed save, the
creature is enclosed for the duration. Nothing
—not physical objects, energy, or other spell
effects—can pass through the barrier, in or
out, though a creature in the sphere can
breathe there. The sphere is immune to all
damage, and a creature or object inside can’t
be damaged by attacks or effects originating
from outside, nor can a creature inside the
sphere damage anything outside it. The
sphere is weightless and just large enough to
contain the creature or object inside. An
enclosed creature can use its action to push
against the sphere’s walls and thus roll the
sphere at up to half the creature’s speed.
Similarly, the globe can be picked up and
moved by other creatures. A disintegrate spell
targeting the globe destroys it without harming
anything inside it.