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Cantrips

Deflect Blame
Thundering Armor

1st Level
Ancient Knowledge
Augment Artistry
Calders Starry Sky
Energy Alteration
Magecraft
Repair Damage

2nd Level
Aura of Comfort (cleric)
Bothersome Babble
Clothiers Closet
Deeppockets
Impart Knowledge
Sense Weakness

3rd Level
Blast Rod
Dig
Impenetrable Falsehood
Know Customs
Unseen Crafter

4th Level
Conjuration Foil

CANTRIPS

Deflect Blame
2nd-level enchantment
Components: V, S, M (lemon juice and a crap of parchment)
Casting Time: 1 bonus action
Duration: Instantaneous
Range: 60 feet
Area of Effect: One creature

You can cast this spell immediately after attacking a creature, causing that creature to believe that a
different creature that threatens it was responsible for the attack rather than you. You can also cast this spell
immediately after a failed Bluff, Diplomacy, or Intimidate check, causing the target of that check to believe
that a different creature you designate within spell range was responsible for the content of that failed
check. Using the spell in these ways doesnt compel the target to undertake a specific action in response to
its belief of where the blame lies.

At the end of each of its turns, the target can make another Constitution saving throw. Any bonuses that one
would receive to Concentration checks one receives on the save vs. this spell. On a success, the spell ends
on the target.

Thundering Armor
Abjuration cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 Round

You summon a field of protective force around the target, granting them a +1 bonus to their AC until the
end of your next turn. One creature adjacent to the primary target must make a Constitution save, or suffer
1d4 force damage and be pushed 5 feet away from them.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),
and 17th level (4d4).

1ST LEVEL SPELLS


Ancient Knowledge
1st-level divination
Casting Time: 1 minute
Range: Self
Components: V, S, F (a piece of ivory worth 100 gp)
Duration: 24 hours

You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on particularly
difficult academic problems. You gain proficiency with one knowledge skill for the duration of the spell. If
youre already proficient in the skill, you double your proficiency bonus. If you cast this spell every day for
a week, you can make a knowledge/research check representing the weeks work and still gain the
proficiency bonus.

At Higher Levels. If you cast this spell with a 4th-level or higher spell slot, you triple your proficiency
bonus.

Augment Artistry
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, F (Artisan tools)
Duration: 24 hours

You gain proficiency with one form of artisans tools. If youre already proficient in that tool, double your
proficiency bonus. If you cast this spell every day for a week, you can make an artisans tool check
representing the weeks work and still gain the proficiency bonus.

At Higher Levels. If you cast this spell with a 4th-level or higher spell slot, the target triples the chosen
artisans tool proficiency bonus.

Calders Starry Sky


1st-level illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (an unblemished silver mirror)
Duration: 3 hours
A completely accurate starmap of the local sky is projected upwards from the mirror. It can be used to study
the sky or, if cast out-side, the aid in navigation during the day or on overcast nights.
Energy Alteration
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (five energy type alchemical ointment worth 50gp)
Duration: 10 minutes

You alter an item that employs an energy type or grants protection from an energy type, to employ or
protect against a different energy type. The amount of damage dealt by energy, protection offered from
energy, and all other effects remain the same.

Handy Grapnel
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an arrowhead)
Duration: 10 minutes

You cause the target rope to shrink and reshape itself into an arrow, bolt, or similar piece of ammunition, which you can shoot
at any Medium or larger object. With a successful attack roll against an AC equal to 5 plus the hardness of the target object, the handy
grapnel strikes and embeds itself in that object with the strength of an iron grappling hook.

As a move action, you can command the rope to extend from the arrow. If you are within a distance equal to the length of the rope and
have a hand free, the end of the rope swings directly into your hand. With another move action, you can command the handy grapnel
to retract itself up to the grappling hook, pulling up any creature or object supported by the rope at a speed of 50 feet per round.

Once embedded, the rope can be used for climbing or any other purpose a rope could serve, and it can bear up to 200 pounds per level
of the caster at a time (maximum 1,000 pounds). If this weight limit is exceeded, the handy grapnel comes loose and any creature or
object supported by the rope falls.

Magecraft
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, F (Artisan tools)
Duration: 24 hours

While this spell is in effect, you become an expert at crafting magical items faster than usual. This allows
you to double the amount of crafting progress you make each day from 25gp increments to 50 gp
increments. If you cast this spell every day for a week, you can apply this effect to the entire weeks work.

Legendary: 20,000 days, very rare: 2,000 days, Rare: 200, Uncommon: 20, Common 4 days
Legendary: 10,000 days, Very rare: 1,000 days, Rare: 100, Uncommon: 10, Common 2 days

Repair Damage
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
When laying your hands upon a construct, you transmute its structure to repair damage it has taken. A
construct you touch regains a number of hit points equal to 1d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage repaired
increases by 1d6 for each slot level above 1st.
2nd LEVEL SPELLS
Aura of Comfort
2nd-level evocation (ritual)
Components: V, S
Casting Time: 1 action
Duration: 8 hour
Range: Touch
Area of Effect: One creature
When this spell is cast, a faintly shimmering aura surrounds the recipient. The aura insulates the recipient
from the effects of non-magical heat and cold ina range of 20 degrees F. to 140 degrees F. A creature
encountering temperatures in this range maintains a comfortable temperature of 70 degrees F., regardless of
prevailing weather conditions. Also, the spell shields the creature from rain, snow, and hail.

If a creature encounters a temperature above or below the stated range, the temperature within the aura is
altered by an equal number of degrees. For example, a creature encountering a 150 degree temperature
actually experiences a temperature of 80 degrees.

All physical objects other than rain, snow, and hail can pass through the aura. The creature can cast spells
normally while the aura of comfort is in effect. The spell offers no protection against magically generated
weather, and it does not protect against fire, nor does it shield against fire or cold-based attacks.

Bothersome Babble
2nd-level enchantment
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to one minute.
Range: 60 feet
Area of Effect: One creature

The subject can't make himself understood through verbal communication. No matter how hard he tries, he
can't speak a language, but only utters nonsense sounds. His ability to write is unimpeded. At the end of
each of its turns, the target can make another Constitution saving throw. Any bonuses that one would
receive to Concentration checks one receives on the save vs. this spell. On a success, the spell ends on the
target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Clothiers Closet
2nd-level conjuration (ritual)
Components: V, S, M (a gem worth at least 100gp)
Casting Time: 1 minute
Duration: 1 hour
Range: 30 feet

When you and your companions need to attend a gala reception at the last minute, you need not despair
over your clothing. When you cast clothiers closet, you conjure a 3-inch-diameter wooden rod up to 10
feet long between any two upright supports you choose. For example, you could summon the rod to appear
between two walls of a corridor or alcove. On the rod hangs a number of outfits as determined by you, each
of a size and type you specify while the spell is cast.

The conjured rod can hold a variety of separate outfits who total price does not exceed 100 gp. The outfit
types that you can specify include the following: Artisans outfit, clerics vestments, cold weather outfit,
courtiers outfit, entertainers outfit, explorers outfit, monks outfit, nobles outfit, scholars outfit, or
travelers outfit.

The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses
and the rod and hangers disappear, the clothes remain.

Deeppockets
2nd-level transmutation (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a tiny golden needle worth at least 5 gp that is consumed in the casting, and a strip
of fine cloth twisted into a Mbius strip)
Duration: 24 hours

You touch a pocket that has been sewn into an existing garment and turn it into an extra-dimensionally
large container. It can hold up to 100 pounds of objects but weighs no more than 10 pounds. The objects
must fit into the mouth of the pocket.

When the spell expires, the objects suddenly pour out of the pocket. You can also command the objects to
pour out in the same manner at any time.

Preservation
2nd-level abjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pinch of salt)
Duration: 1 week
Up to 250 pounds of raw food will remain perfectly preserved for one week. This spell does not work on
cooked food, nor does it prevent the food from being eaten during this time; it merely keeps it from rotting
or going moldy. e

This spell can also be used to preserve a corpse in preparation for being raised; a week of preservation
counts only as one day for the purposes of the raise dead spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can preserve an
additional 50 pounds for each slot level above 2nd.

Sense Weakness
2nd-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You grant the subject of the spell insight into the vulnerability of a single opponent. Once over the next 24
hours, the subject can automatically confirm a single critical hit. The subject must declare the use of the
spell after the attack is rolled but before the DM has confirmed the hit.

3RD LEVEL SPELLS


Dig
3rd-level evocation (ritual)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a miniature shovel and bucket, which are consumed by the spell)
Duration: Concentration, up to 10 minutes

This spell digs a hole 5 feet wide and 5 feet deep in one round. In each subsequent round, you can choose
to make the hole wider by five feet or deeper by five feet. You may dig through earth, sand, mud, or loose
gravel, but not through solid rock or large, compacted stones.
This spell can also be used to inflict dam-age against earth elementals and constructs made of earth or clay.
The target earth elemental must make a Constitution saving throw. The target takes 4d10 force damage on a
failed saving throw, or half as much damage on a successful one.

At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you may dig through rock.

Impenetrable Falsehood
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 12 hours

You or one willing creature you touch becomes able to tell lies without being caught or stopped by
mundane or magical means, including use of the Insight skill or spells such as zone of truth. In addition,
anyone who reads your mind in order to find the truth must make an Intelligence saving throw; they only
discover that you are lying if they succeed.

If cast on a creature who is in or who enters a zone of truth, that creature gains advantage on its saving
throw, and the zones caster will be led to believe that that creature failed its saving throw, regardless of
whether that creature failed or succeeded.

Irians Light (Races of Eberron)


3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You channel the light of Irian, the eternal day into three brilliant rays of positive energy that heal the living
and reave the undead. Make a ranged spell attack for each ray. On a hit, any living or deathless creature
struck by a ray heals 2d6 points of damage. Any undead creature struck by a ray takes 2d6 points of
damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within
30 feet of each other and fired simultaneously.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.

Know Customs
3rd-level divination
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You choose one creature native to the area that has an intelligence of 5 or higher. That creature must make
an Intelligence saving throw. If the saving throw succeeds, the spell ends. On a failure, you gain the
knowledge that creature possesses on local customs, including common courtesies, local restrictions and
taboos, upcoming and important holidays and observances, and typical things that everyone knows.

Unseen Crafter
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and bit of wood)
Duration: 8 hours

This spell functions as unseen servant, except that the unseen crafter can be assigned any one task that can
be accomplished by the use of an artisans tool proficiency. Appropriate tools, materials and the spells for
magical item enchantment must be provided for the unseen crafter; it makes checks using your ability
modifiers and proficiency bonuses for the requisite tools. Each unseen crafter can contribute 5 gp worth of
effort for each day spent helping to craft mundane items and 25 gp worth of effort each day spent helping to
craft magic items.

Once the unseen crafter has completed the assigned task, the spell ends as if dismissed. If the unseen crafter
leaves work undone, any creature or another unseen crafter can continue it.

At Higher Levels. When you cast this spell using certain higher-level spell slots, more unseen crafters
appear: two with a 6th-level slot and three with a 9th-level slot.
4TH LEVEL SPELLS

Conjuration Foil
4th-level abjuration
Components: S
Casting Time: 1 reaction
Duration: 1 round.
Range: 60 feet

All creatures in the area gain advantage on saving throws against teleportation effects. If any creature
would enter or depart the area via a summoning or teleportation effect, that creature takes 5d6 points of
damage and prevents the target from teleporting or moving for 1 round. A successful Charisma save halves
the damage and negates the teleportation prevention.

At Higher levels. Add two rounds per level up,

Thundering Armor Artificer Attack 1


Khyber Shard Holy Symbol
In addition to their various uses for binding and controlling, Khyber dragonshards can be incorporated into
a clerics holy symbol to grant power over elementals.

Description: A Khyber shard holy symbol looks like the mundane version of the symbol, except that it is
crafted of precious metals and has a Khyber dragonshard set into its center. Each holy symbol is attuned to
one of the four elements at the time of creation. The shards setting has a specific shape for each element.

Inset Element Setting Shape Opposing Element


Air Circle Earth
Earth Lozenge (diamond) Air
Fire Triangle Water
Water Teardrop Fire

When a cleric uses the holy symbols ability, the shard within glows a deep blue.

Activation: You activate the items ability as part of a turning attempt.

Effect: You turn or destroy creatures of the items opposing element as a good cleric turns undead, or you
control creatures of the inset element as an evil cleric controls undead.

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring elementals of the
opposing element. Each elemental that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it cant willingly
move to a space within 30 feet of you. It also cant take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it from moving. If theres nowhere to move, the creature
can use the dodge action.

Control Elemental. As an action, the cleric targets one elemental creature of the inset element he or she
can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the
target must obey the clerics commands for the next 24 hours, or until the cleric uses this Channel Divinity
option again. An elemental whose challenge rating is equal to or greater than the clerics level is immune to
this effect.

Cleric Spells (7)


Cantrips: Guidance, Light, Mending
First Level: Bless, command*, cure wounds, healing word, identify*, protection from good/evil
Second Level: Augury*, enhance ability, spiritual weapon, suggestion*

Artificer Spells (9)


Cantrip: Makeshift Wand, Minor Illusion, Prestidigitation, Ray of Frost
First Level: Absorb elements, bewitch, repair damage, shield
Second Level: Brittle, frost snap, paralysis of Khyber, phantasmal force, rope trick

Spellbook

Cantrips: Guidance, light, makeshift wand, mending, minor illusion, prestidigitation, ray of frost

First Level: Absorb elements, bewitch, burning hands, charm person, chromatic orb, comprehend
languages, detect magic, disguise self, find familiar, fog cloud, gossamer webbing (BoLS), grease, identify,
illusory script, mage armor, magic missile, protection from evil and good, repair damage, shield, silent
image, sleep, Tensers floating disk, unseen servant.
Second Level: Alter self, arcane lock, brittle, darkness frost snap, invisibility, knock, levitate, magic mouth,
mirror image, misty step, Nystuls magic aura, paralysis of Khyber, phantasmal force, rope trick, see
invisibility, spider climb, suggestion, web.

Third Level: Blackout, Clairvoyance, Counterspell, Fear, Fireball, Leomunds Tiny Hut, Lightning Bolt,
Phantom Steed, Sending, Tongues

Wanted

First Level: Alarm, color spray, feather fall, jump, ice knife,

Second Level: Aganazzars scorcher, blur, continual flame, detect thoughts, enlarge/reduce, flaming sphere,
gust of wind, hold person, locate object, magic weapon, Melfs acid arrow, pyrotechnics, ray of
enfeeblement, shatter, Snillocs snowball swarm

Third Level: Blink, clairvoyance, counterspell, dispel magic, fear, feign death, fireball, fly, gaseous form,
glyph of warding, haste, hypnotic pattern, leomunds tiny hut, magic circle, major image, melfs minute
meteors, nondetection, phantom steed, protection from energy, remove curse, sending, sleet storm, slow,
tidal wave, tongues, wall of water, water breathing.
CLOAK OF THE DIPLOMAT PRICE
20,000 GP
AURA moderate enchantment CL 7th WEIGHT 1 lb.
The forest-green cloak grants a +5 competence bonus on
Diplomacy and Sense Motive checks. In addition, once per day,
before making a Diplomacy or Sense Motive check, the wearer
can decide to call upon the powers of the cloak to roll twice
and take the better result. Finally, the wearer of this cloak
can adjust a creatures attitude up to three steps when using
Diplomacy, instead of the normal limit of two steps. However,
the cloaks power does have one drawback. Should the wearer
ever fail a Diplomacy checks made to adjust a creatures
attitude by 5 or more, the creatures attitude is reduced by two
steps instead of one.
CONSTRUCTION REQUIREMENTS COST 10,000 GP
Craft Wondrous Item, charm person, creator must have 5 ranks in
Diplomacy and Sense Motive

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