Crystalline Chronicle
Crystalline Chronicle
Wondrous Item
Very Rare Requires Attunement
Requires attunement by a Wizard. An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: Detect Thoughts, Intellect Fortress, Rary's Telepathic Bond, Sending, Telekinesis, Tasha's Mind Whip, and Tenser's Floating Disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it. While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the Mage Hand, Mind Sliver, and Message cantrips if you don't already know them. The crystal has 3 charges, and it regains 1d3 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:- If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
- When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100gp value.
Detect Thoughts
2-level Divination
Casting Time: 1 Action
Range/Area: Self (5-foot radius)
Components: Verbal, Somatic, Material
Materials: Copper Piece
Duration: Concentration, 1 Minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus you mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts the creature- what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any) its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check, if it succeeds, the spell ends.
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. you can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower, or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described avow, even if you can't see it, but its must still be within range.
Available for: Bard, Sorcerer, Wizard
Intellect Fortress
3-level Abjuration
Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal
Duration: Concentration, 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Available for: Artificer, Bard, Sorcerer, Warlock, Wizard
Rary's Telepathic Bond
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: pieces of eggshell from two different kinds of creatures
Duration: 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Available for: Bard, Wizard
Sending
3-level Evocation
Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: a short piece of fine copper wire
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which 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 creatures with Intelligence scores of at least 1 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.
Available for: Bard, Cleric, Wizard
Telekinesis
5-level Transmutation
Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Available for: Sorcerer, Wizard
Tasha's Mind Whip
2-level Enchantment
Casting Time: 1 action
Range/Area: 90 feet
Components: Verbal
Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
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. The creatures must be within 30 feet of each other when you target them. Available for: Sorcerer, Wizard
Tenser's Floating Disk
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a drop of mercury
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. 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 disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Available for: Wizard
Mage Hand
0-level (Cantrip) Conjuration
Casting Time: 1 Action
Range/Area: 30 Feet
Components: Verbal, Somatic
Duration: 1 Minute
A spectral, floating hand appears at a point you choose within range. The hand last 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.
Available for: Bard, Sorcerer, Warlock, Wizard
Mind Sliver
0-level (Cantrip) Enchantment
Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 1d6 psychic damage and subtract 1d4 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 1d6 when you reach certain levels: 5th level (2d6 2d6 ), 11th level (3d6 3d6 ), and 17th level (4d6 4d6 ). Available for: Sorcerer, Warlock, Wizard
Message
0-level (Cantrip) Transmutation
Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: a short piece of copper wire
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.
Available for: Bard, Sorcerer, Wizard
Item type
Magical
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