Eavesdrop
Eavesdrop
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.
Animal Friendship
Animal Friendship
You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett.
Animal Messenger
Animal Messenger
You call a Tiny beast to you, whisper a message to it, and then give it directions to the message’s recipient. It is now your messenger.
Specify a location you have previously visited and a recipient who matches a general description, such as “a person wearing a pointed red hat in Barter Town” or “a half-orc in a wheelchair at the Striped Lion Inn.”
Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.
Animal Shapes
Animal Shapes
You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.
On subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.
Find the Path
Find the Path
Range: Same Plane
Forbiddance
Forbiddance
You protect the target area against magical travel. Creatures can’t teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell’s area can’t overlap with another forbiddance spell.
Guards and Wards
Guards and Wards
You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.
When cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.
Guards and wards creates the following effects within the area of the spell.
Hallucinatory Terrain
Hallucinatory Terrain
Range: Special (300 feet)
You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.
Heart of Dis
Heart of Dis
You magically replace your heart with one forged on the second layer of Hell.
Magnificent Mansion
Magnificent Mansion
Range: Special (300 feet)