d&d Next - Chronicles of Mystara v.0.3

October 31, 2017 | Author: StephenFreitas | Category: Campaign Settings, Dungeons & Dragons Campaign Settings, Dungeons & Dragons, Fantasy, D20 System
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Suplemento para criação de aventuras em Mystara....

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A Fan-made Supplement for D&D Next

Credits This document allows you to use the characters from the well-known arcade games Tower of Doom and Shadow Over Mystara as playable characters in any game using the Version 0.2 of the Dungeons and Dragons Basic Rules. This is a derivative fan production work based on the original work by E. Gary Gygax and Dave Arneson, and developed by Aaron Allston, Brian Blume, Ann Dupuis, Anne C. Gray, Bruce Heard, Frank Mentzer, Tom Moldvay, Steve Perrin, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward and Jean Wells among others. Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the ownership of said names and concepts. The unique text of this document is copyrighted (C)2014 and this document is produced for fans’ personal use and may not be bought or sold. This conversion was written as part of an effort from the authors to master the new Basic Rules, create something different for their game, and have a little bit of fun. Paulo Frota [email protected]

About Chronicles of Mystara From the Wikipedia (http://en.wikipedia.org/wiki/Dungeons_%26_Dragons:_Chronicles_of_Mystara http://en.wikipedia.org/wiki/Dungeons_%26_Dragons:_Chronicles_of_Mystara) Dungeons & Dragons: Chronicles of Mystara is a 2013 video game developed by Iron Galaxy Studios and published by Capcom on the Nintendo eShop, PlayStation Network, Xbox Live Arcade and Steam. It is a compilation of Capcom's two classic arcade games in the Dungeons & Dragons franchise, Dungeons & Dragons: Tower of Doom (1993) and Dungeons & Dragons: Shadow over Mystara (1996).

Tower of Doom Dungeons & Dragons: Tower of Doom (ToD), published blished in 1993, is the first of two arcade games created by Capcom based on the Dungeons & Dragons tabletop role-playing playing game and set in the Mystara campaign setting. It is a side scrolling beat ’em up with some role-playing playing video game elements mixed in. The game was also released on the Sega Saturn, packaged with its sequel, Dungeons & Dragons: Shadow over Mystara, under the title Dungeons & Dragons Collection, although the Saturn version limited the gameplay to only two players. PLOT The Republic of Darokin okin is under a terrible siege as the number of monsters and their attacks rise. A group of four adventurers step forth to rescue various areas then are sent by the Corwyn Linton to investigate the attacks, revealed to be masterminded by the Archlich Deimos. s. Eventually the adventurers make their way to the Deimos’ Tower of Doom and ultimately destroy him.

Shadow over Mystara Dungeons & Dragons: Shadow over Mystara (SoM) is an arcade game developed and published by Capcom in 1996 as a sequel to Dungeons & Dragons: Tower of Doom.. The game is set in the Dungeons & Dragons campaign setting of Mystara. It was one of the last 2-D arcade side-scrollers scrollers created by Capcom; only Battle Circuit (1997) came after Shadow over Mystara. Combining the side-scrolling gameplay lay of a beat ’em up with some aspects found in a role-playing role video game, Shadow over Mystara has many game mechanics not commonly found in arcade games, such as finding and equipping new gear and earning new spells as the player gains experience. Players can wield a large variety of weapons and armor, although this selection is limited by the character the players chooses; there is also an extensive assortment of magical and hidden items in the game, many of which are completely unknown to exist to the typical pical video gamer. This, along with the addition of multiple endings and forking paths, gives the game much re-playability playability and has led to a cult following among fans of the genre. PLOT After defeating the Arch Lich Deimos, the heroes continued on their journey urney through the Broken Lands of Glantri after realising that Deimos is only part of an even greater evil plan, and he was in fact being used by a mysterious sorceress named Synn. Synn, who appears to be a young woman but commands incredibly powerful magical cal abilities, has been scheming to control the Kingdom of Glantri and conquer the humanoids of the Republic of Darokin. But now that Deimos has been defeated, Synn vowed to punish the land that she desired. It is only at the game’s end does the player discover iscover that Synn is in fact a centuries-old centuries huge red dragon, bent on harnessing the mystical forces of the lands she has conquered, in order to awaken a creature of even more devastating physical prowess than herself – known and described only as The Fiend. Fien The heroes than fight against Synn in her lair; when she is slain, her monster is also destroyed by airship bombing.

About Mystara: The Known World From the Wikipedia (http://en.wikipedia.org/wiki/Mystara http://en.wikipedia.org/wiki/Mystara) Mystara is a campaign setting for the Dungeons & Dragons fantasy role playing game. Although it has officially been dropped from production by its creators, many fans continue to develop this fantasy setting jointly, continuing its original theme of group development. develop DEVELOPMENT It originated as the Known World, a semi-generic semi setting used in early adventure modules, first mentioned in the Module X1, Isle of Dread, which was expanded upon in various D&D modules and sources, particularly a series of Gazeteers. Mystara began as several semi-independent projects by different teams of writers who were each assigned to the task of developing different cultures and nations that would exist in the fantasy world that was supported by Dungeons & Dragons at the time. Theirr work was gathered and compiled, blended, and combined to form a fantasy world, Mystara. The D&D Gazetteer series details the game's Known World setting. Each Gazetteer treats one nation or empire, and has three basic elements: cultural and geographic background, ckground, features, and adventures. The cultural and geographic campaign background section offers a brief history and timeline for each nation; basic geography, climate, and ecology; and, fundamental social and political concepts of the region. Each Gazetteer also offers a list of scenario ideas appropriate to the campaign setting.

Mystara Planet Mystara’s outer surface consists of three principal land masses: the continent of Brun, the continent of Skothar, and the continent of Davania, plus the island continent ontinent of Alphatia (up to AC 1010). In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn. The continents of Mystara resemble those of the earth approximately 135 million years ago. The inhabitants of Mystara are diverse: humans of all races can be found here, along with myriad creatures such as elves, dwarves, halflings, orcs, and dragons. Some of the notable nations of Mystara include the Thyatian Empire, the Grand Duchy Duc of Karameikos, the Principalities of Glantri, the merchant-run run Republic of Darokin, the Emirates of Ylaruam, the Dwarven nation of Rockhome, The elven Kingdom of Alfheim, Halfling lands of the Five Shires and the chaotic Alphatian Empire. THE CONTINENT OF BRUN The most commonly known land mass on Mystara’ss outer surface is actually a tiny portion of the continent of Brun itself. In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn. THE KNOWN WORLD The Known World has cultures and a level of technological development that resemble the Europe of our Earth around the 15th century, but without gunpowder. Nations of the known world display a great range of

government types. Some nations are populated entirely by demihumans and/or humanoids. By common convention, the boundaries of the “Known World” are those covered in the world map as originally published in the module X1, The Isle of Dread, plus Norwold, the Isle of Dawn, and (pre Wrath of the Immortals) Alphatia. As the name implies, the “Known World” covers the most notable nations of Mystara, the ones most commonly used in Mystara-based campaigns and featured in fiction (both officially published “canon” and fan-based). It includes the Thyatian Empire, which could be compared to Byzantine Empire; the Grand Duchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&D adventures), comparable to medieval southeastern Europe; the Principalities of Glantri, which is similar to medieval western Europe, ruled by wizard-princes; the Ethengar Khanate, a Mongol-like society; the merchant-run Republic of Darokin, which is based somewhat loosely on the mercantile states of Medieval Italy; the Emirates of Ylaruam which have an Arabic flavor; the Heldannic Territories, ruled by an order of religious Knights devoted to the Immortal Vanya, similar to the Teutonic Knights; the Atruaghin Clans, which have an Amerindian feel; the nation of Sind, based on India during the rule of the Mughals; the Northern Reaches Kingdoms of Ostland, Vestland, the Soderfjord Jarldoms, based on Scandinavian kingdoms at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim; the Halfling lands of the Five Shires; and the Alphatian Empire, ruled by wizards and other spellcasters. To the distant Northwest of the Known World, across the Great Waste, lays the mysterious lands of Hule, ruled by Hosadus, also known as “The Master”. Also on the periphery of the Known World are the Kingdoms of Wendar and Denagoth, the first an elven-dominated nation and the latter a mountainous and dark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the northwestern limits of the region. THE SAVAGE COAST Mystara includes the Savage Coast, a coastal area located in the south central part of the Brun continent, to the south and west of Hule. This part of Mystara is affected by the Red Curse, a sinister enchantment which eventually kills its inhabitants through mutation unless the (fictional) metal cinnabryl is worn in contact with the body. This area was published in its own boxed set entitled Red Steel, and later republished on-line as the Savage Coast. Its swashbuckling flavor is very different from that of the Known World, closer in atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder (“Smokepowder”) weaponry. The specifics of the Red Curse, which include mutilation of the body and extreme degeneration of physical and mental health, also tend to keep the inhabitants of the Savage Coast within the region, as debilitating effects result if they leave the cursed area. THE CONTINENT OF DAVANIA Even though most of the Known World civilizations historically originated from this part of the planet, it did not see much development while the Mystara product line was still in production. The only major appearance of the continent was in Dragon magazine, where parts of it were sketched out during the Voyage of the Princess Ark series, by Known World Product Manager Bruce Heard. In recent years, many Mystara fans have been turning their attention to Davania with fan-made material. THE CONTINENT OF SKOTHAR Very little was officially developed for this part of Mystara. Ever since the Mystara product line was discontinued, fans have created their own material for this part of Mystara. THE HOLLOW WORLD Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World. This world is lit by an eternal red sun at the center of Mystara, and serves as a “cultural museum,” preserving the societies that have become extinct in the outer world. The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage

between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and antimagic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most. MOONS Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy (werewolves, werebears, etc.). Only the Immortals inhabit Matera. They live in a city, Pandius, where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Patera's inhabitants have a culture similar to that of medieval Japan. BLACKMOOR Mystara (like Greyhawk) also incorporated the Blackmoor setting by placing it in the world's distant past. Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and more powerful—and destructive—technology. It ended itself in an apocalyptic explosion so devastating that it changed the climate and geography of the planet as a whole.

The Cast of Chronicles of Mystara Character Stats and Development As arcade beat ’em up games, both Tower of Doom and Shadow over Mystara have very little in the way of character development. In Dungeons & Dragons’ terms, the iconic characters begin ToD as Tier 2 characters, between 6th and 7th level (check the Basic Rules v.0.2, page 10, for more about the three Tiers of Play). Each gain one full level at the end of each segment of the game, becoming 13th or 14th level characters at the end of the game. For this conversion, all characters from ToD were built at 7th level. In SoM most characters are at Tier 3, starting between 10th and 14th level. Once more, one full level is gained after each h segment of the game, with characters reaching something between 18th and 20th level at the end of the game. All characters below were built at 1st level using the Dungeons & Dragons Basic Rules v.0.2 document and later elevated to their current levels. They all use the standard array of abilities (15, 14, 13, 12, 10, 8) before racial and level modifications. Their equipment and spells also are standard for their level.

Crassus, the Fighter Professional warrior who wields the long sword, giving him great reach and power. Unable to cast spells. In Shadow over Mystara. Crassus starts the new adventure as a 12th level fighter. Alternate Names. The Fighter is also known as Jarred.

Neutral Good Human;; Age: 22 Fighter (Champion) 7 Soldier Background Str 18, Dex 16, Con 14, Int 9, Wis 11, Cha 14. Proficiency Bonus +3;; Spd. 30 ft. AC 17 7 (breastplate and Dex) or 19 (with a shield); HP 60. Saves. Str +7, Con +5. Skills and Tools. Acrobatics +6, Athletics +7, Intimidation +5, Perception +3 +3. Dice (gaming set). ( Fighter Features. Fighting Style (Protection), Second Wind (1/rest), Action Surge (1/rest), Martial Archetype (Champion), Ability Score Improvement (4th, 6th, 8th), Extra Attack Attac (1). Champion Features. Remarkable Athlete.

Improved

Critical,

Languages. Common, plus any one of player’s choice.

Equipment. Breast plate, longsword, shield, two handaxes, explorer’s xplorer’s pack. pack

Lucia, the Elf Warrior-Mage of great power. Low hit points but excellent agility. Uses the short sword. She can cast devastating spells. In Shadow over Mystara. Lucia starts the new adventure as a fighter 4/wizard 8. Alternate Names. The Elf is also known as Kayla.

Chaotic Good Wood Elf; Age: 99 Fighter 2/Wizard (Evocation) 5 Sage Background Str 10, Dex 18, Con 10, Int 15, Wis 11, Cha 13. Proficiency Bonus +3;; Spd. 35 3 ft. AC 14 (Dex) or 16 (with shield); HP 36. Saves. Int +6, Wis +3. Skills and Tools. Arcana +5, Athletics +3, History +6, Perception +3, Survival +3. +3 Fighter and Wizard Features. Features Fighting Style (Protection), ), Second Wind (1/rest), Action Surge (1/rest);; Spellcasting, Arcane Recovery (3 spell levels/short rest), Arcane Tradition (Evocation),, Ability Score Improvement (4th). (4th) Arcane Tradition Features. Features Evocation Savant, Sculpt Spells. Wood Elf Traits. Darkvision 60 ft., Keen Senses, Fey Ancestry, Trance, Elf Weapon Training, Fleet of Foot, Mask of the Wild. Languages. Common and Elvish, Elvish plus any two of player’s choice. Equipment. Short sword, shield, component pouch, dagger, spellbook. spellbook Spellcasting. Intelligence; Save DC 13; Spell attack modifier +5.. Can prepare 7 spells. Cantrips. Firebolt, light, prestidigitation, ray of frost. Spellbook. (1st) burning hands, magic missiles, thunderwave, plus any 5 of player’s choice; (2nd) flaming sphere, invisibility, plus any 2; (3rd) fireball, lightning bolt. Spell Slots. (1st) O O O O | (2nd) O O O | (3rd) O O

Greldon, the Cleric Defender of the faith, who wields the mace and clerical spells to further the goals of his order. He cannot use throwing knives and arrows. In Shadow over Mystara. Greldon starts the new adventure as an 11th level cleric. Alternate Names. The Cleric is also known as Miles.

Neutral Good Human; Age: 29 Cleric (Life) 7 Acolyte Background Str 15, Dex 9, Con 14, Int 11, Wis 18, Cha 13. Proficiency Bonus +3;; Spd. 30 ft. AC 16 (chain mail) or 18 (with a shield); shield) HP 52. Saves. Wis +7, Cha +4. Skills and Tools. Insight +7, Medicine +7, Persuasion +4, Religion +3. Cleric Features. Spellcasting, Divine Domain (Life), Channel Divinity (2/rest), Ability Score Improvement (4th), Destroy Undead (CR 1/2). Life Domain Features. Bonus Spells (bless, ( cure wounds; lesser restoration, restoration spiritual weapon; beacon of hope, revivify), revivify Bonus Proficiency (heavy armor), Disciple of Life, Preserve Life, Blessed Healer. Languages. Common, plus any one of player’s choice. Equipment. Mace, shield, chain mail, holy symbol, priest’s pack, prayer’s book, incense, vestments. Spellcasting. Wisdom; Save DC 15; Spell attack modifier +7. Can prepare 11 spells. Cantrips. Guidance, light, sacred flame, spare the dying. Spell Slots. (1st) O O O O | (2nd) O O O | (3rd) O O O | (4th) O

Dimsdale, the Dwarf Sturdy, formidable fighter. Unable to cast spells, he is resistant to magic and as strong as a mountain stone. He uses the hand axe. In Shadow over Mystara. Dimsdale starts the new adventure as a 10th level fighter. Alternate Names. The Dwarf is also known as Hendel.

Lawful Neutral Dwarf; Age: 58 Fighter 7 (Champion) Soldier Background Str 19, Dex 8, Con 18, Int 12, Wis 13, Cha 10. Proficiency Bonus +3;; Spd. 30 ft. AC 17 (chain mail and style) style or 19 (with a shield); HP 74. Saves. Str +7, Con +7. Skills and Tools. Athletics +7, History +6, Insight +3, 3, Persuasion +6. Dice (gaming set), vehicles (land), smith’s tools. tools Fighter Features. Fighting Style (Defense), ( Second Wind (1/rest), Action Surge (1/rest), Martial Archetype (Champion), Ability Score Improvement (4th, 6th), Extra Attack (1). Champion Features. Remarkable Athlete.

Improved

Critical,

Mountain Dwarf Traits. Darkvision 60 ft., Dwarven Resilience, Dwarven Combat Training, Tool Proficiency (smith’s (smith tools), Stonecutting. Languages. Common and Dwarvish. Equipment. Chain mail, battleaxe, shield, two handaxes, smith’s toolss, set of bone dice, dungeoneer’s pack.

Syous, the Magic User A user of magic who becomes powerful dandling in the forces of the universe. New Character. The Magic User does not take part in Tower of Doom, thus starting at a considerably higher level than the other heroes. Alternate Names. The Magic User is also known as D’Raven.

Neutral Human; Age: Unknown Wizard 14 (Evocation) Criminal Background Str 11, Dex 16, Con 14, Int 20, Wis 14, Cha 9. Proficiency Bonus +5;; Spd. 30 3 ft. AC 13 (Dex); HP 86. Saves. Int +10, Wis +7. Skills and Tools. Arcana +10, Deception +4, Investigation +10, Stealth +8. +8 Thieves’ tools. Wizard Features. Spellcasting, Arcane Recovery (7 spell levels/short rest), Arcane Tradition (Evocation), Ability Score Improvement (4th, (4th 8th, 12th). Arcane Tradition Features. Features Evocation Savant, Sculpt Spells,, Potent Cantrip, Empowered Evocation, Overchannel. Languages. Common, ommon, plus any one of player’s choice. Equipment. Quarterstaff,, component pouch, dagger, spellbook. Spellcasting. Intelligence; Save DC 18; Spell attack modifier +10. Can prepare 19 spells. Cantrips. Acid splash, firebolt, light, prestidigitation, ray of frost. Spellbook. (1st) burning hands, magic missiles, thunderwave, plus any 5 of player’s choice; (2nd) flaming sphere, invisibility, plus any two; (3rd) fireball, lightning bolt, plus any 2; (4th) ice storm, wall of fire, plus any two; (5th) cone of cold, cloudkill*, conjure elemental*, plus any 1; (6th) chain lightning, flesh to stone*, plus any 2; (7th) project image*, reverse gravity*, *, plus any 2. Spell Slots. (1st) O O O O | (2nd) O O O | (3rd) O O O | (4th) O O O | (5th) O O | (6th) O | (7th) O * Indicates a new spell described in the Appendix.

Moriah, the Thief A stealthy professional dungeon explorer equipped with splendid exploring skills. New Character. The Thief does not take part in Tower of Doom, thus starting at a considerably higher level than the other heroes. Alternate Names. The Thief is also known as Shannon.

Neutral Human; Age: Unknown Rogue (Thief) 11 Criminal Background Str 11, Dex 20, Con 14, Int 15, Wis 9, Cha 13. Proficiency Bonus +4; Spd. 30 ft. AC 15 (Dex); HP 80. Saves. Dex +9, Int +6. Skills and Tools. Acrobatics +13, Athletics +8, Deception +5, Perception +3, Sleight of Hand +13, Stealth +9. Thieves’ tools (adds twice the proficiency modifier for checks), dice (gaming set). Rogue Features. Expertise (Acrobatics, Athletics, Sleight of Hand, thieves’ tools), Sneak Attack +6d6, Thieves’ Cant, Cunning Action, Roguish Archetype (Thief), Ability Score Improvement (4th, 8th), Uncanny Dodge, Evasion, Reliable Talent. Thief Features. Fast Hands, Second-Story Work, Supreme Sneak. Languages. Common, plus any one of player’s choice. Equipment. Rapier, two daggers, dungeoneer’s pack, thieves’ tools.

Appendix: Spells New Spells These spells aren’t included in the Basic Rules, but can be found in the Player’s Handbook. CLOUDKILL 5th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start o f each o f your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level o f the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. CONJURE ELEMENTAL 5th-level conjuration Casting Time: 1 minute

chose appears in an unoccupied space within 10 feet o f it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. FLESH TO STONE 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch o f lime, water, and earth) Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 hour

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

You call forth an elemental servant. Choose an area o f air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its

Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. REVERSE GRAVITY 7th-level transmutation

PROJECT IMAGE

Casting Time: 1 action

7th-level illusion

Range: 100 feet

Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica o f you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

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