Without grabbing any coins or jewels, Freya runs. Arwen is about to chase after the Dwarf when Ymzi stops him saying âThe dwarf isnât worth it.â
Hansel chimes in, âLetâs count the goods in the chest if anything is missing Iâll reimburse you.â
The go to the other side of the wagon and talk with the merchant and spot Irwyn doing fireworks in an open area. They count the chest and everyone is at ease nothing is missing.
Just inside the castle Freya finds some solace and checks through the papers she grabbed. She reads about some correspondence with the western merchants including Percy. There is a map of the eastern roads and an invitation from the king to Arwen Dureck.
The four of them group together in front of the castle and talk about where they should go or who to talk ton next.
Should we try to find a representative of the college?
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As Hansel and Ymzi walk out of the large wagon they hear an explosion and the elves follow them. The first thing they see is Freya holding a merchantâs chest open.
Should the team preemptively prevent the elves getting to Freya?
Should Freya run?
Should the Ymzi take the lead and act like they donât know the dwarf?
If there is a fight it will be with 4 elvish people and Hansel, Freya, and Ymzi. Irwyn is causing trouble.
Freya and Irwyn walk the camp. There are about 20 carts and wagons and about 50 elves. The elves pay them no mind as they wander through. Every time they pass by an elf they look over the Dwarf and the Gnome. The Dwarf takes this moment to search for clues to see if the elves had a hand in the murder.
Freya leans in to Irwyn, âIâm going to see if I can get clues from these people, see if they did it. Can you make a noise over there?â She points to the open side of the field. Irwyn grins wildly, puts a finger on a few hairs that are burning and walks away.
Freya walks along the largest wagon and hears Hansel and Arwen talking inside it. She looks around (stealth roll=19) and picks (pick roll=14) a lock on a chest, it takes a little longer than normal but she remains calm and quiet. She finds some letters and grabs them frantically without looking.
BOOM! Irwynâs explosion was not what Freya was expecting but she decides itâs enough to look in a merchants chest. She quickly and quietly rushes to a chest (stealth roll=24) and opens it quickly (pick roll=21) She seeâs nothing but coins, jewels, and some potions.
Near the castle there is a lush green field with a caravan of wagons, horses, and many elves. The biggest wagon is 7 meters from nose to tail and about 3 meters wide. Inside is enough room for several people, when Hansel pokes his head in he is mesmerized by the company Arwen Dureck is keeping.
There are 2 female elves both wearing just enough to not be naked. Another elvish man is sitting shirtless playing a solo card game on a table. Next to him scratching his back is Arwen Dureck.
Hanselâs eyes linger on the two girls and he finally lands his attention on Arwen.
Arwen stands up and asks jovially, âHansel, it has been months. How are you? Visited Moruntuk lately?â Moruntuk is where Hansel had fallen in love with Ishabell, a dukeâs daughter.
Hansel turns red, âNo, I havenât been East in a bit. Anything I should know?â
Arwen answers, âNah, Isha is still waiting for your hand. Sent one groom to be to the Midlands for a royal request. Heâs not come back. Her father was livid. HA!â
Hansel nods but remains silent. Ymzi has taken a step and and just gives a sharp, âahem!â
Hansel gathers himself, âOh, umm did you hear of the prince and king-to-be?â Arwen nods. âDo you know a type poison that may be magical and attacks organs?â
âHmm, when did he die?â Arwen asks.
âShortly after midniâŚâ
Arwen interupts, âI knew it! Itâs Midnight Tears. Very lethal and very expensive. It can be purchased through the schools in the south. It can be consumed at any point during the day but wont affect the imbiber until the stroke of midnight.â
Ymzi just sighs to herself. Hansel looks to Ymzi and asks, âwhatâs next?â
They exit just as they hear a decently sized explosion from outside the camp.
Freya and Irwyn walk the camp. There are about 20 carts and wagons and about 50 elves. The elves pay them no mind as they wander through. Every time they pass by an elf they look over the Dwarf and the Gnome. The Dwarf takes this moment to search for clues to see if the elves had a hand in the murder.
Freya leans in to Irwyn, âIâm going to see if I can get clues from these people, see if they did it. Can you make a noise over there?â She points to the open side of the field. Irwyn grins wildly, puts a finger on a few hairs that are burning and walks away.
Freya walks along the largest wagon and hears Hansel and Arwen talking inside it. She looks around (stealth roll=19) and picks (pick roll=14) a lock on a chest, it takes a little longer than normal but she remains calm and quiet. She finds some letters and grabs them frantically without looking.
BOOM! Irwynâs explosion was not what Freya was expecting but she decides itâs enough to look in a merchants chest. She quickly and quietly rushes to a chest (stealth roll=24) and opens it quickly (pick roll=21) She seeâs nothing but coins, jewels, and some potions.
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Freya and Irwyn walk the camp. There are about 20 carts and wagons and about 50 elves. The elves pay them no mind as they wander through. Every time they pass by an elf they look over the Dwarf and the Gnome. The Dwarf takes this moment to search for clues to see if the elves had a hand in the murder.
Freya leans in to Irwyn, âIâm going to see if I can get clues from these people, see if they did it. Can you make a noise over there?â She points to the open side of the field. Irwyn grins wildly, puts a finger on a few hairs that are burning and walks away.
Freya walks along the largest wagon and hears Hansel and Arwen talking inside it. She looks around (stealth roll=19) and picks (pick roll=14) a lock on a chest, it takes a little longer than normal but she remains calm and quiet. She finds some letters and grabs them frantically without looking.
BOOM! Irwynâs explosion was not what Freya was expecting but she decides itâs enough to look in a merchants chest. She quickly and quietly rushes to a chest (stealth roll=24) and opens it quickly (pick roll=21) She seeâs nothing but coins, jewels, and some potions.
Near the castle there is a lush green field with a caravan of wagons, horses, and many elves. The biggest wagon is 7 meters from nose to tail and about 3 meters wide. Inside is enough room for several people, when Hansel pokes his head in he is mesmerized by the company Arwen Dureck is keeping.
There are 2 female elves both wearing just enough to not be naked. Another elvish man is sitting shirtless playing a solo card game on a table. Next to him scratching his back is Arwen Dureck.
Hanselâs eyes linger on the two girls and he finally lands his attention on Arwen.
Arwen stands up and asks jovially, âHansel, it has been months. How are you? Visited Moruntuk lately?â Moruntuk is where Hansel had fallen in love with Ishabell, a dukeâs daughter.
Hansel turns red, âNo, I havenât been East in a bit. Anything I should know?â
Arwen answers, âNah, Isha is still waiting for your hand. Sent one groom to be to the Midlands for a royal request. Heâs not come back. Her father was livid. HA!â
Hansel nods but remains silent. Ymzi has taken a step and and just gives a sharp, âahem!â
Hansel gathers himself, âOh, umm did you hear of the prince and king-to-be?â Arwen nods. âDo you know a type poison that may be magical and attacks organs?â
âHmm, when did he die?â Arwen asks.
âShortly after midni...â
Arwen interupts, âI knew it! Itâs Midnight Tears. Very lethal and very expensive. It can be purchased through the schools in the south. It can be consumed at any point during the day but wont affect the imbiber until the stroke of midnight.â
Ymzi just sighs to herself. Hansel looks to Ymzi and asks, âwhatâs next?â
They exit just as they hear a decently sized explosion from outside the camp.
Inside the apothecary shop the group canât decide where to go so after a moment of silence Freya Speaks up.
âGuys, letâs just gather ourselves for a moment. I agree we need to talk with people BUT as soon as we let people know weâre searching for the murderer weâll get mislead. Donât you believe that this killer is a part of those that have ears in and around the people we need information from?â
Ymzi looks at her with understanding eyes, âyes, we need to be careful.â
Freya looks at Hansel and asks, âDo you trust anyone from the east?â
Hansel answers, âNot any humans. A few elves of the Coppercloak Clan. I think Arwen Dureck is still here, he was at the wedding service yesterday.â
Irwyn snaps out of thought when he hears Arwen but quickly realizes itâs not his name. âOkay friends, what should we do? Talk to this Elvish man? Someone else?â Irwyn asks.
What should the group do?
Talk to Arwen Dureck of the Coppercloak Clan
Talk to The Sorceress Zara Gortosh
Interrogate/Talk to the humans from the East
Something else
or you can control one of the PCs
Freya Mountainclock
Ymzi Lightseeker
Hansel Greensman
Irwyn âHotheadâ Bomberson
No one added to the story for #3 so Iâm opening up the option for one person to move the story. I do feel this detracts from the D&D-ness of it though.
Will give people to end of the day to control characters of the last post then I'll write up a new post even if no one helps. Since this is a D&D game my side of the story is outlined but not written. The PCs fill in the blanks and create a much more diverse and exciting story than I could on my own.
Hansel, Freya, and Ymzi leave the castle and head towards Crierâs Corner.
Crierâs Corner is full of shops and food stalls. There is a blacksmith ran by an Elvish couple and a Dwarven entrepreneur. On the opposite side of the street from the blacksmith is a printing press. The second printing press in Alessia, both of the print shops are owned by Percy Goldmane and has made him a small fortune. Above the print shop is a very small but well organized apothecary, owned and operated by Irwyn Bomberson.
Inside the apothecary the crew meets up and Ymzi and Irwyn explain what they have found. The smell in the air is a mix of cinnamon and sulfur, light shines in from a roof top window and there are some plants on the desk. The desk itself looks like it may cut from one piece of wood, the legs of the desk are gnarled branches that turn to meet the floor. The top of the desk is stained but cleared off.
Ymzi excitedly tells Irwyn, âitâs a poison, do you agree?â
Irwyn replies, âI investigated (investigate roll of 17) the various substances and I believe youâre correct. I donât know what kind of poison it might be though. Weâll have to keep it in mind and ask around.â
Ymzi agrees, âwe could ask Zara the sorceress, a cleric at the Hathor temple, or maybe another apothecary or alchemist?â
Hansel draws their attention and adds, âahem... I think we need to speak with the Eastlanders that are in town still. What say you?â
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Ymzi slowly walks towards the brothers, her eyes fixated on Markis. Markis looks up at her and she asks if she can examine the body. He nods and walks over to Hansel and Freya.
Ymzi slowly pulls down the sheet and tries to learn whatever she can. She says a quick prayer out of ear-shot of the others. She uses her medical knowledge (medicine check of 19) and checks his body She sees bruising near his diaphragm, also his chest is purpleish-red, and his eyes are blood shot. She decides she knows what but not how.
On the other side of the bedroom, Markis approaches Hansel and asks a question. âWhat do you make of all this? I donât even know where to start.â
As he trails off Hansel responds firmly, âdid he have any enemies? Who was in the chambers before he died?â
Freya adds, âCould be anyone with a little skill with a pick, these locks arenât worth their weight of iron.â
Markis ignores Freya and answers, âWell for enemies, there was anyone from the Midland... or the Eastland... or the Southland. Much less the South though they are usually mad at my younger brother Percy... As for who was in the chambers? Oh my, everyone! The wedding party of the groom and the bride and a few stragglers. We brought their presents in and we gave them a toast before the consummation, as is the custom.â
âHmm, very well. Will keep and ear out.â Hansel finishes as Ymzi walks over.
âOkay, so there are 3 types of poison, Number one that goes for the organs, number two for the muscles, and three magic. Iâm not 100% but I believe weâre working with a magical potion that targets organs, I guess that can be number four? Idk, we will have to reconvene with Irwyn.â
Tomorrowâs piece will have PCs to be controlled again. Thank you for following along.
Before they even leave the castle Irwyn starts speaking out loud. "The king has said something about a poison... I should get into the princeâs chambers to investigate - with some of his bodily fluids, I should be able to extract remnants of the poison to analyze in my workshop. Once I know what the poison's made of, maybe I can pinpoint where it was made - and thus, where the assassin came from."
The other three unsure about their next step agree that it is the best course of action.
Hansel leads the way nodding to guards and asking for directions when needed.
Freya is out of her element and is looking at each door. Both checking to see if itâs a sturdy lock and to see if she can make some sales. She only gets a glimpse (perception roll of 14) of a few of the locks and deems them insufficient.
Ymzi Lightseeker at the back of the pack is just watching.
In the room there is a body on the bed. A white sheet has been pulled over the prince. Next to him is the second prince, Markis Goldmane, heâs obviously been crying. He exchanges a few words with Irwyn and allows him to swab the cheek and throat of his brother.
Irwyn leaves telling the others âFind me tomorrow second floor of Crierâs Corner. Iâll let you know what substances I find in here.â
question: do you expect "roleplayed out" kind of asks for the progress or MSPA-style commands a la ==>>Irwyn: retrieve arms?
More detail the better. Like if Irwyn wants to arm up and check with people who are from out of town then weâll do that. More roleplaying the better. I think, Iâm not really sure because this is all new to me too. :D
This wedding was a great affair. The oldest son, Trentor of the King Maxillan Goldmane was being wedded to Carmella Silverquill of the Westland city Solheil.
King Goldmane rushed the wedding because of his age and his declining health. In front of the nobles he can put on a strong face but his energy is dwindling quickly. The Northland and the Westland have been on good terms for many generations and although this move isnât in the Northâs best interest it will work for the short term.
The sorceress Zara stayed near the rear of the ceremony and made purple and white lights dance well above the heads of the patrons. She made the air smell of cinnamon and vanilla with just a flick of her wrist. Zara was also on guard duty watching for anything suspicious.
The vows were said, the ceremonial knot was tied, and the nobles went home. The new princess Goldmane and her new husband went to his quarters to consumate their marriage.
It was just minutes after midnight Carmella comes flying down the tower and screaming at the top of her lungs. âThe prince! The prin.. my husband! Heâs dead!â
The next morning the King has Irwyn Bomberson, Ymzi Lightseeker, Hansel Greensman, and Freya Mountainclock join him in a counsel room. âYou each have skills and ambition that will help you. I need to find who killed my son! From the looks of it, itâs a poison. Thatâs not how the West does things, nor is it beneficial. They would have gotten so much out of this marriage. I just donât understand.â He takes a breath and looks over the crew âBe cautious and swift. I may not have much time.â he continues until he coughs into his arm. âNow goâ he mutters.
So I will set up scene. Then I will write which PCs will be responding to this scene.
For example:
There is a dinner among nobleâs and they are discussing plans for securing the borders. King Goldmane isnât present but he has two of his advisors barking orders. They tell Hansel âCheck to see how many people are still fleeing the east. Have them pay a 25% immigration tax of what they have on their person and let them through.â
PCs in this scene: Hansel Greensman
People will send in asks and Iâll take the most thought out response and progress the story.
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Name: Irwyn Bomberson
Race: Gnome
Class: Wizard
Gender: Male
Background: Sage
Alignment: Good
Specialty: Apothecary/Alchemist
Here is the character sheet.
Brought to you by @impleiadic
Spells:
Cantrips (Cast as many times a day as you want)
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within
range, or choose two creatures within range that are
within 5 feet of each other. A target must succeed on a
Dexterity saving throw or take 1d6 acid damage.
This spellâs damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fire Bolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the target. On a
hit, the target takes 1d10 fire damage. A flammable object
hit by this spell ignites if it isnât being worn or carried.
This spellâs damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from you or if you cast this
spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand canât attack, activate magic items, or carry
more than 10 pounds.
Level 1 spells
Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers
spread, a thin sheet of flames shoots forth from your
outstretched fingertips. Each creature in a 15-foot cone
must make a Dexterity saving throw. A creature takes
3d6 fire damage on a failed save, or half as much damage
on a successful one.
The fire ignites any flammable objects in the area that
arenât being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isnât wearing armor,
and a protective magical force surrounds it until the spell
ends. The targetâs base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see within
range. A dart deals 1d4 + 1 force damage to its target.
The darts all strike simultaneously, and you can direct
them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.
Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each
creature in a 15-foot cube originating from you must
make a Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is pushed 10 feet
away from you. On a successful save, the creature takes
half as much damage and isnât pushed.
In addition, unsecured objects that are completely
within the area of effect are automatically pushed 10 feet
away from you by the spellâs effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.
Level 2 spells
Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
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 targetâs person. The spell
ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Knock
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of manacles, a
padlock, or another object that contains a mundane or
magical means that prevents access.
A target that is held shut by a mundane lock or that is
stuck or barred becomes unlocked, unstuck, or unbarred.
If the object has multiple locks, only one of them
is unlocked.
If you choose a target that is held shut with arcane lock,
that spell is suppressed for 10 minutes, during which
time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as
far away as 300 feet, emanates from the target object.
These spells are property of Wizards of the Coast. Found in the Basic Rules free PDF, here.
Cantrips (can be cast as many times as youâd like)
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
to one ability check of its choice. It can roll the die before
or after making the ability check. The spell then ends.
Resistance
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
to one saving throw of its choice. It can roll the die before
or after making the saving throw. The spell then ends.
Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The
creature becomes stable. This spell has no effect on
undead or constructs.
Level 1 spells (any can be cast up to 4 times)
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a saving
throw before the spell ends, the target can roll a d4 and
add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal
to 1d8 + your spellcasting ability modifier. This spell has
no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within
30 feet of you. If you sense magic in this way, you can use
your action to see a faint aura around any visible creature
or object in the area that bears magic, and you learn its
school of magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt.
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on undead or
constructs.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.
Level 2 spells (any can be cast up to 2 times)
Augury
2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or
similar tokens worth at least 25 gp)
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying
out ornate cards, or employing some other divining tool,
you receive an omen from an otherworldly entity about
the results of a specific course of action that you plan to
take within the next 30 minutes. The DM chooses from
the following possible omens:
⢠Weal, for good results
⢠Woe, for bad results
⢠Weal and woe, for both good and bad results
⢠Nothing, for results that arenât especially good or bad
The spell doesnât take into account any possible
circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of a
companion.
If you cast the spell two or more times before
completing your next long rest, there is a cumulative 25
percent chance for each casting after the first that you get
a random reading. The DM makes this roll in secret.
Prayer of Healing
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see
within range each regain hit points equal to 2d8 + your
spellcasting ability modifier. This spell has no effect on
undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the healing increases by
1d8 for each slot level above 2nd.
These spells are property of Wizards of the Coast. Found in the Basic Rules free PDF, here.