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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.