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Erezer

Level 12 Gnome Neutral Good Wizard
/ 70 HP

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SHIT

Storytelled by infectedinfested
Played by
Jonasss

Erezer

Wizard 12 Class & Level
Background
Gnome Race
Neutral Good Alignment

Strength -1
0
Dexterity 2
-4
constitution 2
-4
intelligence 1
-5
wisdom 2
-4
charisma 1
-5
Total Hit Dice
Hit Die
1d6-4
+4 proficiency bonus
-1 Strength
+2 Dexterity
+2 Constitution
+8 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+8 Arcana
-1 Athletics
+5 Deception
+8 History
+2 Insight
+1 Intimidation
+4 Investigation
+2 Medicine
+4 Nature
+6 Perception
+1 Performance
+1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Small weapons proficiencies

 
12
Armor Class
70
Hit Points
+2
Initiative
25
Speed
Attacks

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Wizards Apprentice

Gij zijt de leerling geweest van Morn, een Grote, onbekende Wizard.   Hij heeft u lang geleden uit een dorp gehaald door tegen uw ouders te zeggen dat je bestemd bent voor grote dingen. (Je was toen 4 jaar) waarna u tovenaars route begonnen was. Hij leerde u informatie die zeer weinig andere magiërs kennen bv, dat de oorsprong van alle magie komt uit de weave, en er verschillende manieren zijn om deze aan te spreken. Zelf hard leren, een god aanbidden die het u geeft, eenheid vinden met de natuur zodat je de weave kan aanspreken via de natuur (Alles heeft verbinding met de weave, de 1 alleen wat meer als de ander waar dat de verhouding “Oergoden > Celestials(goden) /demon lords > sterfelijke”, andere wezens kunnen tussen deze verdeling liggen). Hij heeft u vanalles verteld over de wereld. Dat vroeger de wereld vol met magie zat en deze door iedereen gebruikt kon worden als je maar de juiste beweging met u hand kon doen en rechtstreeks de weave aanspreken, de goden zaten toen op deze wereld en hadden veel minder macht. Echter werd in die tijd de wereld geplaagd met een soort magie-etende entiteit die de magie de “Nashri” samen met de ziel van iemand kon opzuigen.   In deze wereld heerste de Oergoden en elementen over alles en waren de goden en Demonen wat je nu kunt vergelijken met Goblins en Kobolden, het uitschot van de wereld. Over de sterfelijke werd toen weinig of niets gedocumenteerd, ze waren vermoedelijk slaven van de oergoden.   Tot de Goden en Demonen samen in opstand kwamen en zo de Oergoden verwierpen en deze op sloten of een deal mee maakte, zo mocht mythral haar “Weave” blijven bewerken en Gaia over de dieren en planten blijven waken. Alle andere verdwenen zonder ooit nog terug te zien.   De doos van Krukus Velen eeuwen laten tijdens een gevecht tussen de Celestials en de Demon lords op aarde wilde stond een oude stad op het randje van verlies door de randschade van de gevechten. Hierdoor maakte Krukus (een sterke tovenaar van oude tijden) een spreuk om rechtstreeks een oergod Mythral over te nemen zodat hij de tijden kon keren en de Celestials, demonen en de Nashri kon stoppen. Deze spreuk lukt maar in plaats van tijdelijk de kracht van Mythral over te nemen was deze spreuk permanent, en tijdens deze periode ontdekte Krukus dat Mythral zijn volledige kosmische kracht in het herstellen van de Weave stak, deze werd namelijk beschadigd door het non-stop gebruik van de goden, demonen en de sterfelijke.   In die tijd hadden de mensen ook toegang tot spreuken hoger als level 9, deze worden in de volksmond Forgotten Spells genoemd.   Mythral was echter niet verdwenen maar omdat hij niet meer zijn taak kon doen om de weave te herstellen werd deze op enkele minuten instabiel en vernietigde de Tovenaar Krukus en zichzelf.   Na deze gebeurtenis heeft de wereld voor enkele jaren bestaan zonder magie en stierf de Nashri volledig uit door een gebrek aan voeding.       Natuurlijk kan niemand de weave permanent vernietigen alleen de verdeler werd vernietigd maar de weave maakte na enkele jaren een nieuwe verdeler, Mythra, deze wist wat er gebeurde en besloot magie te beperkte door spell slots te maken en spreuken moeilijker te maken zodat niet iedereen nodeloos de weave kon misbruiken. Zo werd de magische kost van een Forgotten spell verhoogd met zielen waardoor deze nooit meer gebruikt zullen worden. Waarna het gevecht tussen de Celestials en de Demonen verderzette. De Verlossing 1191 jaar geleden gebeurde er weer iets speciaals, zoals gewoonlijk waren de Celestials en Demonen weer aan het vechten op de wereld. Tot het moment dat de hemel rood gloeide en alle Celestials en Demonen opslorpte om nooit meer gezien te worden. waardoor de sterfelijke en andere rassen de voorgrond konden krijgen en de wereld langzaam aan veranderde naar wat hij nu is.   Echter waren de Demonen en Celestials niet volledig weg, ze konden nog invloed uitoefenen of deals maken met sterfelijke. Deals of pacts zijn namelijk een zeer krachtige soort van magie en kunnen zelden of nooit verbroken worden. Het lijkt erop dat de demonen en Celestials een pact hadden gemaakt en daardoor ze de wereld hebben verlaten. Wat ik nog heb ontdekt is dat die tijd 1000 sterfelijke zielen de wereld hebben verlaten op hetzelfde moment wat maar 1 ding kan zeggen, iemand heeft een Forgotten Spell gebruikt, deze vergde namelijk een ziel als betaling. De weerstandige   U leraar Morn had vroeger zijn eigen leraar genaamd Aurm, deze wist dit allemaal te ontdekken door jaren onderzoek, en kwam er ook achter dat de celestials (Die nu hun eigen goden noemen) en demonen echter hun eeuwige strijd willen verder zetten op de Material plane.   Daarom probeerde Aurm, samen met zijn 2 leerlingen Morn en Aurin de Astral Bindings te vinden en te vernietigen. De Astral Bindings zijn verbindingen tussen alle werelden die er voor zicht dat die altijd wel met elkaar gelinkt zijn.   Wanneer deze vernietigd worden zou in theorie alle werelden uit elkaar gedreven worden om nooit meer met elkaar te verbinden. Na jaren de Astral binding te zoeken en te vinden hadden de 3 tovenaars de kans om de daad uit te voeren maar niet voor Aurin Aurm en Morn verrade. Tijdens de Ritueel was er natuurlijk een enorme hoeveelheid magie die vrij kwam waarmee Aurin een krachtige Vergeten Spreuk kon doen, In plaats van het vernietigen van de Bindings koos hij ervoor om, zoals Krukus voor hem, genoeg macht te krijgen om de celestial en demon plane voor eens en altijd te vernietigen.   Tijdens dit verraad besloot Aurm om zijn leven te geven door de Astral Bindings terug naar zijn bewaakte locaties te sturen door middel van een Forgotten Spell, alle zielen in een onmiddellijke omgeving werden vernietigd, vervangen door afgrijselijke wezens en Aurin werd voor 35 jaar de Astral Sea in geworpen en ik overleefde alles, vluchtte het getroffen gebied en ging op pad naar iemand om mij te helpen in het toekomende gevecht.   De laatste keer dat jij Morn gezien hebt is 3 maanden geleden, waar hij opeens verdween en nooit meer terug kwam.
 

Statblocks for your spells.

Level 0 Spells

PHB, page 242 SRD

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10

Class(es): Sorcerer, Wizard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Prince of the Apocalypse

Mold Earth

0-level (Cantrip) Transmutation

Casting Time 1
Range 30
Duration Instantaneous or 1 hour (see below)
Components S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:   If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.   • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shap­ing patterns. The changes last for 1 hour.   • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.   If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Sorc/Wizard

Level 1 Spells

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

PHB, page 243 SRD

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, 1 hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard

PHB, page 252 SRD

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Bard, Wizard

SRD

Mage Armor

1-level Abjuration

Casting Time 1 action
Range Self
Duration 8 hours
Components V, S, M
Materials A piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Class(es): Sorcerer, Wizard

SRD

Silent Image

1-level Illusion

Casting Time 1 action
Range 60ft
Duration Concentration, up to 10 minutes
Components V, S, M
Materials A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.  
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.  
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.

Class(es): Bard, Sorcerer, Wizard

Xanathar's Guide to Everything

Witch Bolt

1-level Evocation

Casting Time 1 action
Range 30 feet
Duration Concentration, up to 1 minute
Components V, S, M (a twig from a tree that has been struck by lightning)

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Class(es): Sorcerer, Warlock, Wizard

Level 2 Spells

PHB, page 237 SRD

Enlarge/Reduce

2-level Transmutation

Casting Time 1 action
Range 30 feet
Duration Concentration, 1 minute
Components V, S, M
Materials A pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

  If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

  Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.

  Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Class(es): Artificer, Sorcerer, Wizard

PHB, page 254 SRD

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials An eyelash encased in gum arabic

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 levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Counterspell

3-level Abjuration

Casting Time 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range 60ft
Duration Instantaneous
Components S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Class(es): Sorcerer, Warlock, Wizard

PHB, page 234 SRD

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

PHB SRD

Fear

3-level Illusion

Casting Time 1 action
Range Self (30ft cone)
Duration Concentration, 1 minute
Components V, S, M
Materials a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw 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 Wisdom saving throw. On a successful save, the spell ends for that creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB, page 241 SRD

Fireball

3-level Evocation

Casting Time 1 action
Range 150ft
Duration Instantaneous
Components V, S, M
Materials a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

SRD

Tiny Hut

3-level Evocation (ritual)

Casting Time 1 minute
Range Self (10ft radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.  
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.  
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

SRD

Major Image

3-level Illusion

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).  
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.  
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 its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Class(es): Bard, Wizard

Level 4 Spells

SRD

Banishment

4-level Abjuration

Casting Time Up to 1 minute
Range 60ft
Duration Up to 1 minute
Components V, S, M
Materials An item distasteful to the target

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless Demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Class(es): Cleric, Paladin, Sorcerer, Warlock, Wizard

Dimension Door

4-level Conjuration

Casting Time 1 action
Range 500ft
Duration Instantaneous
Components V

You Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.

You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB, page 249 SRD

Hallucinatory Terrain

0-level (Cantrip) Abjuration

Casting Time 10 minutes
Range 300ft
Duration 24 hours
Components V, S, M
Materials a stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot 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 (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Class(es): Bard, Druid, Warlock, Wizard

SRD

Phantasmal Killer

4-level Illusion

Casting Time 1 action
Range 120ft
Duration Concentration, up to a minute
Components V, S

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. <br>5th level: [roll 5d10] psychic damage <br>6th level: [roll 6d10] psychic damage <br>7th level: [roll 7d10] psychic damage <br>8th level: [roll 8d10] psychic damage <br>9th level: [roll 9d10] psychic damage

Class(es): Wizard

Level 5 Spells

SRD

Mislead

5-level Illusion

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components S

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.  
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns 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.

Class(es): Bard, Wizard

SRD

Modify Memory

5-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Concentration, up to a minute
Components V, S

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.  
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.  
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.  
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.  
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Class(es): Bard, Wizard

Level 6 Spells

SRD

Chain Lightning

6-level Evocation

Casting Time 1 action
Range 150ft
Duration Instantaneous
Components V, S, M
Materials A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Class(es): Sorcerer, Wizard

SRD

Programmed Illusion

6-level Illusion

Casting Time 1 action
Range 120ft
Duration Until dispelled
Components V, S, M
Materials A bit of fleece and jade dust worth at least 25 gp

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.  
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.  
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.  
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.

Class(es): Bard, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

The major events and journals in Erezer's history, from the beginning to today.

The list of amazing people following the adventures of Erezer.

Played by
Jonasss