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Trace Magic Aura

Trace Magic Aura

-level (
)
Duration:

Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.

Stone Sentinel

Stone Sentinel

-level (
)
Duration:

You touch a statue and transform it into a

Eavesdrop

Eavesdrop

-level (
)
Duration:

You touch the target and mark it with a glyph that acts as a scrying sensor. The glyph is visible and resembles a one-inch-tall drawing of an ear. The sensor can be covered or concealed without changing the function of the spell. A creature can wipe it away as an action, ending the spell. You can only have one such sensor active at once.

Reopen Rift

Reopen Rift

-level (
)
Duration:

If any creature used teleportation or plane shift magic, such as

Hex

Hex

-level (
)
Duration:

You levy a mild

Accelerando

Accelerando

-level (
)
Duration:

You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.

Acid Arrow

Acid Arrow

-level (
)
Duration:

A jet of acid streaks towards the target like a hissing, green arrow.

Aid

Aid

-level (
)
Duration:

You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.

Alarm

Alarm

-level (
)
r
Duration:

You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm. 

r
This spell may be cast as a ritual