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Air Bubble

  • casting time1 action
  • range60 feet

  • componentsV,S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range.,The globe is filled with fresh air that lasts until the spell ends. If the creature has more than,one head, the globe of air appears around only one of its heads (which is all the creature,needs to avoid suffocation, assuming that all its heads share the same respiratory system).,

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can,create two additional globes of fresh air for each slot level above 2nd.

Artificer,, 2nd-level conjuration

Kinetic Jaunt,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsS,
  • durationConcentration, up to 1 minute,

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.,

Artificer 2nd-level transmutation,

Vortex Warp,

  • casting time1 action,
  • range90 feet,

  • componentsV, S,
  • durationInstantaneous,

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.,

Artificer 2nd-level conjuration,

Linked Glyphs [1/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.
Both glyphs are nearly invisible, and finding either requires a successful Intelligence (Investigation) check against your spell save DC.
You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that,

Artificer 3rd-level abjuration,

Linked Glyphs [2/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.
Alarm Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping.
Spell Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. These,

Artificer 3rd-level abjuration,

Linked Glyphs [3/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use.,

Artificer 3rd-level abjuration,

Mordenkainen's Private Sanctum,

  • casting time10 minutes,
  • range120 feet,

  • componentsV, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite),
  • duration24 hours,

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
- Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.,

Artificer 4th-level abjuration,

Stone Shape,

  • casting time1 action,
  • rangeTouch,

  • componentsV, S, M (soft clay, which must be worked into roughly the desired shape of the stone object),
  • durationInstantaneous,

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.,

Artificer 4th-level transmutation,

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