d&d next - chronicles of mystara v.0.3

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    A Fan-made Supplement for D&D Next

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    Credits

    This document allows you to use the characters from the well-known arcade games Tower of Doomand

    Shadow Over Mystara as playable characters in any game using the Version 0.2 of the Dungeons and

    Dragons Basic Rules.

    This is a derivative fan production work based on the original work by E. Gary Gygax and Dave Arneson,and developed by Aaron Allston, Brian Blume, Ann Dupuis, Anne C. Gray, Bruce Heard, Frank Mentzer,

    Tom Moldvay, Steve Perrin, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward and Jean Wellsamong others.

    Names and concepts herein are copyrighted by their respective owners and this does not constitute a

    challenge to the ownership of said names and concepts. The unique text of this document is copyrighted(C)2014 and this document is produced for fans personal use and may not be bought or sold. This

    conversion was written as part of an effort from the authors to master the new Basic Rules, create something

    different for their game, and have a little bit of fun.

    Paulo [email protected]

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    Shadow oer Mystara

    Dungeons & Dragons: Shadow over Mystara (SoM) is an arcade game deve

    Capcom in 1996 as a sequel toDungeons & Dragons: Tower of Doom. The game i

    Dragons campaign setting of Mystara. It was one of the last 2-D arcade side-scrol

    only Battle Circuit (1997) came after Shadow over Mystara.Combining the side-scrolling gameplay of a beat em up with some aspects foun

    game, Shadow over Mystara has many game mechanics not commonly found ifinding and equipping new gear and earning new spells as the player gains experie

    large variety of weapons and armor, although this selection is limited by the chara

    there is also an extensive assortment of magical and hidden items in the gacompletely unknown to exist to the typical video gamer. This, along with the addi

    and forking paths, gives the game much re-playability and has led to a cult follo

    genre.

    PLOT

    After defeating the Arch Lich Deimos, the heroes continued on their journey throGlantri after realising that Deimos is only part of an even greater evil plan, and hea mysterious sorceress named Synn. Synn, who appears to be a young woman b

    powerful magical abilities, has been scheming to control the Kingdom of Glantri an

    of the Republic of Darokin. But now that Deimos has been defeated, Synn vowed tdesired.

    It is only at the games end does the player discover that Synn is in fact a centu

    bent on harnessing the mystical forces of the lands she has conquered, in order to amore devastating physical prowess than herself known and described only as Th

    fight against Synn in her lair; when she is slain, her monster is also destroyed by air

    loped and published by

    s set in the Dungeons &

    lers created by Capcom;

    in a role-playing video

    arcade games, such asnce. Players can wield a

    cter the players chooses;

    e, many of which aretion of multiple endings

    wing among fans of the

    ugh the Broken Lands ofas in fact being used by

    ut commands incredibly

    conquer the humanoids

    punish the land that she

    ies-old huge red dragon,

    aken a creature of evenFiend. The heroes than

    hip bombing.

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    About Mystara! The "nown #orl

    From the Wikipedia(http://en.wiki

    Mystara is a campaign settin

    Dragons fantasy role playingofficially been dropped from pro

    many fans continue to develop thicontinuing its original theme of gro

    DEVELOPMENT

    It originated as the Known Worlused in early adventure modules,

    Module X1, Isle of Dread, which

    various D&D modules and sourceGazeteers.

    Mystara began as several semi-different teams of writers who wtask of developing different culture

    exist in the fantasy world that was& Dragons at the time. Their

    compiled, blended, and combined to form a fantasy world, Mystara.

    The D&D Gazetteer series details the game's Known World setting. Each Gazeempire, and has three basic elements: cultural and geographic background, featu

    cultural and geographic campaign background section offers a brief history and t

    basic geography, climate, and ecology; and, fundamental social and political conGazetteer also offers a list of scenario ideas appropriate to the campaign setting.

    Mystara $lanet

    Mystaras outer surface consists of three principal land masses: the continent

    Skothar, and the continent of Davania, plus the island continent of Alphatia (

    officially published material, the Known World concentrated on the eastern portiolands of the Sea of Dawn. The continents of Mystara resemble those of the earth a

    years ago.

    The inhabitants of Mystara are diverse: humans of all races can be foundcreatures such as elves, dwarves, halflings, orcs, and dragons.

    Some of the notable nations of Mystara include the Thyatian Empire, the Gran

    the Principalities of Glantri, the merchant-run Republic of Darokin, the Emirates onation of Rockhome, The elven Kingdom of Alfheim, Halfling lands of the Fiv

    Alphatian Empire.

    THE CONTINENT OF BRUN

    The most commonly known land mass on Mystaras outer surface is actuall

    continent of Brun itself. In the officially published material, the Known World co

    portion of Brun along with the lands of the Sea of Dawn.

    THE KNOWN WORLD

    The Known World has cultures and a level of technological development that res

    Earth around the 15th century, but without gunpowder. Nations of the known worl

    d

    edia.org/wiki/Mystara)

    for the Dungeons &

    ame. Although it hasduction by its creators,

    s fantasy setting jointly,up development.

    d, a semi-generic settingfirst mentioned in the

    was expanded upon in

    , particularly a series of

    independent projects byre each assigned to thes and nations that would

    supported by Dungeonsork was gathered and

    teer treats one nation ores, and adventures. The

    imeline for each nation;

    epts of the region. Each

    f Brun, the continent of

    p to AC 1010). In the

    of Brun along with theproximately 135 million

    ere, along with myriad

    Duchy of Karameikos,

    f Ylaruam, the DwarvenShires and the chaotic

    y a tiny portion of the

    centrated on the eastern

    emble the Europe of our

    display a great range of

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    government types. Some nations are populated entirely by demihumans and/or humanoids. By common

    convention, the boundaries of the Known World are those covered in the world map as originallypublished in the module X1, The Isle of Dread, plus Norwold, the Isle of Dawn, and (pre Wrath of the

    Immortals) Alphatia.

    As the name implies, the Known World covers the most notable nations of Mystara, the ones mostcommonly used in Mystara-based campaigns and featured in fiction (both officially published canon and

    fan-based). It includes the Thyatian Empire, which could be compared to Byzantine Empire; the GrandDuchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&Dadventures), comparable to medieval southeastern Europe; the Principalities of Glantri, which is similar to

    medieval western Europe, ruled by wizard-princes; the Ethengar Khanate, a Mongol-like society; the

    merchant-run Republic of Darokin, which is based somewhat loosely on the mercantile states of MedievalItaly; the Emirates of Ylaruam which have an Arabic flavor; the Heldannic Territories, ruled by an order of

    religious Knights devoted to the Immortal Vanya, similar to the Teutonic Knights; the Atruaghin Clans,

    which have an Amerindian feel; the nation of Sind, based on India during the rule of the Mughals; theNorthern Reaches Kingdoms of Ostland, Vestland, the Soderfjord Jarldoms, based on Scandinavian

    kingdoms at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim;

    the Halfling lands of the Five Shires; and the Alphatian Empire, ruled by wizards and other spellcasters.

    To the distant Northwest of the Known World, across the Great Waste, lays the mysterious lands of Hule,ruled by Hosadus, also known as The Master. Also on the periphery of the Known World are the

    Kingdoms of Wendar and Denagoth, the first an elven-dominated nation and the latter a mountainous anddark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the

    Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the

    northwestern limits of the region.

    THE SAVAGE COAST

    Mystara includes the Savage Coast, a coastal area located in the south central part of the Brun continent,

    to the south and west of Hule. This part of Mystara is affected by the Red Curse, a sinister enchantmentwhich eventually kills its inhabitants through mutation unless the (fictional) metal cinnabryl is worn in

    contact with the body. This area was published in its own boxed set entitled Red Steel, and later republishedon-line as the Savage Coast. Its swashbuckling flavor is very different from that of the Known World, closerin atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known

    World. The Savage Coast is complete with gunpowder (Smokepowder) weaponry.

    The specifics of the Red Curse, which include mutilation of the body and extreme degeneration ofphysical and mental health, also tend to keep the inhabitants of the Savage Coast within the region, as

    debilitating effects result if they leave the cursed area.

    THE CONTINENT OF DAVANIA

    Even though most of the Known World civilizations historically originated from this part of the planet, it

    did not see much development while the Mystara product line was still in production. The only major

    appearance of the continent was in Dragon magazine, where parts of it were sketched out during the Voyageof the Princess Arkseries, by Known World Product Manager Bruce Heard.

    In recent years, many Mystara fans have been turning their attention to Davania with fan-made material.

    THE CONTINENT OF SKOTHAR

    Very little was officially developed for this part of Mystara. Ever since the Mystara product line was

    discontinued, fans have created their own material for this part of Mystara.

    THE HOLLOW WORLD

    Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World. This world is

    lit by an eternal red sun at the center of Mystara, and serves as a cultural museum, preserving the societiesthat have become extinct in the outer world. The existence of the Hollow World is not, in general, known to

    the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage

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    between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-

    magic area. The curvature of the holes is so subtle that explorers from either surface do not notice thetransition until after it is already made, causing quite a shock for most.

    MOONS

    Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy

    (werewolves, werebears, etc.). Only the Immortals inhabit Matera. They live in a city, Pandius, where theycan meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot

    be seen from Mystara. Patera's inhabitants have a culture similar to that of medieval Japan.

    BLACKMOOR

    Mystara (like Greyhawk) also incorporated the Blackmoor setting by placing it in the world's distant past.

    Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and morepowerfuland destructivetechnology. It ended itself in an apocalyptic explosion so devastating that it

    changed the climate and geography of the planet as a whole.

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    The Cast of Chronicles of Mystar

    Character Stats and Deelopment

    As arcade beat em up games, both Tower of Doomand Shadow over Mystarah

    of character development.

    In Dungeons & Dragons terms, the iconic characters begin ToD as Tier 2 charac

    level (check the Basic Rules v.0.2, page 10, for more about the three Tiers of Play).

    at the end of each segment of the game, becoming 13th or 14th level characters atthis conversion, all characters from ToD were built at 7th level.

    In SoM most characters are at Tier 3, starting between 10th and 14th level. On

    gained after each segment of the game, with characters reaching something betwethe end of the game.

    All characters below were built at 1st level using the Dungeons & Dragons Bas

    and later elevated to their current levels. They all use the standard array of abilitibefore racial and level modifications. Their equipment and spells also are standard f

    ve very little in the way

    ers, between 6th and 7th

    Each gain one full level

    the end of the game. For

    e more, one full level is

    n 18th and 20th level at

    ic Rules v.0.2 document

    s (15, 14, 13, 12, 10, 8)or their level.

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    Crassus% the Fihter

    Professional warrior who wields the long sword, giving him great

    to cast spells.

    In Shadow over Mystara.Crassus starts the new adventure as a 12t

    Alternate Names.The Fighter is also known as Jarred.

    Neutral Good Human; A

    Fighter (Champion) 7

    Soldier Background

    Str18, Dex16, Con14, I

    Proficiency Bonus +3; Spd

    AC 17 (breastplate andshield); HP60.

    Saves.Str +7, Con +5.

    Skills and Tools. Acroba

    Intimidation +5, Perceptset).

    Fighter Features. Fighti

    Second Wind (1/rest),Martial Archetype (Cha

    Improvement (4th, 6th,

    Champion Features.Remarkable Athlete.

    Languages. Common, pluchoice.

    Equipment.Breast plate, l

    handaxes, explorers pac

    each and power. Unable

    h level fighter.

    e: 22

    t9, Wis11, Cha14.

    . 30 ft.

    Dex) or 19 (with a

    tics +6, Athletics +7,

    ion +3. Dice (gaming

    g Style (Protection),

    Action Surge (1/rest),mpion), Ability Score

    th), Extra Attack (1).

    Improved Critical,

    s any one of players

    ongsword, shield, two

    k.

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    'ucia% the (lf

    Warrior-Mage of great power. Low hit points but excellent agilit

    She can cast devastating spells.

    In Shadow over Mystara.Lucia starts the new adventure as a fight

    Alternate Names.The Elf is also known as Kayla.

    Chaotic Good Wood Elf;

    Fighter 2/Wizard (Evoca

    Sage Background

    Str10, Dex18, Con10, I

    Proficiency Bonus +3; Spd

    AC14 (Dex) or 16 (with sSaves.Int +6, Wis +3.

    Skills and Tools. Arca

    History +6, Perception +

    Fighter and Wizard Fe(Protection), Second

    Surge (1/rest); Spellcast

    (3 spell levels/short re(Evocation), Ability Sco

    Arcane Tradition Featur

    Sculpt Spells.Wood Elf Traits.Darkvisi

    Fey Ancestry, Trance,Fleet of Foot, Mask of th

    Languages. Common and

    of players choice.

    Equipment. Short swor

    pouch, dagger, spellboo

    Spellcasting.Intelligence; Save DC 13; Spell attack modifier +5. Can prepare 7 sCantrips.Firebolt, light,prestidigitation, ray of frost.

    Spellbook. (1st) burning hands, magic missiles, thunderwave, plus any 5 offlaming sphere, invisibility, plus any 2; (3rd)fireball, lightning bolt.

    Spell Slots.(1st) O O O O | (2nd) O O O | (3rd) O O

    y. Uses the short sword.

    er 4/wizard 8.

    Age: 99

    ion) 5

    t15, Wis11, Cha13.

    . 35 ft.

    ield); HP36.

    a +5, Athletics +3,

    3, Survival +3.

    tures. Fighting Styleind (1/rest), Action

    ing, Arcane Recovery

    st), Arcane Traditionre Improvement (4th).

    es. Evocation Savant,

    n 60 ft., Keen Senses,

    lf Weapon Training,e Wild.

    Elvish, plus any two

    , shield, component

    .

    ells.

    players choice; (2nd)

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    )reldon% the Cleric

    Defender of the faith, who wields the mace and clerical spells to

    order. He cannot use throwing knives and arrows.

    In Shadow over Mystara.Greldon starts the new adventure as an 1

    Alternate Names.The Cleric is also known as Miles.

    Neutral Good Human; A

    Cleric (Life) 7

    Acolyte Background

    Str15, Dex9, Con14, Int

    Proficiency Bonus +3; Spd

    AC16 (chain mail) or 18 (Saves.Wis +7, Cha +4.

    Skills and Tools. Insig

    Persuasion +4, Religion

    Cleric Features. Spellca(Life), Channel Divinity

    Improvement (4th), Dest

    Life Domain Features.Bowounds; lesser restorat

    beacon of hope, revivif

    (heavy armor), DiscipleBlessed Healer.

    Languages. Common, pluchoice.

    Equipment. Mace, shielsymbol, priests pack, p

    vestments.

    Spellcasting.Wisdom; Save DC 15; Spell attack modifier +7. Can prepare 11 spe

    Cantrips.Guidance, light, sacred flame, spare the dying.

    Spell Slots.(1st) O O O O | (2nd) O O O | (3rd) O O O | (4th) O

    further the goals of his

    1th level cleric.

    e: 29

    11, Wis18, Cha13.

    . 30 ft.

    with a shield); HP52.

    t +7, Medicine +7,

    +3.

    ting, Divine Domain(2/rest), Ability Score

    roy Undead (CR 1/2).

    nus Spells (bless, cureon, spiritual weapon;

    ), Bonus Proficiency

    of Life, Preserve Life,

    s any one of players

    d, chain mail, holyrayers book, incense,

    lls.

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    Syous% the Maic *ser

    A user of magic who becomes powerful dandling in the forces of the universe.

    New Character.The Magic User does not take part in Tower of Doom, thus startin

    level than the other heroes.

    Alternate Names.The Magic User is also known as DRaven.

    Neutral Human; Age: Un

    Wizard 14 (Evocation)

    Criminal Background

    Str11, Dex16, Con14, I

    Proficiency Bonus +5; Spd

    AC13 (Dex); HP86.Saves.Int +10, Wis +7.

    Skills and Tools. Arcan

    Investigation +10, Stealt

    Wizard Features.Spellcas(7 spell levels/short re

    (Evocation), Ability Sc

    8th, 12th).

    Arcane Tradition Featur

    Sculpt Spells, Potent

    Evocation, Overchannel.Languages. Common, plu

    choice.

    Equipment. Quarterstaff,

    dagger, spellbook.

    Spellcasting.Intelligence; Save DC 18; Spell attack modifier +10. Can prepare 1Cantrips.Acid splash,firebolt, light,prestidigitation, ray of frost.

    Spellbook. (1st) burning hands, magic missiles, thunderwave, plus any 5 of

    flaming sphere, invisibility, plus any two; (3rd) fireball, lightning bolt, pluswall of fire, plus any two; (5th) cone of cold, cloudkill*, conjure elemental*,

    lightning,flesh to stone*, plus any 2; (7th)project image*, reverse gravity*, pl

    Spell Slots.(1st) O O O O | (2nd) O O O | (3rd) O O O | (4th) O O O | (5th) O O |

    * Indicates a new spell described in the Appendix.

    at a considerably higher

    known

    t20, Wis14, Cha9.

    . 30 ft.

    +10, Deception +4,

    +8. Thieves tools.

    ting, Arcane Recoveryst), Arcane Tradition

    re Improvement (4th,

    es. Evocation Savant,

    Cantrip, Empowered

    s any one of players

    component pouch,

    spells.

    players choice; (2nd)

    ny 2; (4th) ice storm,lus any 1; (6th) chain

    s any 2.

    (6th) O | (7th) O

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    Moriah% the Thief

    A stealthy professional dungeon explorer equipped with splendid exploring skills.

    New Character.The Thief does not take part in Tower of Doom, thus starting at a considerably higher level

    than the other heroes.

    Alternate Names.The Thief is also known as Shannon.

    Neutral Human; Age: Unknown

    Rogue (Thief) 11

    Criminal Background

    Str11, Dex20, Con14, Int15, Wis9, Cha13.

    Proficiency Bonus +4; Spd. 30 ft.

    AC15 (Dex); HP80.Saves.Dex +9, Int +6.

    Skills and Tools. Acrobatics +13, Athletics +8,

    Deception +5, Perception +3, Sleight of Hand

    +13, Stealth +9. Thieves tools (adds twice theproficiency modifier for checks), dice (gaming

    set).

    Rogue Features. Expertise (Acrobatics,Athletics, Sleight of Hand, thieves tools),

    Sneak Attack +6d6, Thieves Cant, Cunning

    Action, Roguish Archetype (Thief), AbilityScore Improvement (4th, 8th), Uncanny

    Dodge, Evasion, Reliable Talent.

    Thief Features.Fast Hands, Second-Story Work,

    Supreme Sneak.

    Languages. Common, plus any one of playerschoice.

    Equipment. Rapier, two daggers, dungeoneers

    pack, thieves tools.

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    Appendix! Spells

    New Spells

    These spells arent included in the Basic Rules, but can be found in the Players Handbook.

    CLOUDKILL

    5th-level conjuration

    Casting Time:1 action

    Range:120 feet

    Components:V, S

    Duration:Concentration, up to 10 minutes

    You create a 20-foot-radius sphere ofpoisonous, yellowgreen fog centered on a point

    you choose within range. The fog spreads aroundcorners. It lasts for the duration or until strong

    wind disperses the fog, ending the spell. Its area

    is heavily obscured.

    When a creature enters the spells area for the

    first time on a turn or starts its turn there, that

    creature must make a Constitution saving throw.The creature takes 5d8 poison damage on a failed

    save, or half as much damage on a successful

    one. Creatures are affected even if they hold theirbreath or dont need to breathe. The fog moves

    10 feet away from you at the start o f each o f

    your turns, rolling along the surface of theground. The vapors, being heavier than air, sink

    to the lowest level o f the land, even pouring

    down openings.

    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 levelabove 5th.

    CONJURE ELEMENTAL

    5th-level conjuration

    Casting Time:1 minute

    Range:90 feet

    Components: V, S, M (burning incense for air,soft clay for earth, sulfur and phosphorus for fire,

    or water and sand for water)

    Duration:Concentration, up to 1 hour

    You call forth an elemental servant. Choose an

    area o f air, earth, fire, or water that fills a 10-footcube within range. An elemental of challengerating 5 or lower appropriate to the area you

    chose appears in an unoccupied space within 10

    feet o f it. For example, a fire elemental emerges

    from a bonfire, and an earth elemental rises upfrom the ground. The elemental disappears when

    it drops to 0 hit points or when the spell ends.

    The elemental is friendly to you and yourcompanions for the duration. Roll initiative for

    the elemental, which has its own turns. It obeys

    any verbal commands that you issue to it (noaction required by you). If you dont issue any

    commands to the elemental, it defends itself from

    hostile creatures but otherwise takes no actions.

    If your concentration is broken, the elemental

    doesnt disappear. Instead, you lose control of the

    elemental, it becomes hostile toward you andyour companions, and it might attack. An

    uncontrolled elemental cant be dismissed by

    you, and it disappears 1 hour after yousummoned it.

    The DM has the elementals statistics

    At Higher Levels. When you cast this spellusing a spell slot of 6th level or higher, the

    challenge rating increases by 1 for each slot level

    above 5th.

    FLESH TO STONE

    6th-level transmutation

    Casting Time:1 action

    Range:60 feet

    Components:V, S, M (a pinch o f lime, water,

    and earth)

    Duration:Concentration, up to 1 minute

    You attempt to turn one creature that you can

    see within range into stone. If the targets body ismade of flesh, the creature must make a

    Constitution saving throw. On a failed save, it is

    restrained as its flesh begins to harden. On asuccessful save, the creature isnt affected.

    A creature restrained by this spell must make

    another Constitution saving throw at the end ofeach of its turns. If it successfully saves against

    this spell three times, the spell ends. If it fails its

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    saves three times, it is turned to stone and

    subjected to the petrified condition for theduration. The successes and failures dont need to

    be consecutive; keep track of both until the target

    collects three of a kind.

    If the creature is physically broken while

    petrified, it suffers from similar deformities if itreverts to its original state.

    If you maintain your concentration on this spell

    for the entire possible duration, the creature is

    turned to stone until the effect is removed.

    PROJECT IMAGE

    7th-level illusion

    Casting Time:1 action

    Range:500 miles

    Components:V, S, M (a small replica o f you

    made from materials worth at least 5 gp)

    Duration:Concentration, up to 1 day

    You create an illusory copy of yourself that

    lasts for the duration. The copy can appear at anylocation within range that you have seen before,

    regardless of intervening obstacles. The illusion

    looks and sounds like you but is intangible. If theillusion takes any damage, it disappears, and the

    spell ends.

    You can use your action to move this illusionup to twice your speed, and make it gesture,

    speak, and behave in whatever way you choose.

    It mimics your mannerisms perfectly.

    You can see through its eyes and hear through

    its ears as if you were in its space. On your turn

    as a bonus action, you can switch from using itssenses to using your own, or back again. While

    you are using its senses, you are blinded and

    deafened in regard to your own surroundings.

    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) checkagainst your spell save DC. If a creature discerns

    the illusion for what it is, the creature can seethrough the image, and any noise it makes soundshollow to the creature.

    REVERSE GRAVITY

    7th-level transmutation

    Casting Time:1 action

    Range:100 feet

    Components: V, S, M (a lodestone and ironfilings)

    Duration:Concentration, up to 1 minute

    This spell reverses gravity in a 50-foot-radius,100-foot high cylinder centered on a point within

    range. All creatures and objects that arent

    somehow anchored to the ground in the area fallupward and reach the top of the area when you

    cast this spell. A creature can make a Dexterity

    saving throw to grab onto a fixed object it canreach, thus avoiding the fall.

    If some solid object (such as a ceiling) is

    encountered in this fall, falling objects andcreatures strike it just as they would during a

    normal downward fall. If an object or creature

    reaches the top of the area without strikinganything, it remains there, oscillating slightly, for

    the duration.

    At the end of the duration, affected objects andcreatures fall back down.