It was an interesting moment, to see Isabella escorted this far, so close to having the cords of Fierna cut. Did she want this? Looking at her, so intent on her new mentor Daybreak, it appeared she might really have let the evil that once consumed her mind actually slip away. Young people were very good at changing their minds, letting something go in exchange for the next new thing. Maybe, the warlock hoped, this would make it even easier.
He knew that Fierna was neither young nor forgetful. If the demon queen knew what they were up to, there might be unexpected trouble before the night was over, starting in fact any second. Oren keeps one eye on the proceedings, and one eye out for anything amiss. He might not be able to contribute to the ritual, but he could do his best to ensure it was completed.
Marcus watched as Kerwin led the efforts to try out this magical operation that hoped to remove any effects Fierna had left on the young woman Isabella. "Might be best to close the curtains. Locals might get the wrong idea if they see us getting ready to cook a girl like a goose..." Marcus admitted, giving validation to Kerwin's assessment of what the whole setup looked like.
Isabella was a little nervous too, when she realized what she was going to have to do. The whole procedure of 'A Process to Detach Astral Leeches after Traveling the Astral Planes', hadn't been performed in who knows how many years, and now it was going to be attempted with some slight alterations. With a little encouragement though, she took the step up into the plum of white vapors emitting from the cauldron.
Kerwin began to read through the encantation in his book, changing a few words here and there as needed. All kept a close eye on Isabella, to watch of if she was OK, and if anything was happening. Everyone, except Lux that was. The familiar was not going to get anywhere near a plum of holy water smoke, and it was still known how Marcus was going to accept the small fiend.
Just as Kerwin uttered the last words of his spell, Isabella started to let out a yell, and her face changed from one of concern to anger. "Out! Out!, Get out of my head!" she insisted, arguing with something going on silently inside of her. Above Isabella, the white vapors had changed color to a dark black and purple plume.
After a few more seconds, the voice Isabella was arguing with was no longer in her head, but echoing throughout the chapel, emanating from dark fumes. "You need me! You are nothing without me!" The voice of protest didn't last long though, as it rose upward and dissipated. Isabella was still standing on the grate, now covered in sweat and condensation from the holy-water vapor, Daybreak holding her hand to help her keep her balance.
Isabella's screams of anger turned to laughs of joy and disbelief. "She's gone!" the young girl happily proclaimed. She turned to Daybreak and gave her a hug. Daybreak embraced her, but was looking at her own hand that was wrapped around Isabella's torso.
The druid didn't say anything but noticed that her whole arm had changed. The exposure to the fumes and magic had caused her arm to change. It wasn't back to the green skin dryad she had once been, but looked like a living tree-branch with bark. She could move her fingers but felt no sensation in them. Not wanting to draw attention to herself, she quickly covered the appendage in her own cloak (but not before the others had noticed it) and pushed Isabella towards Kerwin. "He is the real hero here, go thank him!" She encouraged the young woman, who needed no further encouragement to run and embrace the alchemist nearly tackling him in a bearhug.
With the celebration at hand, Daybreak was not in the mood to talk about what had happened to her arm. Later she pulled Oren aside and pulled up her cloak to her shoulder. Her arm, as Oren noted, had changed to wood, knotted and gnarled branches together, with a few spots of bark and twigs sprouting leaves coming off the sides, woven together to form the shape of her arm and hand. "I can move it, and feel it, but it's different. It doesn't have the same sensations of touch, temperature, or pain. I think this means.... there is no way I can ever become a Dryad again. If this transformation I was put under is reversed, I will end up as a living tree. Like a Tree Blight. I don't want that Oren." The fact saddened Daybreak, though she was more resolved now than ever to hold onto what she had.
Marcus hadn't noticed the side conversation. He had a new agenda, as he approached Kerwin. "This is a significant development. There is a way to purify, rather than purge, those who have been marked. We need to make a copy of this ritual, and I should get it out to the rest of my order as fast as possible." Marcus then called over Adelaide and Gallindan. "We have a lot to unwrap, but some things must take priority. We are being hunted now, and the others need to know that we are in danger. They also need to know of this ritual to cleanse those who have been tainted. We still don't know much about the antilantern. And, in addition to all of that, while under Fierna's influence, Isabella mentioned that King of the Mountain's Avatar was bound in some mountain on our world. Finding, and freeing that Avatar, might be the best hope we have to end all of these incursions. I don't know where your path will take you next, but I need to go and warn Order."
”From one impossible task to the next, it seems,” Adelaide said with little emotion, leaving it unclear whether the idea pleased her or vexed her; in truth she was uncertain on that point herself. She watched Kerwin hustling off to continue his wizarding work, seeming rejuvenated despite the harrowing and difficult work he’d already done the past few days. With a sigh she turned her focus back to Gallindan, Marcus, and the others left in the chapel.
”Options then,” she said as she stared down at the dirty, worn floorboards of the small chapel that had been home the past few weeks. ”We go to Xulhaven and root out the ‘Cloak’. Perhaps we get lucky and find Thrain there, and information on Fierna and the King depending on how much research they’ve already done. Or, we could use the Anti-Lantern and hunt down Thrain and end that threat. It’s possible he’s nowhere near Xulhaven, out on his own mission.”
She let the first two options sink in for a moment before she continued on, the most she’d spoken in a great long time of her own free will. ”Or, we go our own way and seek out this avatar. We leave ourselves exposed to more interference, but we also draw our enemies to us instead of heading to their turf.”
The tiny swordswoman shrugged after presenting the options, lifting her gaze to look to each of her companions in turn. The options she had come up with all left her feeling anxious, unable to think of one that covered the full scope of their problems. Then again, maybe they had different priorities entirely and different ideas. She was glad of their successes here in Oakcrest and in Treblefork, but she still couldn’t shake an uneasy feeling sitting deep in her gut.
Rolls Action: Reaction: Opportunity Attack if Available Bonus: Haste Action: Move: Interaction: Concentration:
Adelaide Darkdraft | Lawful Good | Human | Paladin 6 (Oath of the Ancients) Armor Class: 19 | Hit Points: 44/52 | Speed: 30 | Proficiency Bonus +3 Ability Scores: Str 16/+3 | Dex 8/-1 | Con 14/+2 | Int 8/-1 | Wis 12/+1 | Cha 16/+3 With +3 from Aura of ProtectionSaving throws: Str +6 | Dex +2 | Con +5 | Int +2 | Wis +7 | Cha +9 Skills: Athletics +6 | Insight +4 | Intimidation +6 | Nature +2 | Persuasion +6 Passive Perception: 11 | Languages: Common, Dwarven, Goblin, Elvish Longsword: +6, 1d8+5 | Javelin: +6, 1d6+5, 30/120 | Splint Armour: AC 17 | Shield: AC +2 |
Dagger x 2
Bullseye Lantern (filled and lit) x 2
Steel Mirror x 2
10 foot pole x 2
Hempen Rope (50 feet, coiled) x 2
Sack x 2
2 Mastiffs x 2
Bag of 100 gp x 1
10 gems worth 100 gp each x 2
Portable Ram x 1
10x10x10 pit x 1
Robe of Useful Items Relevant Skills/Feats: Fighting Style: Dueling | Divine Sense | Divine Health | Divine Smite | Lay on Hands: 30/30 | Channel Divinity: 1/1 | Extra Attack | Aura of Protection (+3, 10’ radius) |
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Listening to Daybreak and inspecting her arm, now living wood instead of flesh, saddened Oren more than he let on. He forces a smile, reassuring her: "We don't know that for sure. Tonight we witnessed a miracle of healing. Surely more are possible." He says no more though, since it was not a matter to be settled then, and the warlock had little grasp of magic either divine or arcane. What he was sure of is that the King of the Mountain was the source of his own power, and freeing the King could be the secret to returning Daybreak to her proper form, and perhaps ending the threats from outside once and for all.
His heart screamed to seek out his bound god, but he paused. The King had been bound for years, perhaps centuries, and could last for millenia if needed. At least, he hoped as much. People, on the other hand, innocent people under the scorge of the Cloak of Aramok were likely dying or in danger. And with no real knowledge of where the King was bound, perhaps the Cloak might give them some leads on that mystery as well.
After Adelaide lays out the options, he says, "I feel the Cloak is the more immediate threat. The story of Thrain and the Cloak may very well be connected to the disappeared King of the Mountain. Since we don't know which mountain his avatar is bound in, we may be better served starting in Xulhaven."
Kerwin turned his attention to the Antilantern, in an attempt to study it and attune to its magic. Most magical objects he could get a feel for after a bit of study. The Anitlantern, however, was going to keep some of its secrets for now. Kerwin could deduce that attunement was possible, but only to one who belonged to the 'Cloak of Aramok'. To anyone else, it would function as a normal mundane lantern, albeit with an eerie red glowing light and gothic astetics.
With the spell copied, Kerwin turned his attention to the antilantern. It was an odd creation that reeked of darker powers. Powers that were intent on alluding him. Such a device would take more time than just an evening to unlock and from the sounds of it, they would be leaving town shortly. With his endeavor to suss out any information about the relic turning sour, he relinquished the lantern to Marcus. "Perhaps someone will have more time or inclination to put into this but unless I sequester myself for some time, it is beyond my abilities. It would seem only those sworn to the Cloak can use it...for now."
Cantrips Known:Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.Friends, Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Mending, Transmutation cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.Control Flames, Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 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.Prestidigitation
1st-Level Spells Known:1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.Unseen Servant, 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-level abjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.Alarm, 1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.Catapult, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.Tasha's Caustic Brew
2nd-Level Spell Known:2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 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 your 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 of 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 loom s 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 above, even if you can’t see it, but it must still be within range.Detect Thoughts, 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (powdered corn extract and a twisted loop of parchment) Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.Rope Trick, 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.Mirror Image, 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.Arcane Lock
3rd-Level Spells Known:3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut, 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Enemies Abound, 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: 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.Counterspell, 3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-lvl abjuration Casting Time: 1 minute Range: 10 feet Target: A 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range Components: V S M (Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Duration increases by 1 hour for each slot level above 3rd.Magic Circle
Features:Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Alert, Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.Transmutation Savant, Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.Minor Alchemy, Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.Transmuter's Stone, You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.Arcane Recovery