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SPELLS

Armament Monkeys Grasp


1st-level conjuration 2nd-level transmutation
(Bard, Cleric, Ranger, Paladin, Wizard) (Bard, Druid, Sorcerer, Warlock, Wizard)

Casting Time: 1 action Casting Time: 1 action


Range: 15 ft. Range: 120 ft.
Components: V, M (metal powder) Components: V, S
Duration: 8 hours Duration: Concentration 1 Minute
You summon a collection of weapons from a dimensional pocket. You summon a large ethereal monkey paw that rises from the
You may summon a total of 5 martial weapons. These weapons are ground below and grapples a target that you can see within range.
considered well made and vanish after 8 hours or until dispelled. Make a contested grapple check against that target, using your
spell attack modifier in place of strength.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can summon an additional 3 martial weapons A grappled creature takes 1d8 necrotic damage at the start of their
for each slot level above 1st. turn. Grappled creatures can spend an action to attempt and break
a grapple. When a grapple is broken the monkey paw disappears.
Duplicate The spell lasts for the duration, or until all monkey
2nd-level conjuration paws disappear.
(Bard, Ranger, Sorcerer, Wizard) At Higher Levels. When you cast this spell using a spell slot of 3rd
Casting Time: 1 action level or higher, you can target one additional creature for each slot
Range: 5 ft. level above 2nd. The creatures must be in range and within 50 ft.
Components: S, M (copper powder and wax) of each other when you target them.
Duration: 8 Hours
You create an exact replication of an object you can see within Plummet
range. The two objects are indistinguishable from each other and 4th-level transmutation
the duplicate functions as if it were the original object, except for (Cleric, Druid, Paladin, Ranger)
any magical properties the original object may hold. This Duplicate Casting Time: 1 action
disappears after 8 hours or after it’s been dispelled. Range: 120 ft.
A creature can discern whether an object is a duplicate by making Components: V, S
an intelligence (investigation) check with a DC equal to your spell Duration: Instantaneous
save DC. You cause an enormous invisible force to wrap around and pull a
At Higher Levels. When you cast this spell using 3rd level spell flying creature within range out of the air. The flying creature must
slot, the duration of the spell increases to 16 hours. When you make a Dexterity saving throw. On a failed save, the creature is
use a spell slot of 4th level or higher, the duration of the spell pulled to the ground and takes 1d4 force damage for every 10 ft. it
increases to 24 hours. plummets. On a successful save the creature takes no damage
and drops half the distance it would have fallen.
SPELLS

Retrieve
Cantrip Transmutation
(Bard, Sorcerer, Warlock, Wizard)

Casting Time: Bonus Action


Range: 15 ft.
Components: V
Duration: Instantaneous
After uttering just a few arcane words you cause an object to fly to
your hand. The object must be within range and weigh 10 pounds
or less. The object must also not be worn or carried at the time
of casting.

Submerge
5th-level conjuration
(Druid, Sorcerer, Wizard)

Casting Time: 1 Action


Range: 250 ft.
Components: V, S, M ( 10 gold worth of fine papers which the
spell consumes)
Duration: 1 round
This spell creates a magical path between a body of water within
range and another body of water, at any distance, on the same
plane of existence. You must be familiar with the destination’s body
of water before traveling to it. For the duration, any creature can
step into the target water and exit from the destination’s water by
using 5 feet of movement.
For the path to be without flaw, both bodies of water must be large
enough to submerge the creature passing through. If that is not
the case when a creature moves through the portal there’s a 25%
chance that they appear somewhere else. This applies individually
to each creature that passes through the portal when the bodies
of water are insufficient.

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