Diplomat Spells
Cantrip
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 ft. to a new spot within range. A light must be within 20 ft. of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Level 0 (cantrip); Casting Time 1 Action; Components S,M; Range S; Duration C (1 min.)
For the duration, you have advantage on all charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways depending on the nature of your interaction with it.
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Saving (Charisma) throw against your spell DC or take 1d4 mental damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).
Level 1
Level 1; Casting Time 1 Action, Components V,S,M; Range L (30 ft.), Duration C (1 min.)
Up to three creatures of your choice that you can see within range must make a Saving throw against your Spell DC. Whenever a target that fails this throw makes an Attack roll or a Saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or Saving throw.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 1 hour
You attempt to charm a humanoid you can see within range. It must make a Saving (Charisma) throw against your Spell DC, and does so with advantage if you or your companions are fighting it. If it fails the check, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st. The creatures must be within 30 ft. of each other when you target them.
Level 1; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Saving (Intelligence) throw against your Spell DC. On a failure, it takes 2d6 mental damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20 ft. sphere; Duration 1 min.
This spell sends creatures into a magical slumber. Roll 4d8, the total is how many HP of creatures this spell can affect. Creatures within 20 ft. of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures). Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s HP from the total before moving on to the creature with the next lowest HP. A creature’s HP must be equal to or less than the remaining total for that creature to be affected.
At higher level: when you empower the spell, roll an additional 1d8 for every level above 1st.
Level 2
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE 20ft. sphere; Duration I
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 20-ft.-diametr sphere centered on that point must make a Saving throw against your Spell DC. A creature takes 2d8 sonic damage on a failure, or half as much damage on a success. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this throw. A non-magical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 30ft. sphere; Duration C (10 min.)
For the duration, no sound can be created within or pass through a 30-ft.-diametr sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to sonic damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Level 2; Casting Time 1 Action; Components V,M; Range L (30 ft.); Duration C (8 hours)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Saving (Charisma) throw against your Spell DC. On a failure, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an inquisitor give his warhorse to the first beggar he meets. If the condition isn’t met before the spell expires, the activity isn’t preformed. If you or any of your companions damage the target, the spell ends.
Level 3
Level 3; Casting Time 1 Action; Components V,S; Range C; Duration C (1 min.)
You touch a creature, and that creature must succeed on a Saving throw against your Spell DC or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
– While cursed, the target has disadvantage on Attack rolls against you.
– While cursed, the target must make a Saving throw against your Spell DC at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
– While the target is cursed, your attacks and spells deal an extra 1d6 withering damage to the target.
A remove curse spell ends this effect.
At higher level: when you empower the spell to 4th level the duration is C (10 min.). Empowering to 5th level increases the duration is 8 hours. Empowering to 7th level increases the duration to 24 hours. Empowering to 9th level makes the spell last until dispelled. Empowering the spell to 5th level and more grants a duration that does not require concentration.
Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 30ft. cone; Duration C (1 min.)
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-ft. cone must succeed on a Saving (Charisma) throw against your Spell DC or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Saving throw against the same DC. On a successful save, the spell ends for that creature.
Level 3; Casting Time 1 Action; Components S,M; Range L (120 ft.); AoE 30ft cube; Duration C (1 min.)
You create a twisting pattern of colors that weaves through the air inside a 30-ft. cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Saving (Intelligence) throw against your Spell DC. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Level 3; Casting Time 1 Action; Components V,S,M; Range unlimited; Duration 1 round
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables all creatures to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Level 4
Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration C (1 min.)
Creatures of your choice that you can see within range and that can hear you must make a Saving (Charisma) throw against your Spell DC. A target automatically succeeds on this Saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20ft. sphere; Duration C (1 min.)
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 20-ft.-diametr sphere centered on a point you choose within range must succeed on a Saving (Intelligence) throw against your Spell DC when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior
1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each number. The creature doesn’t take an action this turn.
2-6. The creature doesn’t move or take actions this turn.
7-8. The creature uses its action to make a melee attack against a randomly determined creature within Close range. If there is no creature within Close range, the creature does nothing this turn.
9-10. The creature can act and move normally.
At the end of its turns, an affected target can make a Saving throw. It it succeeds, this effect ends for that target.
At higher level: when you empower this, the radius of the sphere increases by 5 ft. for every level above 4th.
Level 4; Casting Time 10 min.; Components V,S,M; Range L (300 ft.); AoE 150ft. cube; Duration 24 hours
You make natural terrain in a 150-ft. cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Arcana, Perception) check against your Spell DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Level 5
Level 5; Casting Time 1 min.; Components V,S; Range L (60 ft.); Duration C (10 min.)
You attempt to beguile a humanoid that you can see within range. You must maintain line of sight for the entirety of the casting duration. When the casting duration ends, the humanoid must succeed on a Saving (Charisma) throw against your Spell DC or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature”, “Run over there”, or “Fetch that object”. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Saving (Charisma) throw against the spell. If the saving throw succeeds, the spell ends.
At higher level: when you empower the spell to 6th level, the duration is C (30 min.), when you empower to 7th level, the duration is C (1 hour), when you empower to 8th level, the duration is C (8 hours).
Level 5; Casting Time 1 min.; Components V,S,M; Range Special; Duration 8 hours
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. 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 spell. 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 spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Saving (Charisma) throw against your Spell DC. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 mental damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its Saving throw with disadvantage.
Level 6
Level 6; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 min.)
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Saving (Strength or Dexterity) throws and Attack rolls. While the target is affected by this spell, other creatures have advantage on Attack rolls against it. As an action, a dancing creature makes a Saving throw against your Spell DC to regain control of itself. On a successful save, the spell ends.
Level 6; Casting Time 1 Action; Components V,M; Range L (60 ft.); Duration 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Saving (Charisma) throw against your Spell DC. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher level: when you empower this to 7th level, the duration is 10 days. When you empower to 8th level, the duration is 30 days. When you empower to 9th level, the duration is a year and a day.
Level 7
Level 7; Casting Time 1 Action; Components V,S,M; Range 500 miles; Duration C (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. 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 (Arcana, Perception) check against your Spell 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.
Level 7; Casting Time 1 Action; Components V,S,M; Range C; Duration until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by detection spells or perceived through scrying sensors created by spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the dragon awakes. This spell also ends if the target takes any damage.
Level 8
Level 8; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); Duration I
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 2d4 mental damage and must make a Saving (Charisma) throw against your Spell DC. On a failed save, the creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its Saving throw against this spell. If it succeeds on its Saving throw, the spell ends. The spell can also be ended by restoration, heal or wish.
Level 9
Level 9; Casting Time 1 min.; Components V,S,M; Range C; Duration 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has advantage on all d20 rolls using one of the base or derived modifiers. Additionally, other creatures have disadvantage on Attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.