Spell List
The spells chosen for Prianna go all the way to level 20, using D&D 5e (legacy). While in some games the spells varied, due to differences in game versions or homebrew rules a Dungeon Master used, these are often the same general spells chosen each time.
Prianna’s spellwork is tied to her bardic class, and include a unique trait (if permitted): Scent.
Being a chef bard, her spells often burst forth with aroma, like a dish freshly made, easily smelled by anyone who is within a 15 foot radius of her. This can be soothing, energizing, distracting, mostly on the roleplay side of things. It also comes at a cost, as spellwork done while trying to hide often has the side effect of revealing where she is to the enemy.
IMPORTANT ABILITIES/FEATURES/TRAITS
Bardic Inspiration – As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d12). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Scent profile: Blood Orange and Thyme, bold clarity in the heat of battle.
Song of Rest – Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Scent profile: Fresh-cut Cucumber, clean, refreshing, and calming to the senses.
Cutting Words – Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Cutting Words: 1 Reaction
Scent profile: Bitter Chocolate, rich and barbed beneath the surface.
Countercharm – At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Countercharm: 1 Action
Scent profile: Fresh Dill, sharp, nose-clearing, and bracing, demanding clarity.
CANTRIPS
Mage Hand – 1 action, 30 ft, V/S, 1 minute. 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.
Scent profile: Bay leaf, subtle, woodsy, and mysterious, matching the invisible, ephemeral nature of the hand.
Message – 1 action, 120ft, V/S/M (short piece of copper wire), 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.
Scent profile: Lemon Balm, traditionally used for clarity and communication in herbal medicine.
Minor Illusion – 1 action, 30 ft/5 ft sq, S/M (bit of fleece), 1 minute. 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.
Scent profile: Nutmeg, warm, enticing, often found in dreamy foods; evokes a sensory trick.
Prestidigitation – 1 action, 10ft, V/S, 1 hour. This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
– You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
– You instantaneously light or snuff out a candle, a torch, or a small campfire.
– You instantaneously clean or soil an object no larger than 1 cubic foot.
– You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
– You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
– You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Scent profile: Vanilla Bean, evocative and comforting, ideal for illusions of warmth, cleanliness, or joy.
LEVEL ONE
Cure Wounds – 1 action, Touch, V/S, Instantaneous. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Scent profile: Honey and Chamomile, traditional soothing agents, good for a gentle healing spell.
Healing Word – 1 bonus action, 60ft, V, Instantaneous. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Scent profile: Peppermint, cuts through pain and fog, invigorating; very much a “word of relief.”
Speak with Animals – 1 action, Self, V/S, 10 minutes. You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
Scent profile: Dandelion Greens, wild, untamed scent, commonly found in meadows.
2ND LEVEL
Heat Metal– 1 action, 60ft, V/S/M (a piece of iron and a flame), Concentration (1 minute). Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Scent profile: Mustard Seed, pungent and hot when ground; appropriate for a sudden wave of heat.
Lesser Restoration – 1 action, Touch, V/S, Instantaneous. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Scent profile: Ground sage, earthy and purifying; historically burned or brewed for health.
Shatter – 1 action, 60ft/10ft sphere, V/S/M (chip of mica), Instantaneous, A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Scent profile: Crushed Black Pepper, spicy, punchy, almost nose-tingling.
3RD LEVEL
Counterspell – 1 reaction when you see a creature within 60ft of you casting a spell, S, Instantaneous. 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.
Scent profile: Licorice Root, sweet-bitter, with an oddly commanding, medicinal presence.
Fireball – 1 action, 150ft/20ft sphere, V/S/M (tiny ball of bat guano and sulfur), Instantaneous. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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.
Scent profile: Cinnamon Bark, spicy and smoky, ignites a fire in the senses.
Plant Growth – Special, 150ft, V/S, Instantaneous. This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Scent profile: Fresh Basil, lush, green, and pungent, evoking a garden exploding with life.
Sending – 1 action, Unlimited, V/S/M (a short piece of fine copper wire), 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.
Scent profile: Orange Peel, for travel, trade, and distant lands, bright and citrusy.
Tongues – 1 action, Touch, V/M (a small clay model of a ziggurat), 1 hour. This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Scent profile: Cardamom, complex and global; bridges many cuisines and cultures, like language.
4TH LEVEL
Polymorph – 1 action, 60ft, V/S/M (a caterpillar cocoon), Concentration (1 hr). This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Scent profile: Fermented Cabbage (like sauerkraut), a little sour and surprising, yet traditional and tied to change.
5TH LEVEL
Cone of Cold – 1 action, Self/60 ft cone, V/S/M (a small crystal or glass cone), Instantaneous. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
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.
Scent profile: Eucalyptus (old world source: Tasmanian blue gum), rare but traded by Victorian explorers with icy-fresh smell.
Greater Restoration – 1 action, Touch, V/S/M (diamond dust worth at least 100gp, which the spell consumes). You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
– One effect that charmed or petrified the target
– One curse, including the target’s attunement to a cursed magic item
– Any reduction to one of the target’s ability scores
– One effect reducing the target’s hit point maximum
Scent profile: Mead-soaked Ginger, warming, golden, ancient-feeling comfort.
Scrying – 10 minutes, Self, V/S/M (a focus worth at least 1,000gp, such as a crystal ball, a silver mirror, or a font filled with holy water), Concentration (10 minutes). You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge:
Secondhand (you have heard of the target) – +5 Save Modifier
Firsthand (you have met the target) – 0 Save Modifier
Familiar (you know the target well) – -5 Save Modifier
Connection:
Likeness or picture – -2 Save Modifier
Possession or garment – -4 Save Modifier
Body part, lock of hair, bit of nail, or the like – -10 Save Modifier
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
Scent profile: Pear and Rosemary, gentle and herbal-fruity, with a refined edge, subtle but complex enough for a spell of insight.
6TH LEVEL
Guards and Wards – 10 minutes to cast, Touch, V/S/M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 gp), 24 hours. You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
– Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
– Place magic mouth in two locations.
– Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
– Place a constant gust of wind in one corridor or room.
– Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Scent profile: Bitter Almond (Marzipan), sweet but suspicious; protective and potentially dangerous.
Heal – 1 action, 60ft, V/S, Instantaneous. Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Scent profile: Marshmallow Root, soothing to every part of the body.
Word of Recall – 1 action, 5ft, V, Instantaneous. You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Scent profile: Baked Rye Bread, hearty, grounding, comforting, instant familiarity.
7TH LEVEL
Magnificent Mansion – 1 minute, 300ft, V/S/M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp), 24 hours.
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Scent profile – Mulled Wine, particularly with a Red Dragon Crush base, warm, spiced, intoxicating; feels like stepping into nobility.
Regenerate – 1 action, Touch, V/S/M (a prayer wheel and holy water), 1 hour. You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Scent profile: Fermented Garlic Honey, funky but potent, used historically for immunity.
Resurrection – 1 hour, Touch, V/S/M (a diamond worth at least 1,000 gp, which the spell consumes), Instantaneous. You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Scent profile: Baked Apple with Thyme, simple, comforting, and evokes returning home.
Teleport – 1 action, 10ft, V, Instantaneous. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table:
Familiarity // Mishap // Similar Area // Off Target // On Target
Permanent Circle // – // – // – // 01 – 100
Associated Object // – // – // – // 01 – 100
Very Familiar // 01-05 // 06 – 13 // 14 – 24 // 25 – 100
Seen Casually // 01 – 33 // 34 – 43 // 44 – 53 // 54 – 100
Viewed Once // 01 – 43 // 44 – 53 // 54 – 73 // 74 – 100
Description // 01 – 43 // 44 – 53 // 54 – 73 // 74 – 100
False Destination // 01 – 50 // 51 – 100 // – // –
Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Scent profile: Burnt Caramel with a touch of Orange Zest, a flash of scent, like popping from one place to another.
8TH LEVEL
Nothing here she wants, haha.
9TH LEVEL
True Resurrection – 1 hour, Touch, V/S/M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes), Instantaneous. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Scent profile: Pomegranate and Honey Cake, life and death symbols entwined.
Wish – 1 action, Self, V, Instantaneous. Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
– You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
– You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
– You grant up to ten creatures that you can see resistance to a damage type you choose.
– You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
– You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
– You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Scent profile: Sweet Cinnamon Butter and Glazed Brioche, the warmth of every soft life she never got to live.