TEXT:  
  The Immortal 
  General’s Spells 
  The Immortal General was a legendary hero of ancient 
  times, and is believed to have fought a thousand battles 
  without suffering a single defeat. The title is, of course, a 
  misnomer; the Immortal General is not alive today, though 
  their writings on military strategy have survived to create 
  an everlasting legacy. Among the most interesting aspects 
  of the Immortal General's philosophy was the use of magic 
  on the battlefield: they consistently advocated for the 
  deployment of spellcasters in supportive and logistical roles 
  rather than as frontline combatants, and popularized several 
  spells that are still in use today. 
  Conjure Artillery 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Up to 1 hour 
  You create one or more siege engines made 
  of magical force and summon extraplanar 
  spirits that take the form of humanoid crews, 
  which all appear in unoccupied spaces that 
  you can see within range. Choose one of 
  the following options for what appears: 
  • 1 cannon, 3 crew members and 10 
  cannonballs, 
  • 1 trebuchet, 5 crew members and 10 
  large stones, 
  • 2 mangonels, 10 crew members and 20 
  large stones, or 
  • 4 ballistae, 12 crew members and 40 
  ballista bolts. 
       Each summoned creature or object 
  disappears when it drops to 0 hit points or 
  when the spell ends. 
       The summoned creatures are friendly to 
  you and your companions. Roll initiative for 
  the summoned creatures as a group, which 
  has its own turns. They obey any verbal 
  commands that you issue to them (no 
  action required by you), but always act as 
  a cohesive group. If you don't issue any 
  commands to them, they defend 
  themselves from hostile creatures, but 
  otherwise take no actions. 
       The DM has the creatures' and siege engines' statistics; 
  the crew members use the statistics for commoners. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, you choose one of the 
  summoning options above, and twice as many siege 
  engines, crew members, and units of ammunition appear. 
  Conjure Cavalry 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Up to 1 hour 
  
   
  You summon extraplanar spirits that take the form of 
  humanoids and beasts and appear in unoccupied spaces that 
  you can see within range. Choose one of the following 
  options for what appears: 
  • 6 NPC scouts, each riding a warhorse, or 
  • 2 NPC knights, each armed with lances in addition to 
  their normal equipment and riding warhorses with plate 
  barding. 
       The NPCs all have proficiency in Animal Handling. 
       Each summoned creature disappears when it drops to 0 
  hit points or when the spell ends. 
       The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures as 
  a group, which has its own turns. They obey any verbal 
  commands that you issue to them (no action required by 
  you), but always act as a cohesive group. If you don't issue 
  any commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions. 
       The DM has the creatures' statistics. 
       At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, you can summon three additional 
  mounted scouts or one additional mounted knight for each 
  slot level above 6th. 
  Conjure Infantry 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Up to 1 hour 
  You summon extraplanar spirits that take the form of 
  humanoids and appear in unoccupied spaces that you can 
  see within range. Choose one of the following options for 
  what appears: 
  • 1 humanoid NPC of CR 3 or lower,  
  • 2 humanoid NPCs of CR 2 or lower,  
  • 3 humanoid NPCs of CR 1 or lower,  
  • 6 humanoid NPCs of CR 1/2 or lower, or 
  • 12 humanoid NPCs of CR 1/4 or lower.  
       Each summoned creature disappears when it drops to 0 
  hit points or when the spell ends. 
       The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures as 
  a group, which has its own turns. They obey any verbal 
  commands that you issue to them (no action required by 
  you), but always act as a cohesive group. If you don't issue 
  any commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions. 
       The DM has the creatures' statistics. 
       At Higher Levels. When you cast this spell using certain 
  higher-level spell slots, you choose one of the summoning 
  options above, and more creatures appear: twice as many 
  with a 6th-level slot, or three times as many with a 8th-
  level slot. 
  Leadership 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a ceremonial baton, fan, or flag 
  worth at least 100 gp) 
  Duration: 1 hour 
  Until the spell ends, any friendly creature within 60 feet of 
  you that can see or hear you can use your proficiency bonus 
  in place of its own 
  Mass Skirmish 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a branch from a tree) 
  Duration: Concentration, up to 1 minute 
  This spell allows you to enhance the mobility of any 
  number of willing creatures that you can see within range. 
  You bolster each target, enabling them to move easily 
  through enemy formations. While under the influence of 
  this spell, a target is unaffected by nonmagical difficult 
  terrain and is immune to opportunity attacks. 
  Power Word: Rally 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self (60-foot radius) 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that fills the hearts of your 
  allies with courage. If any friendly creature within 60 feet 
  of you is frightened, that condition ends. 
  Rapid Redeployment 
  5th-level conjuration 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V 
  Duration: Instantaneous 
  Briefly surrounded by silvery mist, you and any willing 
  creatures within 15 feet of you are teleported to a up to 30 
  feet to an unoccupied 15-foot circle that you can see. 
  
   
  Skirmish 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a branch from a tree) 
  Duration: Concentration, up to 1 minute 
  You enhance the mobility of one willing creature you 
  touch, enabling them to move easily through enemy 
  formations. While under the influence of this spell, the 
  target is unaffected by nonmagical difficult terrain and is 
  immune to opportunity attacks. 
  Tactical Map 
  1st-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  You touch a map, floorplan, or other visual representation 
  of a physical space, and name one creature, type of 
  creature, or group of creatures. The criteria for types and 
  groups of creatures must be something that would be 
  immediately obvious when looking at the creature. For 
  example, you could ask the spell to find hobgoblins or the 
  soldiers of a particular army. This spell locates all instances 
  of the named creatures within the space depicted by the 
  map, and marks them with one or more points of light. 
  These points capture the locations of the creatures only at 
  the instant the spell was cast. The points remain attached to 
  the map until you use a bonus action to dismiss them, or the 
  map is destroyed. 
  Teleportation Field 
  8th-level conjuration 
  Casting Time: 1 action 
  Range: Self (120-foot radius) 
  Components: V, S, M (an ornate chessboard inlaid with 
  onyx and pearl worth at least 1,000 gp) 
  Duration: Instantaneous 
  You infuse a wide field around you with teleportation 
  magic, gaining sweeping control over the area. 
       When you cast this spell, you can teleport any Small, 
  Medium, or Large creature, or an object which can fit 
  within a 10-foot cube that is not being worn or carried, 
  within the area to any other unoccupied place within the 
  area. An unwilling creature can make a Charisma saving 
  throw to avoid being teleported, though they do so with 
  disadvantage. Each creature or object can only be moved 
  once, but you can move as many creatures or objects as you 
  wish. You cannot change a creature or object's height 
  above ground level using this spell. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Immortal General's Spells.pdf