Civilian Spells

Borrow Text

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a card, ribbon, or other suitable bookmark)
  • Duration: 8 hours

When you cast this spell, you can designate a single piece of writing or a drawing you can see within range, which can be up to 2 feet on a side. A spectral duplicate of the text appears in your hand and remains for the duration. The copy matches the colors and structure of the original text, appearing as the text would to any anyone who looked at the original copy.

The duplicate will display the effects of the illusory script spell as it would appear to a non-designated creature, but will otherwise fail to replicate any magical properties of the original text. Any attempt to make alchemically hidden messages appear on the duplicate fail. The duplicate can be placed on another object, but has no weight and objects placed on top of the text fall through it.

As a bonus action you can temporarily dismiss the duplicate text or return it to your hand. The spell ends early if you cast the spell again or the spectral duplicate is moved farther than the spell's range from the original.

(Artificer, Bard, Cleric, Paladin, Wizard)

Crashing Illusion

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a bit of dust)
  • Duration: Instantaneous

You conjure an image of a heavy object of your choice hurtling through an area in range at speed, which appears capable of great harm. The area can be up to 40 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make an Intelligence saving throw. On a failed save, a creature is knocked prone and cannot make reactions until the start of its next turn. You automatically succeed on this saving throw.

(Artificer, Wizard)

Discern Esteem

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

You learn a particular creature's opinion on a second creature within range. Both creatures must be on the same plane as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can choose to fail the saving throw.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save you gain a one word description of how the target feels about one creature of your choice within range. Some typical views follow.

Adoration. The target loves the creature in question, romantically or otherwise.

Ambivalent. The target is aware of the creature in question, but has no strong feelings about them in any manner.

Appreciation. The target holds a noticeable like for the creature in question, whether through their virtues or what they consider a personal connection.

Derision. The target holds contempt for the target, disregarding them entirely in most matters.

Dislike. The target is annoyed by or would otherwise prefer to spend minimal time with the creature in question.

Fright. The target is afraid of the creature in question.

Hatred. The target despised the creature in question.

Unaware. The target doesn't think about the creature in question, and likely couldn't recognize them or their name.

Uncertain. The target holds two or more conflicting views on the creature in question and struggles to express or rectify this contrast.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target a creature on another plane or one that no longer exists. In the case of a deceased creature, you learn their opinion on the creature in question at the last point they existed.

(Bard, Cleric, Druid, Warlock)

Expediting Workroom

3th-level conjuration


  • Casting Time: 10 minutes
  • Range: 200 ft.
  • Components: V, S, M (a set of artisan's tools worth at least 1 gp)
  • Duration: 8 hours

You turn an area within range into an ideal workroom for a particular industry. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration, until you use an action to dismiss it, or until you exit the space.

If you spend the full duration of the spell working within the area, you can complete up to two day's worth of work during the period the spell lasts.

(Artificer)

Good Hope/Crushing Despair

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tear of joy for good hope or a tear of sadness for crushing despair.
  • Duration: Concentration, up to 1 minute.

You choose any number of creatures within range, each of which is affected in your choice of the following manners for the duration. Each creature must be affected in the same manner.

Good Hope. Each target is immune to being charmed or frightened for the duration.

Crushing Despair. For the duration, each target has disadvantage on saving throws against being charmed or frightnened and their movement speed is halved.

(Bard, Cleric, Warlock)

Mindmeld

5th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Concentration, up to 10 minutes

You reach out and connect to the mind of a creature, which must make an Intelligence saving throw. On a failed save you can peer into the mind of the creature, learning everything it does. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

For the duration of the spell you gain insight into the creature's reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind. As an action, you can force the creature to make an additional intelligence saving throw. On a failed save you forcibly pull one detail from the creature's memory, as if you could recall it yourself. The memory remains until the end of the spell, at which point you only recall any details you payed attention to, as if the creature had told you what it recalls from the event.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. The spell ends early if the target moves out of range.

(Artificer, Warlock, Wizard)

Old Daith's Eyes

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (bit of skin from a bulette or a shard of elemental earth)
  • Duration: 1 hour

One willing creature within range is blinded and gains 30 feet of tremorsense for the duration. The spell ends early if the target ceases to be blinded for any reason.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the target is not blinded and retains tremorsense for the duration of the spell.

(Artificer, Cleric, Druid, Ranger, Wizard)

Repair

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out and touch an object or a construct, which regains 8 hit points. A broken object isn't repaired by the casting of this spell, but superficial damage including faded material and scratches may be repaired.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 8 for each slot level above 1st.

(Artificer)

Reconstruct

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A broken or destroyed object or series of objects instantly reassemble themselves into a physical form they previously held up to 24 hours ago. Objects repaired in this manner can be reassembled from all remaining pieces within 10 feet of the object. The object regains hit points based on the proportion of pieces reassembled this way.

If the target is a Huge or larger object or creation of force, this spell reforms a 10-foot-cube portion of it. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size cube the object fits inside increases by 5 feet for each slot level above 3rd. .

(Artificer)

Scope Detail and Distance

Divination cantrip


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: 1 minute

You can clearly see a creature or object within range as if it were within 5 feet of you. If you choose a target within 5 feet of you, you can see the target in extreme detail instead, as if the target had been increased to be 2 sizes larger.

For the duration, you are blind to everything except the target. You can end this spell early as an action.

(Artificer, Cleric, Bard, Wizard)

Siyancirisvar's Medical Seat

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of baryte)
  • Duration: 1 hour

This spell creates a plane of force in the shape of a seat, back, and armrest that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The seat of the shape can be adjusted and shaped to better fit a humanoid occupant, adding appropriate spaces for additional limbs, smaller creatures, or to expose particular regions for other purposes. The seat remains for the duration, and can hold one creature and up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the seat falls to the ground.

Metals, stone, and other nonliving materials pass directly through the seat, making it impossible for the seat to carry such objects but allowing for tools to be pushed through with ease.

As an action on your turn, you can partially reform the shape of the chair, choosing from the following effects:

Recline. The chair learns back or lifts forward, moving the occupant between a seated position and one lying down.

Fit. The chair adjusts to better fit its occupant. When you do so you can choose to cause the occupant to have disadvantage on skill checks made using Strength and Dexterity. You can also form and remove gaps in the chair, or modify its shape to fit a different potential occupant. The chair cannot be made to inflict damage on any creature or to create any fully enclosed space.

Restrain. The chair restrains the target. The occupant can make a Strength (Athletics) check or Dexterity (Acrobatics) check, ending the condition and exiting the seat on a success.

Move. The seat moves up to 10 feet in a direction of your choice. The bed moves without destabilizing or otherwise harming the occupant. 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 seat can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

(Artificer, Cleric, Wizard)

Veil

4th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

This spell allows you to change the appearance of one creature within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell hold up to physical inspection, but any equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the target. Equipment carried by the target at the time the spell is cast can be similarly disguised, but retains its physical properties. For instance, a set of leather armor can be disguised as plate armor for as long as it remains within 10 feet of the target, but it provides its regular increase to AC.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC + 10. If it succeeds, it becomes aware that the target is disguised.

(Bard, Warlock, Wizard)

Word of Veracity

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours

You speak a word of pure truth. One creature you can see within range must make a Charisma saving throw or become unable to lie for the duration. The creature can repeat the saving throw again at the end of each hour, ending the effect on a success.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

(Bard, Warlock)