Griffin's Spells
From OakthorneWiki
Contents
Spells Stats
- Spell Attack Bonus: +9 (Cha + Proficiency + Staff)
- Saving Throw DC Total: 17 (8 + Cha + Proficiency + Staff)
- Spells per Day: 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2, 6th: 1; 7th: 1
- Magic Ability: Charisma (+3); Intelligence (+3) for rituals
- Cantrips Known: 6
- Spells Known: 13
- Sorcery Points: 13
Font of Magic
- Flexible Casting: Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Also, you can transform sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th.
- 1st level spell slot: 2 SP
- 2nd level spell slot: 3 SP
- 3rd level spell slot: 5 SP
- 4th level spell slot: 6 SP
- 5th level spell slot: 7 SP
- Metamagic:
- Empowered Spell: You can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP if the spell is a cantrip)
Cantrips
- Control Flames: transmutation; 1 action, 60/75 feet, instant or 1 hour, S. You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: 1) You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. 2) You instantaneously extinguish the flames within the cube. 3) You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. 4) You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Frostbite: evocation; 1 action, 60/75 ft, instant, VS. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 cold damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn. Damage increases by 1d6 @ 17th lvl.
- Mold Earth: transmutation; 1 action, 30/37.5 ft, instant or 1 hour, S. You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: 1) If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. 2) You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. 3) If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Prestidigitation: transmutation; 1 action, 10/12.5 ft, 1 hr, VS. If you cast spell multiple times, up to three of its non-instantaneous effects can be active at a time. Create an instantaneous sensory effect that is harmless, such as a shower of sparks; light or snuff out candle, torch, or small campfire; clean or soil item no larger than 1 cubic ft; chill, warm, or flavor up to 1 lb of nonliving material; make a color, small mark, or symbol appear on object or surface; produce small, nonmagical trinket or illusory image that lasts until end of your next turn; make small handheld item invisible until end of your next turn.
- Shape Water: transmutation; 1 action, 30/37.5 ft, instant or 1 hour, S. You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: 1) You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. 2) You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. 3) You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. 4) You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Shocking Grasp: evocation; 1 action, touch, instantaneous, VS. Make a melee spell attack; gain advantage if target is wearing metal armor. 3d8 lightning damage, and target can't take reactions until start of its next turn. Damage increases by 1d8 @ 17th lvl.
1st Level
- Chromatic Orb: evocation; 1 action, 90/112.5 ft, instant, VSM (a diamond worth at least 50 gp). You hurl a 4-inch-diameter sphere of energy at a creature within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. Cast at 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Shield: abjuration; 1 reaction, self, 1 round, VS. Until start of next turn, +5 bonus to AC, including against triggering attack, and take no damage from magic missile.
2nd Level
- Detect Thoughts: divination; 1 action, self, concentration up to 1 min, VSM. Read surface thoughts of any creature w/in 30 ft range you can see. As an action, shift attention to new target or attempt to probe deeper into initial target's thoughts. If you probe deeper, target must make a Wis save. On fail, you gain insight into its reasoning, emotional state, & something that looms large in its mind. If target succeeds, spell ends. Either way, target becomes aware of you. Unless you shift your attention, it can (as its action on its turn) make a contested Int check against you to end your spell. Spell is good for interrogations, as verbal questions will shape target's thoughts. You can also detect creatures w/in range that you can't see; once detected, you can read thoughts as above even if target is still out of sight so long as it doesn't move out of range. Spell can penetrate barriers, but is blocked by 2 ft rock, thin sheet of lead, or 2 in any other metal. Creatures that speak no language or have Int 3 or less are unaffected.
- Mirror Image: illusion; 1 action, self, 1 minute, VS. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dex modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
3rd Level
- Counterspell: abjuration; 1 reaction (which you take when you see a creature within 60 feet of you casting a spell), 60/75 ft, instant, S. If creature is casting spell of 3rd level or lower, spell fails. If spell is 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
- Dispel Magic: abjuration; 1 action, 120/150 ft, instant, VS. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
- Fireball: evocation; 1 action, 150/187.5 ft, instant, VSM. Each creature in a 20-ft-radius sphere must make a Dex saving throw. Targets take 8d6 fire damage on a failed save, half as much on successful one. The fire spreads around corners and ignites flammable objects that aren’t being worn or carried. Use a spell slot of 4th level or higher, damage increases by 1d6 per level.
4th Level
- Greater Invisibility: illusion; 1 action, touch, concentration up to 1 minute, VS. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
5th Level
- Immolation: evocation; 1 action, 90/112.5 ft, concentration, up to 1 minute, V. Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
- Telekinesis: transmutation; 1 action, 60/75 ft, concentration up to 10 minutes, VS. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
- Teleportation Circle: conjuration; 1 minute, 10/12.5 ft, 1 round, VM (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes). As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
6th Level
- Chain Lightning: evocation; 1 action, 150/187.5 ft, instant, VSM. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. Casting this spell at 7th level or higher creates one additional bolt from the first target to another target for each slot level above 6th.
7th Level
Rituals
Magical Ability: Intelligence +3
1st Level
- Alarm: abjuration; 11 min, 30 ft, 8 hrs, VSM. Set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
- Comprehend Languages: divination; 10 min, self, 1 hr, VSM. You understand the literal meaning of spoken language and written language, provided you're touching the surface on which the words are written. Takes about 1 min to read one pg of text.
- Detect Magic: divination; 10 min, self, up to 10 min, VS. Sense presence of magic within 30 ft. If you sense magic, you can use your action to see a faint aura around any visible creature or object that bears magic and learn its school of magic, if any. Spell can penetrate most barriers, but is blocked by 1 ft stone, 1 in common metal, thin sheet of lead, or 3 ft wood/dirt.
- Find Familiar: conjuration; 1 hour & 10 min, self, permanent.
- Identify: divination; 11 min, touch, instantaneous, VSM (pearl worth 100 gp). Must touch object throughout casting. Learn item's properties, how to use them, whether it requires attunement, how many charges it has, if any spells are affecting it & what they are. If item was created by a spell, you learn which one. Can also be used to discern what spells are affecting a creature.
- Illusory Script: illusion; 11 min, self, 10 days, SM. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
- Tenser's Floating Desk: conjuration; 10 min, 30 feet, 1 hr, VSM. This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
- Unseen Servant: conjuration; 10 min, 60/75 ft, 1 hr, VSM. Creates invisible, mindless, shapeless force that performs simple tasks at your command. The servant has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
2nd Level
- Gentle Repose: necromancy; 10 min, touch, 10 days, VSM. You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
- Magic Mouth: illusion; 11 min, 30 ft, until dispelled, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes). Implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
3rd Level
- Feign Death: necromancy; 10 min, touch, 1 hr, VSM. You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
- Leomund's Tiny Hut: evocation; 11 min, self (10-ft-radius hemisphere), 8 hrs, VSM. A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
- Phantom Steed: illusion; 11 min, 30 ft, 1 hr, VS. A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
- Water Breathing: transmutation; 10 min, 30 ft, 24 hrs, VSM. This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
5th Level
- Contact Other Plane: divination; 10 min, self, 1 min, V. You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
- Rary's Telepathic Bond: divination; 10 min, 30 ft, 1 hour, VSM. You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
6th Level
- Drawmij’s Instant Summons: conjuration; 11 min, touch, until dispelled, VSM (a sapphire worth 1,000 gp) You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Items
Potions
- Healing x 0: Regain 2d4 + 2 HP
- Diminution x 1: Grants the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Target’s size is halved; weight reduced to one-eighth; decreases its size by one category. Target has disadvantage on Strength checks and saving throws. Target’s weapons also shrink, reducing damage by 1d4.
- Holy Water x 4
- Fire Resistance x 1: Gain resistance to fire damage for 1 hour.
- Speak with Animals x 2
- Climbing x 1: When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.
- Greater Healing x 1: Regain 4d4 + 4 HP
- Acid Resistance x 1: Gain resistance to acid damage for 1 hour.
- Mind Reading: x 1 : When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13).
- Longevity: x 2: When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.
- Firebreath x 1: Bonus action to use; 30' range; DC 13 Dex Save or take 4d6 fire dam, half on save. Can use it three times or until 1 hour has passed.
- Vitality x 1: Removes any exhaustion and cures any disease or poison affecting you. For the next 24 hours, regain the maximum number of hit points for any Hit Die you spend.
Scrolls
- Mending x 1
- Remove Curse x1
- Stone Shape x 1