Modest's book of Unheard Sorcery A collection of unique spells of utility and interaction Cantrips (0 Level) Head Bubble

Fleeting Expert

Modest's Dream Shape 1st Level Two-faced

Easy Introductions

Mask of Munchausen 2nd Level Painful Surface

Dissasemble

Forgetable Face

Daydream 3rd Level Modest's Instant Bunker 4th Level Unseen Workforce 5th Level Mind Swap

Modest's History Hiccup 6th Level Party/ Riot 7th Level Cupid's Arrow 8th Level Amnesia 9th Level Infiltration "Modest's Book of Unheard Sorcery is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC."

Art owned by: Wizards Of The Coast

Head Bubble Abjuration Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (Two bracelets weaved out of grass)

S, M (Two bracelets weaved out of grass) Duration: 1 Round You magically create a bubble of air by holding both sides of a target's head. The bubble is airtight so gases cannot pass through, but it will rupture if you take any damage after casting the spell, this can be used underwater as well. The spell lasts until you dispel it as long as you use your action on each turn to maintain your bubble, otherwise it lasts until the beginning of your next turn. At 5th level you can create 2 bubbles per casting, one in each hand. At 11th level you can cast at a range of 30 feet. At 17th level you no longer have to use your action every turn to maintain the bubble, the spell lasts until dispelled, damaged, or if the target moves outside of the 30 foot range. Fleeting Expert Abjuration Cantrip Casting Time: 1 Bonus Action

1 Bonus Action Range: Self

Self Components: V, S

V, S Duration: 1 Round You allow your body to be temporarily piloted of by an enity that actually knows what they're doing. Until the begining of your next turn, you are considered proficient with any weapon you are currently wielding. At 5th level the effect lasts until the end of your next turn. At 11th level the effect lasts 3 rounds. At 17th level the effect lasts 4 rounds. Modest's Dream Shape Illusion Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (a small section of a larger blanket)

S, M (a small section of a larger blanket) Duration: 8 hours (or until target wakes up) With this spell you are able to alter the dreams of a creature of 3 intelligence or higher who is about to sleep or is currently sleeping. You are able to alter their dreams to make them generally pleasant or unpleasant. Dreams altered will not wake up the individual, and what constitutes pleasant/ unpleasant depends on the discretion of the targeted creature. At 5th Level You have greater control of the dreams you shape, you are able to make the target have lucid dreams and nightmares. At 11th level you are able to dictate the subject of the dream (people, events, themes) but not the outcome. At 17th level the target of this spell has advantage on resisting the effects of the Dream spell. Two-faced 1st-level Transmutation Casting Time: 1 action

1 action Range: self

self Components: S, M (A small knife to cut where the senory organs will emerge)

S, M (A small knife to cut where the senory organs will emerge) Duration: 10 Minutes You are able to make 1 extra facial feature appear on other parts of your body. You can make Eyes, a Nose, Ears and or a mouth by cutting the part of your body for them to appear. Eyes give the benefit of not being flanked by enemy combatants and bypassing any blinding effects, a Nose give advantage on Perception checks related to smell, Ears give you a +5 to passive perception, and a mouth allow you speak verbal components of spells as well as another avenue to eat, drink, and speak. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make more facial features appear. Each extra level gives you one more feature (Max 2 eyes, 1 nose, 2 ears, and 1 mouth) Easy Introductions 1st-level Divination Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, M (A pair of non-perscription glasses made of copper)

V, M (A pair of non-perscription glasses made of copper) Duration: 1 minute You are able to see the names of people within 60 feet of you, as well as their age and one fact about themselves that they would be open to sharing with people. You see the name that they would be willing to give to you, not any alternate alias or codenames they might have. If someone you're looking at tries to give you a false alias off the topp of their haed, their name will appear jumbled and incoherent until they say it out loud. Mask of Munchausen 1st-level Illusion Casting Time: 1 action

1 action Range: Self

Self Components: V, M (A white hankercheif)

V, M (A white hankercheif) Duration: 1 hour You make yourself appear physcically unwell . For the duration you are able to make yourself show various symptoms of sickness such as high fever, clammy hands, profusive sweat, swelling of the extremities, blood shot eyes, as well as boils, bruising, and a runny nose. Any medical check to see if these symptoms are real are made at disadvantage. 1

Painful Surface 2nd-level illusion Casting Time: 1 minute

1 minute Range: Touch

Touch Components: S,V,M (a bag of pulverised glass)

S,V,M (a bag of pulverised glass) Duration: 8 hours You can use this spell to make an object or surface psychologically painful to the touch. If a creature of 3 intelligence or higher makes contact with the affected surface, they make a wisdom saving throw. On failure, they take 1 psychic damage and are heasitant to touch the spell affected area again, thereby giving them disadvantage on subsequent wisdom saving throws when touching the surface again. On a successful roll, they do not take the psyhic damage and are immune to this spells effects for 24 hours. The surface area can be up to 5x5 feet on a flat plane or on an object weighing less than 10 pounds. If the caster make contact with an affected surface after the spell is cast the spell ends. Dissasemble 2nd-level transmutation Casting Time: 1 minute

1 minute Range: self

self Components: S, V, M (A small puzzle with at least nine peices)

S, V, M (A small puzzle with at least nine peices) Duration: 10 minutes While under the effects of this spell, you can disconnect parts of your body at the joints like you were a puppet. While seperated, you can move through spaces 1 foot wide at half your movement speed. The seperated body parts still have the same functionalitity as if they were still connected to your body. If you are not reassembled when the spell wearss off, the body parts remain seperated and can only be put back together when you have all the pieces and cast the spell again. Depending on what parts are seperated from the body, you may not be able to complete certain actions that require your entire body until they return (what actions are affected is up to the DM discretion). Forgetable Face 2nd-level illusion Casting Time: 1 action

1 action Range: self

self Components: V, M (A hood made of cloth)

V, M (A hood made of cloth) Duration: Concentration, up to 10 minutes You become just another face in the crowd and easily dissapear from the undiscerned eye. While under the effects of this spell, Creatures that notice you make a Wisdom save at disadvantage, on a failed roll they immediately forget they saw you if you break eyesight. If the same creature sees you again they make a regular wisdom save, and if they fail they forget you again after breaking eyesight. If they see you a third time, wisdom saving throws are made with advantage until they are successfull. On a successful roll the spell does not take hold and the creature remembers you as it normally would. This spell fails if you take an attack action. Daydream 2nd-level enchantment Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, M (A small wind chime)

V, M (A small wind chime) Duration: Concenrtration, 1 minute The target of this spell becomes lost in thought. You can cast this spell on a creature that is not fighting anything and is not interecting with another person. Creatures affected by this spell have disadvantage on perception and investigation checks and have their passive perception redeuced by 10 for the duration. The affects of this spell end if they are damaged or they are touched by another creature. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature in range for each slot level above 2nd. Modest's Instant bunker 3rd-level transmutation (ritual) Casting Time: 1 minutes

1 minutes Range: touch

touch Components: S, V, M (a small spoon with a 1 inch handle)

S, V, M (a small spoon with a 1 inch handle) Duration: Instantaneous Using a small spoon, you carve the layout of your underground bunker into the spot where the entrance will be. When the spell is cast, a hole leading down into the bunker appears leading down either via steps or groves in the wall that can be used as a ladder. The space created is 30 x 30 feet with a 10 foot high ceiling. The space between where the ceiling starts and the ground above is 5 feet thick. The entrance has no door or cover by default. While there are no support beams, the dirt conforms and hardens to support the weight of the ceiling and won't collapse on it's own unless exposed to the elements for extented periods of time. This spell can only be cast if the soil that it's being cast upon has no major rocks or bodies of water present at time of casting. When casting, you can make it so their are holes for ventalation in the structure, otherwise the only entrance is the only source of air. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can add 10x10 feet to your bunker for each slot level above 3rd. 2 Art owned by: Wizards Of The Coast

Unseen Workforce 4th-level Conjuration (ritual) Casting Time: 1action

1action Range: 100 feet

100 feet Components: S, V, M (a box of nails and a hammer)

S, V, M (a box of nails and a hammer) Duration: 8 hours This spell creates 25 invisible, mindless, shapeless forces that perform moderate tasks at your command until the spell ends. The workers springs into existence in an unoccupied space on the ground within range. Each has AC 10, 1 hit point, and a Strength of 10, and it can’t attack. If it drops to 0 hit points, that worker dissapears. Once on each of your turns as a bonus action, you can mentally command the workers to move up to 30 feet and perform a task. The workers can perform moderate tasks that a human worker could do, such as construction, farming, hauling objects, repairing wagons, chopping down trees, and other busy work. Once you give the command, the workers perform the task to the best of their ability until they complete the task, then they wait for your next command. If you command the workers to perform a task that would move them more than 100 feet away from the spot where you cast the spell, the spell ends. Unseen Workforce Uses If given the proper tools and resources to do so, a single uniterrupted casting of the the unseen workforce can turn a 100 x 100 foot patch of grass into workable farmland, build a small single floor home, build a 10 foot high stone wall that stretches up to 50 feet, Clear a 30 x 30 foot square of forest, Mine 30 feet into solid stone and gather any resources found, or another task a moderate sized workforce could reasonably get done in 8 hours. Mind Swap 5th-level Illusion Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: 5 Minutes You and a humanoid you are able to make eye contact with switch control of your respective bodies. The target of this spell makes a Charisma saving throw. On a failed throw, the caster and the target are stunned for 1 round and they swap minds. On a successful throw the target is immune to Mind swap for 24 hours. Both target and caster retain their skills and proficiencies related to Wisdom, Intelligence, and Charisma but take on each others Strength, Dexterity, and Constitution related skills and profiencies. Any unique race traits remain with the body that originally had them and any known spells and spell slots are retained by their original owner. Once cast, the caster and the target can both choose to make a wisdom saving throw at the end of their turn to attempt to revert the swap as long as they are within 50 feet of each other. If the caster and the target are not within 50 feet of each other when the duration passes, the spell remains permanent until the target and the caster make eye contact once again. Caster and target magically know which direction the other one is while swapped. If either the caster or the target dies while the spell is in it's permanent state then the minds cannot ne switched back until they're revived. When their minds revert back to their original owners, the caster and the target cannot swap again. Modest's History Hiccup 5th-level Illusion Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S, V (You must share a language)

S, V (You must share a language) Duration: 1 hour With this spell you can make a complete stranger think that you've met before. This spell is cast by walking up to a non-hostile humanoid creature that you've never met before and suggesting that you've met previously at a location/ event of your choosing. The target then must make a wisdom saving throw. One of two things can happen: They fail their wisdom saving throw, this makes them "remember" you in a positive way. Depending on what they remember you for, you'll be treated as though you are an ally for the duration of the spell. They succeed their wisdom saving throw, this makes them "remember" you in a negative way. Depending on what they remember you for, you will be met with hositility for the duration of the spell. This spell does not charm the target and it does not force the target to act outside of their character alignment. The Dm can impose advantage or disadvantage to the targets wisdom saving throw depending on whether or not the caster's chosen location/ event was relevant to the character at time of casting. Casting this spell on a humanoid character you have already interacted with causes the spell to fail. When the spell's duration lapses the target has difficulty "remembering" when they've met the caster and can only recall vague details. 3

Party/ Riot 6th-level Enchantment Casting Time: 1 action

1 action Range: 100 feet radius around caster

100 feet radius around caster Components: S, V, M (A full bottle of alcohol worth over 200 gold, which the spell consumes )

S, V, M (A full bottle of alcohol worth over 200 gold, which the spell consumes ) Duration: 3 hours Wether you want to raise spirits of the local townfolk or raise hell in a prison, this spell will whip up a crowd. When this spell is cast, every humanoid in a 100 foot radius is effected in one of two ways, depending on how the spell is cast: Party: The caster chugs the entire bottle of alcohol and let's out a loud cheer. Every humanoid in a 100 radius has their positive emotions amplified and start an impromptu celebration with whatever resources they have on hand. The party continues for the duration, at which point the celebrations starts to dwindle down naturally. This spell cannot dictate what the celebration is about, that is decided by the people being affected by the spell. Riot: The caster smashes the full bottle of alcohol on the ground and let's out an enraged shout. Every humanoid in a 100 radius has their negative emotions amplified and start an impromptu riot with whatever resources they have on hand. The riot continues for the duration, at which point the unrest starts to dwindle down naturally. This spell cannot dictate what the source of the riot is, that is decided by the people being affected by the spell. Any humanoid that starts their turn in the radius of the spell is affected for the remaining duration, even if they leave the radius. This spell cannot force people to act outside their character alignment or force them to act out their own self interest. Targets with emotions that would directly conflict with the spell's intention are unaffected/neutral. Art owned by: Wizards Of The Coast Cupid's Arrow 7th-level Illusion Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: S, V, M (An arrow soaked in perfume costing 500 gold, which the spell consumes)

S, V, M (An arrow soaked in perfume costing 500 gold, which the spell consumes) Duration: 24 hours Make everyday Valentines day with this spell! When casting, the arrow sprouts a pink ethereal bow shaped like angel wings and fires itself toward the target, which makes an Intelligence saving throw. The targets makes it with disadvanatage if they're not aware of the spell being cast on them, this spell will not work if the target is aware of the spell. On a failed roll the target becomes infatuated with the next person they see, seeing them as their "true love". The target is unable to focus on anything outside of their new found love, thus preventing them from attacking, casting spells, or taking actions that don't coincide with wooing their "true love". If the target is violently rejected by their "true love" the target makes another intelligence saving throw. If however the target has their feelings reciprocated by their "true love" with a kiss, the affects of the spell become permenant ( Neither party can be under any spell effect other than Cupid's Arrow for the spell to become permenant). Amnesia 8th-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, V, M (a bit of twine wrapped around a finger)

S, V, M (a bit of twine wrapped around a finger) Duration: 24 hours With this spell you can cause someone to completely forget who they are for a period of time. When cast on a conscious humanoid creature with an intelligence of 6 or higher they must make a wisdom saving throw. The target has advanatage on the saving throw if they're in active combat and have more than half their maximum hitpoints. On a fail, the humanoid completely forgets who they are, where they are, and what they were doing before the spell took hold. The target's Intelligence, Wisdom, and Charisma scores drop to 10 if they're currently higher than that and they're no longer proficent with those corresponding skill checks or saving throws for the duration of the spell. On a successful save they become immune to Amnesia for 1 week The target retains basic life skills an average person would know but has no recollection as to how or when they learned them. They also retain any languages they know, but they only recall them after someone else speaks it in front of them. This spell effect can be broken early via the target being told 3 things, What their true name is, what they feared losing most, and what they were doing when they had the spell cast upon them. It can also be dispelled via a Greater Resoration spell. If a person already under the effects of an amnesia spell has it cast on them again, they do not have their memories wiped a second time. Rather, the memories they lost during the initial casting stay gone for the new duration of the spell. At Higher Levels. If you cast this spell using a 9th level slot, the spell duration increases to 1 week.