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Purple magic

Purple magic holds sway over the domains of
illusions and enchantments that take hold over
people’s minds, and anything that is not quite as it
seems. Practitioners of this form of magic are puppet
masters, shaping the apparent reality of those around
them to their advantage.
Purple Magic Bonus Spells
Spell Level Spells
1st charm person, silent image
2nd enthrall, invisibility
3rd hypnotic pattern, major image
4th confusion, private sanctum
5th modify memory, seeming
HEX: HALLUCINATION
Starting at 3rd level, you can infect the minds of
other creatures. As an action, choose one creature
you can see within 60 feet to make a Wisdom saving
throw. A creature that is immune to being charmed
automatically succeeds on this saving throw. On
a failed save, the target’s perspective of the world
distorts into a horrific and alien place. The creature
has a −1 penalty on all attack rolls and ability checks
it makes. Whenever the creature begins its turn, the
penalty on all attack rolls and ability checks increases
by 1, up to a maximum penalty of −5. This effect lasts
until the end of your next turn.
FALSE AUTHORITY
By 6th level, as an action, you can wrap yourself in
an illusory air of expectation. Any creature which
sees you perceives you as a figure of authority. A
blacksmith might see you as a guild master, whereas
a soldier might see you as a captain. The changes
perceived by a viewer fail to hold up to physical
inspection. This illusion lasts for 1 hour or until you
end it on your turn (no action required).
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.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
DECEITFUL TRANSPOSITION
Starting at 10th level, you can use your bonus action
to create an illusory disguise over two creatures
within 60 feet of you, making it seem as if they have
teleported and switched places. The disguise makes
it seem that the creatures are in one another’s spaces,
moving all sounds, smells, and other effects caused
by each creature to their correct points of origin.
Creatures under the effect of the disguise do not
perceive any part of the illusion.
A creature can use its action to examine
a magically disguised creature and make an
Intelligence (Investigation) check against your spell
save DC. On a success, the creature can see both
illusory creatures for what they are.
This illusion lasts for 1 minute, and ends early
when one of the illusory creatures takes damage,
or if one of the creatures performs any physical
interaction which reveals itself to be an illusion.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
WAKING NIGHTMARE
By 14th level, you can warp everything a creature
sees into a hellscape, full of terrible creatures that
wish them harm. When a creature fails its saving
throw against your Hallucination hex, you can
further distort its mind, causing it to lose the ability
to distinguish friend from foe, regarding all creatures
it sees as enemies until the hex ends. Whenever the
hexed creature chooses a target for an attack, spell,
or other ability, it must choose the target at random
from among the creatures it can see within range.
The hexed creature must always use its reaction to
make an opportunity attack, if a creature provokes
one.
This effect ends after 1 minute. Once you use
this ability, you can’t use it again until you finish a
long rest.