PhoenixPhyre
2022-02-13, 07:39 PM
NOW Complete (at least as far as PHB spells go)
I've been working (slowly) on a major overhaul of a lot of the utility spells, moving many of them into something closer in spirit (but not implementation) to 4e rituals. Things that anyone can learn to do, but that have costs other than spell slots. And as a consequence, those will not appear on any spell list.
This is group 1, containing the general rules as well as entries for those I've classified as Communication and Summoning/Creation incantations. I've included the full text when it differs materially from the relevant spell; others have the note "as the spell", indicating that the text is identical to that of the published spell (with "spell" exchanged for "incantation" and "cast" for "perform") except as noted.
The intent is to make these effects much more widely available while also weakening some of them. Some levels have been altered (especially the "strong" level 5's, some of which have been pushed up to level 6-equivalent).
This is also a WIP, subject to adjustment.
Link to "live" google doc with latest versions: https://docs.google.com/document/d/18BwA_2ZVFezeVr7DaCrmSEvHE3DMsUHYsHoY8ADqnL8/edit?usp=sharing
A repeated issue is that "utility" and "spells" have become virtually synonymous. This means that for a martial to gain "utility", he has to gain something indistinguishable from spells...which casters already do better.
My proposal is to break this link entirely by turning many of the "utility" spells into incantations that anyone of the appropriate level who discovers the ceremony can enact. The spells they're based on no longer exist on anyone's list. These are balanced by tier and components. These components may include consumable expensive items, required places, time, bloodlines, or number of casters. Note that since incantations are not spells, components must be provided explicitly and cannot be provided by a focus or component pouch.
Spells eligible to be converted to incantations include those used for information gathering, those with either permanent or long-lasting (hours or more) effects, those that allow the party to travel quickly between locations or enable new movement modes (underwater, flying, etc), and those that raise the dead or remove strong conditions
Finding and Learning Incantations
The knowledge to perform an incantation can be found written into ancient parchments, taught by someone who knows the incantation (often as a reward or for payment); in larger cities, many of the incantations may be available in written form at larger shops, with prices similar to a spell scroll of similar level.
Successfully performing an incantation requires a certain strength of will above all. Mechanically, this translates into level requirements. Incantations come in similar rarities to magic items, with corresponding level requirements to perform.
Common incantations can be learned by anyone. They correspond to spells of levels 1-2 as well as cantrips.
Uncommon incantations require at least someone of level 5. They generally correspond to spells of levels 3-5.
Rare incantations require at least someone of level 11. They generally correspond to spells of levels 6-7.
Very Rare incantations require level 15 to perform. They generally correspond to 8th level spells.
Legendary incantations require someone of level 17 to perform. They correspond to 9th level spells.
Incantation Tags and Costs
Each incantation has one or more tags that summarize the costs associated with performing the ritual. The exact details are explained in the text of the incantation entry. The tags are listed below:
Costly (X): This incantation requires a component with value of at least X gp, and that component is consumed per performance.
Focus (X): This incantation requires a component with value of at least X gp, but that component is not consumed in the casting.
Debilitating (X): Performing this incantation is exhausting. If you perform it again before finishing a long rest, anyone participating gains X levels of exhaustion, with subsequent performances causing stacking penalties.
Exclusive: The effects of this incantation immediately end if the incantation is performed again or if the target of the incantation is targeted by any other incantation.
Cooldown (X): This incantation can only be performed once every X amount of time.
Group (N): This incantation requires N people who all know the incantation. All share in any negative effects/costs.
Location: This incantation can only be performed at specific locations as described in the text.
Stationary: Those performing the incantation cannot move more than 5 feet during the time required to perform the incantation; if they do, the incantation fails.
Each incantation also requires a certain amount of time to perform (generally more than one action). Since these are not spells, that does not trigger the need for concentration. Incantations that are not Group (2) or larger can be performed by multiple celebrants simultaneously. Having an extra participant reduces the time required by 1 step (see below) with a minimum of a full-round action.
Time Steps
Full Round (takes effect at the beginning of the performer’s next turn, requires action, bonus action, and reaction as well as all of the movement and is interrupted by any damage) -> 1 minute -> 10 minutes -> 1 hour -> 4 hours -> 8 hours -> 24 hours.
Spells removed entirely without being replaced
Simulacrum, Wish*, Magic Jar*
Conjure X. Use the Summon line from Tasha’s instead.
(*) remains as a special ability on certain creatures or items
Formatting note: The spell name in brackets is the spell replaced by this incantation; it no longer appears on any spell list and cannot be cast via a spell slot
Gift of Tongues, Lesser [Comprehend Languages]
Common, Costly (a small fish worth 1 gp), Full round action, duration 1 hour
As the spell.
Gift of Tongues, Greater [Tongues]
Uncommon, Focus (a golden tongue worth 100 gp), Full round action
This allows one willing creature the performer touches to understand, speak, and read all non-secret languages for one hour. It has no effect on encoded or magically-locked messages.
Animal Messenger [Animal Messenger]
Common, Exclusive, 1 minute, duration 24 hours.
As the spell, with the following addition:
Special: By burning a sachet of costly herbs while performing this incantation, you can extend the duration by 24 hours for the first 10 gp worth of herbs and 24 hours for every 50 gp of herbs after that.
Magic Mouth [Magic Mouth]
Common, Costly (10gp, a small bit of honeycomb and jade dust), 10 minutes.
You implant a message within an object within 30 feet of you, 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 incantation 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 incantation, you can have the incantation 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 (visible or audible to someone without special senses or information) that occur within 30 feet of the object and cannot be triggered by another magic mouth effect or contain any sub-conditions. 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, but could not contain instructions such as “when a silver bell rings within 30 feet but not if that bell is being carried by a dwarf”.
Illusory Script [Illusory Script]
Common, Costly (a lead based ink worth at least 10 gp), 10 minutes, duration 10 days
As the spell.
Dream Messenger [Dream]
Uncommon, Focus (a body part, lock of hair, nail clipping, or some similar portion of the intended target), 10 minutes.
This incantation shapes a creature's dreams. Choose a creature known to you as the target of this incantation. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this incantation. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the incantation. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the incantation early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the incantation, the messenger knows it, and can either end the trance (and the incantation) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
(Editor's note: Note that the offensive use has been removed)
Sending [Sending]
Uncommon, Costly (gold-inlaid feathers of a blue bird worth at least 10 gp), Cooldown (1 hour), Full round.
As the spell, with the following addition.
Special: If both you and the target are willing, you can prolong the conversation by adding Debilitating (N), where N is 1 for every additional 25 word (in each direction) segment. Note: this does not impose penalties on this conversation, but does on any subsequent performances before you finish a long rest. The hearer also suffers this penalty if they attempt the ritual again before finishing a long rest.
Telepathic Bond
Uncommon, Group (2-8), 10 minutes, duration 1 hour.
As the spell, with the proviso that the linked people must all participate in the incantation.
Awaken Beast or Plant [Awaken]
Rare, Costly (agate worth 1000 gp), Immobile, Debilitating (3), 8 hours
As the spell.
Continual Flame [Continual Flame]
Common, Costly (ruby dust worth 50 gp), 1 minute
As the spell.
Create Food and Water [Create Food and Water]
Uncommon, Costly (135 sp), Exclusive, Cooldown (1 day), 1 minute
As the spell.
(Editor's note: the cost was chosen to be the same as a providing 3 modest meals for 15 people).
Shadow Creation [Creation]
Rare, Exclusive, Costly (*), 10 minutes
As per the spell, with the following added.
Special: The cost of the component necessary depends on what is being made and consists of a piece of that material with the indicated value. If the object is made of multiple materials, use the most expensive.
Vegetable Matter: No cost.
Stone or Crystal: 10 gp
Precious metals: 50 gp
Gems: 100 gp
Adamantite or mithral: 500 gp
Fabricate [Fabricate]
Rare, Debilitating (2), Costly (*), 1 hour
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. If you are creating an item out of metal, the metal must have been refined from ore previously.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the incantation is commensurate with the quality of the raw materials. No matter what you create, you can only create a single object at a time, and the entire object must be created out of the same material.
Creatures or magic items can't be created or transmuted by this incantation. You also can't use it to create items that ordinarily require a high degree of craftsmanship such as jewelry, weapons, glass, or armor.
Special: The costly component required is that the amount of materials required is 150% of the amount of material used in the final product.
Rapid Fortifications [Wall of Stone]
Uncommon, Cooldown (10 minutes), Immobile, 10 minutes
A non magical, permanent wall of solid stone forms at a point you choose within 120 ft over the duration of the incantation. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the incantation is interrupted, the wall disappears.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this incantation to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.
Earthquake [Earthquake]
Very Rare, Group (4), Debilitating (3), 1 minute, duration 1 minute
You create a seismic disturbance at a point on the ground that you can see within 500 feet of you. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 17 Constitution saving throw. On a failed save, the creature's concentration is broken.
When you finish this incantation and every round thereafter for the duration, each creature on the ground in the area must make a DC 17 Dexterity saving throw. On a failed save, the creature is knocked prone.
This incantation can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the incantation's area at the start of your next turn after you cast the incantation. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the incantation's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a DC 17 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you finish the incantation and every round thereafter. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Floating Disk
Common, Immobile, 10 minutes, duration 1 hour.
As the spell.
Irresistible Summons [Gate]
Legendary, Group (4), Costly (a diamond worth at least 2500 gp), Cooldown (1 day), 1 hour
When you perform this incantation, you speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, a portal up to 20 feet in diameter opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Deities and other planar rulers can prevent this spell from working on any creature in their presence or anywhere in their domains.
(Editor's note: Gate has been split into two separate incantations. This is the summoning portion. The cost has been reduced to compensate for the reduced power).
Binding Circle [Planar Binding]
Rare, Costly (a jewel worth at least 1000 gp), Immobile, Location (a prepared ritual circle large enough for the target creature), Exclusive, 1 hour. Duration 24 hours.
With this incantation, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell inside the prepared ritual circle. At the completion of the casting, the target must make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, it is bound to attempt a single task you specify at the end of the casting. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to guard a location, assassinate a target, or to deliver a message. The task must have a clear, fixed end condition and cannot be changed once assigned. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
A creature bound in this way cannot be bound again for a full year and a day after completing their binding. Binding creatures also makes them unfriendly toward you. This does not mean that they are hostile, but being bound is an imposition that they do not like.
Special: By increasing the sacrifice, you can increase the duration of the binding. If you sacrifice a gem (or gems) worth 10,000 gp, it lasts for 10 days, 50,000 gp buys you 30 days, 200,000 gp buys you 180 days, and a sacrifice of gems worth 500,000 gp buys you a year and a day.
Planar Ally [Planar Ally]
Rare, Immobile, Special (requires a pre-existing relationship with the entity providing the ally), Exclusive, Costly (see text). 1 hour.
As the spell, with the following changes--
* The petitioner must have an existing strong relationship with the entity beseeched. That of devoted worshiper and servant, Patron/pacted, etc.
* All tasks must have a clearly-defined duration and terms. Throughout its service, it acts as it sees fit and is not under your control, although it will follow through on the bargain to the best of its ability.
Extradimensional Refuge [Rope Trick]
Common, Debilitating (1), 1 minute, duration 1 hour.
As the spell, with the following note (which I believe is actually RAW already, but never played that way).
This counts as an extradimensional space for things like a Bag of Holding.
Secure Shelter [Tiny Hut]
Uncommon, Immobile, 10 minutes, duration 8 hours.
As the spell, with the following proviso. The dome of force has a damage threshold of 10. Any attack or effect dealing more damage to the dome than this forces the performer of the incantation to make a Constitution saving throw as if he were concentrating on a spell and had taken that amount of damage. On a failed save, the dome vanishes.
Extradimensional Mansion [Magnificent Mansion]
Rare, Focus (1500 gp), Immobile, 10 minutes, duration 24 hours.
As the spell, with the following note (which I believe is actually RAW already, but never played that way).
This counts as an extradimensional space for things like a Bag of Holding.
Total Transformation [True Polymorph]
Legendary, Exclusive, Immobile, 24 hours, Location (a prepared ritual circle), permanent
Choose one creature. It must remain in the circle for the duration of the caster. At the conclusion of the incantation, the target is transformed into another creature or into a non-magical object (as described below). An unwilling creature can make a DC 19 Wisdom saving throw, and if it succeeds, it isn’t affected by this incantation.
Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating), but cannot be a specific unique individual. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form, although it does not gain any of the listed equipment. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the effect ends and it returns to its normal form.
(Editor's note: the object into creature option has been completely removed. It always made me uncomfortable, as it felt way too close to outright slavery).
Tidal Wave [Tsunami]
Very Rare, Group (4), Debilitating (3), Location (requires a body of water within range), 10 minutes, duration 1 minute
As the spell, with the DC changed to a flat 18. The wall diminishes at a rate of 30’, not 50’ per round.
Unseen Servant [Unseen Servant]
Common, Costly (1 gp), 10 minutes, duration 1 hour.
As the spell, although it cannot take any action that would directly or foreseeably cause damage to another creature.
(Editor's note: such as dropping caltrops, triggering traps, or other such things. Basically, this is a non-combat creature).
I've been working (slowly) on a major overhaul of a lot of the utility spells, moving many of them into something closer in spirit (but not implementation) to 4e rituals. Things that anyone can learn to do, but that have costs other than spell slots. And as a consequence, those will not appear on any spell list.
This is group 1, containing the general rules as well as entries for those I've classified as Communication and Summoning/Creation incantations. I've included the full text when it differs materially from the relevant spell; others have the note "as the spell", indicating that the text is identical to that of the published spell (with "spell" exchanged for "incantation" and "cast" for "perform") except as noted.
The intent is to make these effects much more widely available while also weakening some of them. Some levels have been altered (especially the "strong" level 5's, some of which have been pushed up to level 6-equivalent).
This is also a WIP, subject to adjustment.
Link to "live" google doc with latest versions: https://docs.google.com/document/d/18BwA_2ZVFezeVr7DaCrmSEvHE3DMsUHYsHoY8ADqnL8/edit?usp=sharing
A repeated issue is that "utility" and "spells" have become virtually synonymous. This means that for a martial to gain "utility", he has to gain something indistinguishable from spells...which casters already do better.
My proposal is to break this link entirely by turning many of the "utility" spells into incantations that anyone of the appropriate level who discovers the ceremony can enact. The spells they're based on no longer exist on anyone's list. These are balanced by tier and components. These components may include consumable expensive items, required places, time, bloodlines, or number of casters. Note that since incantations are not spells, components must be provided explicitly and cannot be provided by a focus or component pouch.
Spells eligible to be converted to incantations include those used for information gathering, those with either permanent or long-lasting (hours or more) effects, those that allow the party to travel quickly between locations or enable new movement modes (underwater, flying, etc), and those that raise the dead or remove strong conditions
Finding and Learning Incantations
The knowledge to perform an incantation can be found written into ancient parchments, taught by someone who knows the incantation (often as a reward or for payment); in larger cities, many of the incantations may be available in written form at larger shops, with prices similar to a spell scroll of similar level.
Successfully performing an incantation requires a certain strength of will above all. Mechanically, this translates into level requirements. Incantations come in similar rarities to magic items, with corresponding level requirements to perform.
Common incantations can be learned by anyone. They correspond to spells of levels 1-2 as well as cantrips.
Uncommon incantations require at least someone of level 5. They generally correspond to spells of levels 3-5.
Rare incantations require at least someone of level 11. They generally correspond to spells of levels 6-7.
Very Rare incantations require level 15 to perform. They generally correspond to 8th level spells.
Legendary incantations require someone of level 17 to perform. They correspond to 9th level spells.
Incantation Tags and Costs
Each incantation has one or more tags that summarize the costs associated with performing the ritual. The exact details are explained in the text of the incantation entry. The tags are listed below:
Costly (X): This incantation requires a component with value of at least X gp, and that component is consumed per performance.
Focus (X): This incantation requires a component with value of at least X gp, but that component is not consumed in the casting.
Debilitating (X): Performing this incantation is exhausting. If you perform it again before finishing a long rest, anyone participating gains X levels of exhaustion, with subsequent performances causing stacking penalties.
Exclusive: The effects of this incantation immediately end if the incantation is performed again or if the target of the incantation is targeted by any other incantation.
Cooldown (X): This incantation can only be performed once every X amount of time.
Group (N): This incantation requires N people who all know the incantation. All share in any negative effects/costs.
Location: This incantation can only be performed at specific locations as described in the text.
Stationary: Those performing the incantation cannot move more than 5 feet during the time required to perform the incantation; if they do, the incantation fails.
Each incantation also requires a certain amount of time to perform (generally more than one action). Since these are not spells, that does not trigger the need for concentration. Incantations that are not Group (2) or larger can be performed by multiple celebrants simultaneously. Having an extra participant reduces the time required by 1 step (see below) with a minimum of a full-round action.
Time Steps
Full Round (takes effect at the beginning of the performer’s next turn, requires action, bonus action, and reaction as well as all of the movement and is interrupted by any damage) -> 1 minute -> 10 minutes -> 1 hour -> 4 hours -> 8 hours -> 24 hours.
Spells removed entirely without being replaced
Simulacrum, Wish*, Magic Jar*
Conjure X. Use the Summon line from Tasha’s instead.
(*) remains as a special ability on certain creatures or items
Formatting note: The spell name in brackets is the spell replaced by this incantation; it no longer appears on any spell list and cannot be cast via a spell slot
Gift of Tongues, Lesser [Comprehend Languages]
Common, Costly (a small fish worth 1 gp), Full round action, duration 1 hour
As the spell.
Gift of Tongues, Greater [Tongues]
Uncommon, Focus (a golden tongue worth 100 gp), Full round action
This allows one willing creature the performer touches to understand, speak, and read all non-secret languages for one hour. It has no effect on encoded or magically-locked messages.
Animal Messenger [Animal Messenger]
Common, Exclusive, 1 minute, duration 24 hours.
As the spell, with the following addition:
Special: By burning a sachet of costly herbs while performing this incantation, you can extend the duration by 24 hours for the first 10 gp worth of herbs and 24 hours for every 50 gp of herbs after that.
Magic Mouth [Magic Mouth]
Common, Costly (10gp, a small bit of honeycomb and jade dust), 10 minutes.
You implant a message within an object within 30 feet of you, 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 incantation 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 incantation, you can have the incantation 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 (visible or audible to someone without special senses or information) that occur within 30 feet of the object and cannot be triggered by another magic mouth effect or contain any sub-conditions. 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, but could not contain instructions such as “when a silver bell rings within 30 feet but not if that bell is being carried by a dwarf”.
Illusory Script [Illusory Script]
Common, Costly (a lead based ink worth at least 10 gp), 10 minutes, duration 10 days
As the spell.
Dream Messenger [Dream]
Uncommon, Focus (a body part, lock of hair, nail clipping, or some similar portion of the intended target), 10 minutes.
This incantation shapes a creature's dreams. Choose a creature known to you as the target of this incantation. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this incantation. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the incantation. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the incantation early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the incantation, the messenger knows it, and can either end the trance (and the incantation) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
(Editor's note: Note that the offensive use has been removed)
Sending [Sending]
Uncommon, Costly (gold-inlaid feathers of a blue bird worth at least 10 gp), Cooldown (1 hour), Full round.
As the spell, with the following addition.
Special: If both you and the target are willing, you can prolong the conversation by adding Debilitating (N), where N is 1 for every additional 25 word (in each direction) segment. Note: this does not impose penalties on this conversation, but does on any subsequent performances before you finish a long rest. The hearer also suffers this penalty if they attempt the ritual again before finishing a long rest.
Telepathic Bond
Uncommon, Group (2-8), 10 minutes, duration 1 hour.
As the spell, with the proviso that the linked people must all participate in the incantation.
Awaken Beast or Plant [Awaken]
Rare, Costly (agate worth 1000 gp), Immobile, Debilitating (3), 8 hours
As the spell.
Continual Flame [Continual Flame]
Common, Costly (ruby dust worth 50 gp), 1 minute
As the spell.
Create Food and Water [Create Food and Water]
Uncommon, Costly (135 sp), Exclusive, Cooldown (1 day), 1 minute
As the spell.
(Editor's note: the cost was chosen to be the same as a providing 3 modest meals for 15 people).
Shadow Creation [Creation]
Rare, Exclusive, Costly (*), 10 minutes
As per the spell, with the following added.
Special: The cost of the component necessary depends on what is being made and consists of a piece of that material with the indicated value. If the object is made of multiple materials, use the most expensive.
Vegetable Matter: No cost.
Stone or Crystal: 10 gp
Precious metals: 50 gp
Gems: 100 gp
Adamantite or mithral: 500 gp
Fabricate [Fabricate]
Rare, Debilitating (2), Costly (*), 1 hour
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. If you are creating an item out of metal, the metal must have been refined from ore previously.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the incantation is commensurate with the quality of the raw materials. No matter what you create, you can only create a single object at a time, and the entire object must be created out of the same material.
Creatures or magic items can't be created or transmuted by this incantation. You also can't use it to create items that ordinarily require a high degree of craftsmanship such as jewelry, weapons, glass, or armor.
Special: The costly component required is that the amount of materials required is 150% of the amount of material used in the final product.
Rapid Fortifications [Wall of Stone]
Uncommon, Cooldown (10 minutes), Immobile, 10 minutes
A non magical, permanent wall of solid stone forms at a point you choose within 120 ft over the duration of the incantation. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the incantation is interrupted, the wall disappears.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this incantation to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.
Earthquake [Earthquake]
Very Rare, Group (4), Debilitating (3), 1 minute, duration 1 minute
You create a seismic disturbance at a point on the ground that you can see within 500 feet of you. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 17 Constitution saving throw. On a failed save, the creature's concentration is broken.
When you finish this incantation and every round thereafter for the duration, each creature on the ground in the area must make a DC 17 Dexterity saving throw. On a failed save, the creature is knocked prone.
This incantation can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures. Fissures open throughout the incantation's area at the start of your next turn after you cast the incantation. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the incantation's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a DC 17 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you finish the incantation and every round thereafter. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Floating Disk
Common, Immobile, 10 minutes, duration 1 hour.
As the spell.
Irresistible Summons [Gate]
Legendary, Group (4), Costly (a diamond worth at least 2500 gp), Cooldown (1 day), 1 hour
When you perform this incantation, you speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, a portal up to 20 feet in diameter opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Deities and other planar rulers can prevent this spell from working on any creature in their presence or anywhere in their domains.
(Editor's note: Gate has been split into two separate incantations. This is the summoning portion. The cost has been reduced to compensate for the reduced power).
Binding Circle [Planar Binding]
Rare, Costly (a jewel worth at least 1000 gp), Immobile, Location (a prepared ritual circle large enough for the target creature), Exclusive, 1 hour. Duration 24 hours.
With this incantation, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell inside the prepared ritual circle. At the completion of the casting, the target must make a Charisma saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, it is bound to attempt a single task you specify at the end of the casting. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to guard a location, assassinate a target, or to deliver a message. The task must have a clear, fixed end condition and cannot be changed once assigned. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
A creature bound in this way cannot be bound again for a full year and a day after completing their binding. Binding creatures also makes them unfriendly toward you. This does not mean that they are hostile, but being bound is an imposition that they do not like.
Special: By increasing the sacrifice, you can increase the duration of the binding. If you sacrifice a gem (or gems) worth 10,000 gp, it lasts for 10 days, 50,000 gp buys you 30 days, 200,000 gp buys you 180 days, and a sacrifice of gems worth 500,000 gp buys you a year and a day.
Planar Ally [Planar Ally]
Rare, Immobile, Special (requires a pre-existing relationship with the entity providing the ally), Exclusive, Costly (see text). 1 hour.
As the spell, with the following changes--
* The petitioner must have an existing strong relationship with the entity beseeched. That of devoted worshiper and servant, Patron/pacted, etc.
* All tasks must have a clearly-defined duration and terms. Throughout its service, it acts as it sees fit and is not under your control, although it will follow through on the bargain to the best of its ability.
Extradimensional Refuge [Rope Trick]
Common, Debilitating (1), 1 minute, duration 1 hour.
As the spell, with the following note (which I believe is actually RAW already, but never played that way).
This counts as an extradimensional space for things like a Bag of Holding.
Secure Shelter [Tiny Hut]
Uncommon, Immobile, 10 minutes, duration 8 hours.
As the spell, with the following proviso. The dome of force has a damage threshold of 10. Any attack or effect dealing more damage to the dome than this forces the performer of the incantation to make a Constitution saving throw as if he were concentrating on a spell and had taken that amount of damage. On a failed save, the dome vanishes.
Extradimensional Mansion [Magnificent Mansion]
Rare, Focus (1500 gp), Immobile, 10 minutes, duration 24 hours.
As the spell, with the following note (which I believe is actually RAW already, but never played that way).
This counts as an extradimensional space for things like a Bag of Holding.
Total Transformation [True Polymorph]
Legendary, Exclusive, Immobile, 24 hours, Location (a prepared ritual circle), permanent
Choose one creature. It must remain in the circle for the duration of the caster. At the conclusion of the incantation, the target is transformed into another creature or into a non-magical object (as described below). An unwilling creature can make a DC 19 Wisdom saving throw, and if it succeeds, it isn’t affected by this incantation.
Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating), but cannot be a specific unique individual. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form, although it does not gain any of the listed equipment. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the effect ends and it returns to its normal form.
(Editor's note: the object into creature option has been completely removed. It always made me uncomfortable, as it felt way too close to outright slavery).
Tidal Wave [Tsunami]
Very Rare, Group (4), Debilitating (3), Location (requires a body of water within range), 10 minutes, duration 1 minute
As the spell, with the DC changed to a flat 18. The wall diminishes at a rate of 30’, not 50’ per round.
Unseen Servant [Unseen Servant]
Common, Costly (1 gp), 10 minutes, duration 1 hour.
As the spell, although it cannot take any action that would directly or foreseeably cause damage to another creature.
(Editor's note: such as dropping caltrops, triggering traps, or other such things. Basically, this is a non-combat creature).