A bard playing a Canaith Mandolin could invoke the spells
- Fly: T, C, 10 min: Touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft, unless it can stop the fall.
- Invisibility: T, C, 1 hr: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
- Levitate: R: 60, C, 10 Min: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use
your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
- Protection from evil and good: T, C, 10 min: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
- Cure wounds (Lv 3): T, Inst: A creature you touch regains a number of hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Dispel magic: R: 120 Ft, Inst: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10
+ the spell’s level. On a successful check, the spell ends.
- Protection from lightning: T, C, 1hr: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
***once a day, until the instrument recharged its magic at the next dawn.[
A bard playing a Canaith Mandolin could invoke the spells
- Fly: T, C, 10 min: Touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft, unless it can stop the fall.
- Invisibility: T, C, 1 hr: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
- Levitate: R: 60, C, 10 Min: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your
action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
- Protection from evil and good: T, C, 10 min: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
- Cure wounds (Lv 3): T, Inst: A creature you touch regains a number of hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Dispel magic: R: 120 Ft, Inst: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the
spell’s level. On a successful check, the spell ends.
- Protection from lightning: T, C, 1hr: For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
***once a day, until the instrument recharged its magic at the next dawn.[
A bard playing a Canaith mandolin could invoke the spells
- Fly: Touch, Concentration, 10min, T ouch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft, unless it can stop the fall.
- Invisibility: Touch, Concentration, 1 hr, A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
- Levitate: Range 60, Concentration, 10 Min, One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your
move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
- Protection from evil and good: Touch, Concentration, 10 min. Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
- Cure wounds (Lv 3): Touch, Instantaneous, A creature you touch regains a number of hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Dispel magic: 120 Ft, Instantaneous, Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using
your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
- Protection from lightning: Touch, Concentration, 1hr, For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
***once a day, until the instrument recharged its magic at the next dawn.[