Archives

## **3rd Level**

**Melodic Recall -** *3rd-level illusion (ritual)*

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** V, S, M (a small bit of silken thread and gem dust worth at least 100 gp, which the spell consumes)

**Duration:** Until dispelled

You implant a melodic imprint within an object in range, causing music to play when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then play a melody, which must be no longer than 10 minutes in length and must include at least one musical instrument. The spell will record any melody within range of the object, and lyrics can be included as long as they are coupled with a melody. Lastly, determine the circumstance that will trigger the spell to play the music.

When that circumstance occurs, ethereal music notes rise from the object as it replays the recorded song at the same volume that the song was originally played. If the object you chose has any openings or holes, (for example, the end of a flute or the mouth of a statue), the musical notes will emanate from the opening. When you cast this spell, you can have the spell end after the music is played once, or it can remain and restart the music whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the music to play when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

## **9th level**

**Eyes of Acamar -** *9th-level abjuration (ritual)*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (A three-inch triangle of adamantite worth 10,000p)

**Duration:** Special

A creature you can see within range must make a Constitution saving throw or fall under a terrible curse. On a failed save, the creature drops whatever it is holding and feels the irresistible compulsion to deal grievous self-harm using the nearest sharp object or melee weapon not held by another creature. If no such object is within the creature’s reach, the creature will drop whatever it is holding and use its hands to inflict self-harm. As long as the target is not incapacitated, the following effects occur:

* On the start of the creature’s turn, the creature spends its action attacking one of its eyes in an attempt to permanently blind itself. For each eye lost, the creature loses 2d10 points of health.
* If the creature is already blind on the start of its turn, or if the creature does not rely on eyesight, the creature spends its action carving or tearing at its own flesh, losing 4d10 points of health.

Each time the creature takes damage in this way a Constitution saving throw each time it inflicts damage. The curse remains active until the creature is dead, and can only be removed by the *Wish* spell or similar divine intervention.

This curse can be applied via the *Binding Curse.* If applied in this way, the spell lies dormant within the creature until a trigger condition is met. The triggering condition can be met by the creature or by another creature within 60 feet. When that occurs, the creature that caused the trigger condition becomes the target of this spell.