Modified Spells

## General Note on Conjuration Magic

Due to the nature of the Divine Gate, conjuration magic is incapable of summoning creatures from the Outer Planes into the Inner Planes for any longer than a short duration. These changes are reflected in the *conjure celestial, infernal calling, plane shift* and *planar ally* spells, as described below. The same limitations apply to any other magic item or effect that would allow a creature to travel from the Outer Planes to the Inner Planes.

For any other conjuration spell that would normally summon a creature from the Outer Planes into the Inner Planes - such as *find familiar, summon lesser demons, summon greater demon, summon celestial,* or *summon fiend* - the spell doesn't conjure an existing creature from the Outer Planes. Instead, the spell conjures a new creature from the magic of Primordial Chaos. This is a purely cosmetic change; the game statistics of a creature summoned in this way are unchanged.

## Level 9

### Imprisonment

A *dispel magic* spell is incapable of ending this spell. Only a *wish* spell, or the fulfillment of the spell's conditions, can end this spell.

When an *identify* spell targets either the prison or the special component used to create it, the caster can make an Intelligence (Arcana) check contested by the original caster's spell save DC. On success, the caster learns the conditions required to end the spell. Once this ability check is made, it cannot be made again by any creature until the end of the next long rest.

### True Polymorph

A *dispel magic* spell can end this spell only if it is cast as a 9th-level spell.

### True Resurrection

This spell does not exist in this setting. It cannot be learned by player characters, nor can it be replicated with a *wish* spell or *channel divinity*.

## Level 8

### Mighty Fortress

The fortress created by this spell now lasts for up to 30 days.

## Level 7

### Conjure Celestial

Due to the nature of the Divine Gate, the creature conjured by this spell can only remain on the Inner Planes for a limited amount of time. Lesser creatures can remain for longer periods of time, while very powerful creatures can only stay for brief periods. The Conjure Celestial Duration Table shows the maximum period of time that a summoned creature can remain on the Inner Planes based on its challenge rating.

Conjure Celestial Duration Table
 5-9
 10-14
 15-17
 18+

### Mirage Arcane

Although the features of this spell are semi-physical and can produce tactile sensations, they are not capable of producing extreme or damaging effects like the burning heat of a fire, the corrosion of an acid pool, or the slicing of a spinning sawblade. Creatures fooled by the illusion will still experience these painful sensations, and they will feel real enough to cause psychic damage: up to 3d6 per round. Creatures who are damaged by such an effect may make an INT saving throw against your spell save DC. On a successful saving throw, they discern that the effect is illusory, and become immune to its damaging effects.

### Plane Shift

#### Number of Affected Creatures

You can teleport up to 12 other willing creatures with this spell, rather than 8.

#### Effect of the Divine Gate

When this spell is used to transport a creature that is native to the Outer Planes - such as a devil, a modron, or a celestial - to the Inner Planes, the effect is only temporary. After a duration determined by the creature's challenge rating, the creature is transported back to the location where the spell was cast, using the Plane Shift Duration Table below.

Plane Shift Duration Table
 5-9
 10-14
 15-17
 18+

#### The Star Road

The Star Road is not a plane of existence. The planes of existence, as identified in this spell, include all Outer, Inner, and Transitive planes in the cosmology of the universe. The Star Road consists of the extra-planar space that connects different universes; i.e., if the planes of existence are contained within a Sphere, the Star Road is the space that lies outside of any such Spheres.

The *plane shift* spell can be used to reach the Star Road, following a set of special rules:

* First, in addition to the *plane shift* spell, the caster must have access to the *dream of the blue veil* spell. The creature must have access to this spell from a spellcasting or pact magic feature or otherwise "know" the spell; i,e, they cannot have access to it from a magic item or other external feature.

* Second, in order to use the *plane shift* spell to reach the Star Road, the spell must be cast using a spell slot of 8th level or higher.

As with other uses of the *plane shift* spell, in order to use the spell to reach the Star Road, the caster must have a tuning fork attuned to the Star Road. A tuning fork for the Star Road is more difficult to craft than one to a normal plane of existence, as described in the Rules for Crafting Tuning Forks.

### Teleport

You can teleport up to 12 other willing creatures with this spell, rather than 8.

### Resurrection

This spell does not exist in this setting. It cannot be learned by player characters, nor can it be replicated by a *wish* spell or *channel divinity*.

### Simulacrum

A simulacrum cannot be created by any creature that was created magically, nor can it be used to create a clone of any creature that was created magically.

When a simulacrum is killed, the original creature that it was based on takes 7d10 necrotic damage and takes a −2 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

## Level 6

### Create Undead

All instances of "24 hours" in this spell's text now read "5 days".

### Planar Ally

Due to the nature of the Divine Gate, the creature conjured by this spell can only remain on the Inner Planes for a limited amount of time. Lesser creatures can remain for longer periods of time, while very powerful creatures can only stay for brief periods. The Planar Ally Duration Table shows the maximum period of time that a summoned creature can remain on the Inner Planes based on its challenge rating. When you cast this spell, you can choose which challenge rating you wish to summon.

Planar Ally Duration Table
 5-9
 10-14
 15-17
 18+

### Scatter

The space to which an affected target is teleported must be on a solid surface on which it is possible for the creature to stand. The surface does not necessarily have to be safe or stable. For example, the target could be teleported onto an unstable surface that is unable to support its weight, it could be teleported to a surface within a hazardous area such as a fire or a trap, or it could be teleported to a narrow surface that might require it to make a Dexterity saving throw to maintain its balance or fall. At the DM’s discretion, causing a target to be teleported into an especially unstable position might require the caster to make a successful DC 20 ability check using their spellcasting ability modifier.

## Level 5

### Contact Other Plane

If you cast the spell two or more times before completing your next long rest, the DC of the spell's Intelligence saving throw increases by 2 for each casting after the first.

### Greater Restoration

When this spell is used to remove an effect that began less than one hour ago, it requires and consumes the normal material component: diamond dust worth at least 100gp.

However, when this spell is used to remove an effect that has existed for longer than one hour, additional components may be required and consumed, based on the nature of the effect. Some examples include:

* Petrification: the heart of a basilisk
* Cursed attunement: a key carved from lead
* STR reduction: a giant's tooth
* Max HP reduction: a hydra's heart

### Infernal Calling

Due to the nature of the Divine Gate, the creature conjured by this spell can only remain on the Inner Planes for a limited amount of time. Lesser creatures can remain for longer periods of time, while very powerful creatures can only stay for brief periods. The Infernal Calling Duration Table shows the maximum period of time that a summoned creature can remain on the Inner Planes based on its challenge rating.

Infernal Calling Duration Table
 5-9
 10-14
 15-17
 18+

### Raise Dead

This spell cannot be used to resurrect a creature that died prior to the most recent long rest.

### Rary's Telepathic Bond

This spell can be used to forge a telepathic link among up to twelve willing creatures.

### Reincarnate

This spell cannot be used to resurrect a creature that died prior to the most recent long rest.

### Wall of Force

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

## Level 3

### Animate Dead

All instances of "24 hours" in this spell's text now read "5 days".

### Galder's Tower

This spell now lasts for up to 5 days, but it has an additional material component: 10gp worth of rare stones or wood, which the spell consumes.

### Remove Curse

When this spell is used to remove a curse that began less than one hour ago, it does not require any material components.

However, when this spell is used to remove a curse that has existed for longer than one hour, additional components may be required and consumed, based on the nature of the curse.

## Level 2

### Gentle Repose

This spell's second paragraph now reads: "The spell also effectively extends the time limit on raising the target from the dead. Time spent under the influence of this spell does not count against the time limit of the *revivify* spell. If a long rest has not occurred since the target died, the target's soul remains bound to its corpse for the duration, and the normal time limits of the *raise dead* and *reincarnate* spells, and other spells or magic effects that would return the target to life, do not apply to the target for the duration. After the spell ends, the target's soul departs for the afterlife at the next long rest."

### Lesser Restoration

This spell’s ability to end disease is limited to temporary diseases, where natural recovery is possible, such as *sewer plague*, *sight rot*, or a disease caused by a *contagion* spell. It is incapable of curing diseases or conditions that are chronic, congenital, or otherwise do not normally allow for a natural recovery to be possible, such as a birth defect, dementia, or a terminal illness.

The DM has final discretion to determine if a disease is curable by this spell, but as a general rule, a disease can only be cured by this spell if it would normally allow for a repeated saving throw or throws that would result in recovery.

Notably, the paladin *lay on hands* feature is subject to the same limitations.

## Level 1

### Cure Wounds

When you cast this spell, choose one of the following effects (differences from the original spell are in bold):

* Cure Combat Wounds:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. **The next time you cast this spell in the next minute, you can cast it as a bonus action with a range of 10 feet, without needing to touch your target.**

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.

* Cure Dire Wounds:

A creature you touch **who has less than half of their maximum hit points** regains a number of hit points equal to **2d8** + your spellcasting ability modifier.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 **+ your spellcasting ability modifier** for each slot above 1st.

* Cure Many Wounds:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. **Another creature of your choice within 5 feet of you regains hit points equal to 1d4 + your spellcasting ability modifier.**

When you cast this spell using a spell slot of 2nd level or higher, the healing **on the primary target** increases by 1d8 for each slot above 1st.

* Cure Deep Wounds:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. **At the start of their next turn, they regain additional hit points equal to 1d4 + your spellcasting ability modifier.**

When you cast this spell using a spell slot of 2nd level or higher, the **initial** healing increases by 1d8 for each slot above 1st.

### Distort Value

This spell is incapable of changing the perceived value of an object by more than 500GP, regardless of the object’s true value.

**At Higher Levels.** When you cast this spell at 2nd level or higher, the spell becomes capable of changing the perceived value of an object by an additional 250GP for each level above 1st.

### Illusory Script

The duration of this spell increases when cast at higher levels. At 2nd level, the duration becomes 30 days. At 3rd level, the duration becomes 1 year. At 4th level, the duration becomes 10 years. At 5th level, the spell lasts until dispelled.