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
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.
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.