You are on page 1of 3

Spells

Speakeasy password- 2nd; Any closed door you touch becomes a portal to an illegal
underground bar. The bar is always the same bar with the same barkeep. Everyone
else can come and go as they please, and any attempt to follow them out of the door
fails without magical means. Everyone in the bar knows they inhabit a magical bar,
and everyone presumably has this spell. The barkeep can sell food and beverages.
Any fighting done within the bar is frowned upon. Exiting the door results in coming
out of the door in the same place you cast the spell. If someone opens the door from
the other (nonmagical) side, the spell is immediately dispelled. Additionally, if you
exit the bar while someone uses the original door, you will be sent to the astral
plane for 2 minutes as punishment for not knocking first.

Language acquisition- 2nd; Casting this spell on yourself or another willing creature,
the target of this spell then proceeds to consume the flesh of a sentient creature.
Upon doing so, they permanently learn one language that the creature knew, if the
target of this spell didn't already know the same languages as the creature they
partook of. Additionally, the eater gains passwords and any language based
knowledge of the consumed.

Living words-3rd. Can create any mundane item that can be described in a sentence
and held in the arms.

Fool’s speech- 3rd. While casting this spell, you touch up to eight willing targets. This
gives you and your allies the ability to speak in a secret language that is
incomprehensible gibberish to everyone else. This language cannot be understood
even when using spells such as comprehend languages or tongues.

Under the breath-1rst; reaction. You call out a distracting curse to a creature,
altering its chance to succeed at whatever it’s currently doing. You roll a d4 and
subtract the number rolled from an attack roll, ability check, or saving throw that
the target creature just made; the target uses the lowered result to determine the
outcome of its roll.

Last word- 3rd; You relive the last moments of a once-living creature whose corpse
you touch when you cast the spell. You experience the last 10 minutes of its life
through the creature's eyes.
While you are experiencing these moments, you are blinded and deafened to your
physical surroundings. If you lose concentration on the spell, it ends early and you
lose any viewings you may have missed. You can end the spell early with a  bonus
action. This spell does not affect dead creatures currently animated by magic, or
creatures that have been dead for more than 1 month.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,
you see the last 30 minutes of the creature's life.
Locate word It takes one minute to cast this spell. While concentrating for the
duration, you are able to pinpoint every location within 300 feet where your chosen
word is being spoken. While you are concentrating on the spell, once the word is
spoken, you are able to find the originating point. If you hear more than one person
utter the word, you must make a Wisdom Check with DC equal to your Spell Save
DC. If you succeed, you're able to discern which point was spoken by your intended
target. If you fail, you are not able to discern the difference between any of the
people speaking the word and you must choose which to follow.

Word thief- Cantrip; It is a spell which can allow you to memorize the contents of a
book at will, any script really. You are able to transfer the contents into your mind
although this will leave whatever held the script (a book, a stone table) blank. One
can steal libraries, only leaving empty husks of books.

Wordsmith- 3rd;
You attempt to make a minor change to a spell you can see being cast within 60 feet
of you. If the spell is of 3rd level or lower, you succeed. If it is casting a spell of 4th
level or higher, make an ability check using your spellcasting ability. The DC equals
10 + the spell's level.
If you succeed, you may make a minor change to the title of the spell the creature is
casting. This change can, for example, be another word that rhymes, or a
substitution of a few letters, but it is ultimately up to the DM. The effect of the spell
then changes to something fitting of the new title, as the DM describes. Usually it is a
harmless or silly minor effect, or sometimes the spell fails entirely if it is nonsense,
but the spell can potentially create an effect up to the power level of the original.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it
succeeds if the interrupted spell has a level is less than or equal to the level of the
spell slot you used.

Word as bond- 4th; When you cast this spell, you spend the casting time drawing an
arcane seal using the material components. The seal describes any conditions that
you desire that two target willing creatures must agree on.
The seal must be pressed between those two creatures, as with a handshake, within
a minute of it's writing or the spell fails. When that happens the parchment burns up
leaving a faint marking of the seal on both creatures.
The seal is clearly visible to creatures with truesight or creatures affected by See
Invisibility or a similar spell. A creature that knows this spell can decipher the seal's
conditions. Casting Identify on the seal or the creature reveals the conditions as well.
While each creature is affected by this spell, the seal is capable of doing two things
depending on if the conditions are met or broken. If the conditions are broken, the
seal can deal necrotic damage equal to both cretures' health added together to
either creature, divided however the conditions stipulate. This damage cannot be
negated or transferred by some other spell. If the conditions are met, the seal can
end the spell releasing both creatures from the agreement. The spell ends if either
creature dies.
The spell is considered a curse for the purposes of removing it, and can only be
removed by spells of 6th level or higher.

You might also like