Balmurious harp
Wondrous item, Very Rare (Requires Attunement)
A sentient harp called Balmur with the ability to give the user temporary features.
Speeds of the Srings
1 Charge a day long rest needed
You can ask the harp to double your speed or gain a speed : Borrow, Climb, Fly or Swim for up to one minute and is equal to your normal moving speed.
You can also ask to give this to a willing creature of your choice in a 30f Cube. With this, your body changes slightly to the movement you gain like winged feet for duoble movement or webed fingers to swim or digging claws to borrow. (these transformations can not be used for weapons.)
Cast's of the Element's
2 charges a day long rest needed to use it again.
Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shape Water
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Gust
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Mending
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Control Flame
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Personality
The Harp has the personality of a spoiled Bard and would rather tell storys then cast spells for the user.
it has a 12 INT, 14 WIS, 16 CHA and has a +5 to its checks related to History, Preformance, and Insight
Notes: Bonus: History, Bonus: Performance, Bonus: Insight
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