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The

(Not Really)

Complete
Tome of Spells

1
Introduction
Like many other people who are enjoying D&D5e, I WANT MOAR SPELLS NOW!!11!, so I
decided to convert them. I first looked through some 3.x edition spells (no, I never got into 4e)
but then decided, the hell with it. I went to my bookshelf and grabbed all four volumes of the
Wizards Spell Compendium and the three volumes of the Priests Spell Compendium, all from
AD&D Second Edition, which have been sitting there gathering dust for nearly two decades. I
figured that I might as well get some use out of them, and anyway, everyone else is going to
convert things from later editions, and 5e has kinda the same sort of feel 2e. And then I got to
work.

I have obviously not converted every spell in those books. There were a lot of spells that were
basically duplicates of each other (how many spells that turn your arms into snakes does any
one system really need?), a lot of spells that were very campaign-specific (no Spelljammer = no
need for spells that affect the phlogiston) or involved mechanics that are no longer used (such
as spells that are now metamagic, or how enchantment spells were originally used to, well,
enchant items), and a lot of spells that were, quite frankly, pretty stupid (do you really need a
spell that makes a friendly animal sleepy?). I just picked the ones I liked. My tastes are all over
the place, so hopefully theres a spell for every purpose.

Many of these spells have been changed a bit from their original state. I felt that many of them
were too powerful, or not nearly powerful enough for their level (for instance, there were
some spells listed as 3rd, 4th, even 5th level that in 5e would be just a 1st-level spell nowand
vice versa), did weird things that werent necessary and just made the spell unnecessarily
complicated, or could be better expressed as a varient of another spell; others spells simply
needed to be altered to work well in 5e.

Questions? Comments? Adorable cat picture you want to share?


Email me at faolyn@gmail.com.

Enjoy!

Disclaimer
The Wizards Spell Compendium Volumes I-IV and the Priests Spell Compendium Volumes I-III and everything in
them are TSR, Inc., and Wizards of the Coast, and have been updated without permission. No violation of
copywrite is intended or implied. Everything here belongs to you, WotC. I would have asked permission but I
was afraid the NO-SASE Ogre would eat my request. WotC has them trained, you know. Sneaky, sneaky WoTC.

2
Ray of Fatigue Fools Gold
Bard Spells Special Effects Hiding Place
Instant Audience
0th-Level Spells (Cantrips) 2nd-Level Spells Kiss of Torment
Alter Instrument Agras Ambush Memory Read
Blacksteet Bliss Mirage
Candletrick Call Society Music of the Spheres
Copy Circle of Privacy Ottos Drums
Darssons Cooling Breeze Cook Searing Song
Disarm Create Campsite Shout
Distraction Detect Charm Siren Song
Empathy Echoes Talons Skitmaster
Fiery Eyes Exorcism Talons Soundmaster
Flashpuff Fire Arrows
Handcandle Immurks Distraction 5th-Level Spells
Haunting Intensify Sensation Chromatic Blade
Hold Portal Mistaken Missive Glyph of Revealing
Legerdemain Moon Rune Lorloveims Creeping Shadow
Liquid Orb Ottos Soothing Vibrations Love Charm
Odeens Magic Cloud Prismas Handy Mirror Moonbow
Odeens Magic Tailor Seal Mouth Scapegoat
Rainshield Whispers Shadow Blink
Secret Signs Zone of Deception Shadow Play
Smoke Shape Shadowcat
Sustain Fire 3rd-Level Spells Trick
Talons Waterproof Amanuensis
Thump Animal Trick 6th-Level Spells
Warning Shout Boon of Fortune Laughing Water
Castigate Major Curse
1st-Level Spells Comfort Skylight Blade
Alert Vigil Conceal Item Spectral Beast
Arrowflight Farspeaker Starharp
Assess Value Fools Speech Wail of the Banshee
Augment Artistry Helping Hand
Banish Dazzle Impenetrable Falsehood 7th-Level Spells
Calders Starry Sky Isoldes Answer Endless Dance
Color Know Customs Gullship
Compass Merchants Glamer Mass Dominate
Dancing Fire Mystic Rope Nymphs Beauty
Diction Phantom Steed Power Word Sleep
Elonias Glamer Singing Stone
Erase Song of Compulsion 8th-Level Spells
Exterminate Call of Despair
Filths Bane 4th-Level Spells Disbelief
Fire Truth Animate Flame Power Word Blind
Hair Everfull Quiver
Ottos Chime of Release Fire Charm

3
9th-Level Spells Sacred Guardian Shape Wood
Breath of Life Secret Page Spring
Harp of War Spirit Mask Sunbolt

2nd-Level Spells 4th-Level Spells


Agras Ambush Adamantine Mace
Cleric Spells Ancestral Blessing Barrier Reaver
Bliss Blessed Forgetfulness
0th-Level Spells (Cantrips) Call Society Chant
Bloodbridge Death Recall Control Temperature
Call Upon Faith Decastave Depress Resistance
Candletrick Detect Charm Dimensional Anchor
Copy Elude Blow Favor of the Flying Horse
Death Prayer Exorcism Fire Charm
Empathy Favor of Good Luck Guardian Weapon
Handcandle Favor of Ill Luck Guardian Seal
Hold Portal Favor of Serendipity Hurl Thunderbolt
Liquid Orb Fireproof Ilyykurs Mantle
Orison Firestaff Invisibility Purge
Pain Moon Rune Iron Maiden
Phantom Plow Nap Log to Lizard
Rainshield Preservation Mass Protection from Evil and
Ritual Strength Prismals Handy Mirror Good
Sustain Fire Revenance Music of the Spheres
Thump Skull Watch Return to Earth
Thunderball Sacred Strike
1st-Level Spells Zone of Deception Sticks to Snakes
Alert Vigil Vision Stone
Assess Value 3rd-Level Spells Wing Gifting
Beneficence Amanuensis
Calders Starry Sky Amulet 5th-Level Spells
Dancing Fire Anesthesia Ballants Stonestrength
Death Candle Astral Awareness Bestow Enchantment
Detect Harmony Castigate Blessed Abundance
Diction Comfort Cloud of Purification
Ease Labor Curse Tablet Cloud of Putrefaction
Erase Enervation Draw Upon Holy Might
Exterminate Farspeaker False Vision
Favor of the Earth Favor of Amelioration Favor of the Ocean Winds
Fertility Fire Aura Fireward
Filths Bane Helping Hand Impending Permission
Fire Truth Holy Flail Metal Shape
First Strike Know Customs Oathbinding
Hair Lightning Rod Pillar of Borogar
Idea Nchasers Glowing Globe Possess
Protective Amulet Nightscar Rarys Replay
Ray of Fatigue Resist Turning Resist Magic

4
Sarcophagus of Death Quench the Spirit Blood Bond
Scapegoat Screen Calders Starry Sky
Telepathic Broadcast Simbuls Skeletal Deliquescence Compass
Throbbing Bones Smite Dancing Fire
Storm Death Candle
6th-Level Spells Succor Detect Harmony
Conjure Divine Minion Vaporize Drawmijs Breath of Life
Horn of Plenty Ease Labor
Imbue with Purpose 9th-Level Spells False Tracks
Ironwood Ancient Curse Favor of the Earth
Laughing Water Breath of Death Fertility
Major Curse Breath of Life Fist of Stone
Mass Protection from Energy Call Gift of Speech
Obedience Death Pact Hail of Stone
Obolds Brightness Power Word Banish Magical Tether
Prophecy Rising Colossus Protective Amulet
Spirit of Flame Skip Day Reed Staff
Transmute Bone to Steel Sacred Guardian
True Name Sea Sight
Segojans Armor
7th-Level Spells Druid Spells Sharptooth
Ballants Stonesplit Spirit Mask
Bolt of Glory 0th-Level Spells (Cantrips) Swim
Cyclone Chariot Allergy Field Weapon of the Earth
Glassteel Bloodbridge
Hovering Road Call Upon Faith 2nd-Level Spells
Legal Thoughts Darssons Cooling Breeze Ancestral Blessing
Pool of Deeds Death Prayer Banish Blight
Right of Might Disarm Beastmask
Seal of Destiny Eriks Quills Call Society
Seven-Eyes Hailstone Circle of Privacy
Soul Anchor Handfang Cook
Sphere of Adaptation Leaf into Dagger Create Campsite
Tenfold Ironguard Liquid Orb Decastave
Touch of the Styx Nature Call Detect Charm
Rainshield Drawmijs Scent Mask
8th-Level Spells Ritual Strength Drawmijs Swift Mount
Airboat Secret Signs Drenals Stone Flame
Chariot of Sustarre Smoke Shape Exorcism
Circle of Blindness Sustain Fire Fang Fist
Crown of Angels Fireproof
Divine Truth 1st-Level Spells Grassdart
Lightning Storm Adhesion Ground Trace
Longevity Alert Vigil Hurl Rock
Magic Susceptibility Animal Animosity Moon Rune
Mass Contagion Banish Dazzle Preservation
Power Word Blind Beneficence Sap

5
Scent of Vengeance Mordenkainens Defense 7th-Level Spells
See Through Other Eyes Against Lycanthropes Amorphous Blob
Shark Bolt Needlestorm Ballants Stonesplit
Splinter Wood Pit Conjure Beast Spirits
Thunderball Sargasso Intensify Nature
Wolfjaws Shape Wood Nymphs Beauty
Wyvern Watch Shellskin Pool of Deeds
Speak with Water Power Word Sleep
3rd-Level Spells Sticks to Snakes Unburn
Amulet Sunbolt
Anesthesia Wing Gifting 8th-Level Spells
Animal Trick Airboat
Blossom 5th-Level Spells Chariot of Sustarre
Comfort Animal Transfer Divine Truth
Dig Ballants Stonestrength Heartseeker
Doomhound Blessed Abundance Lightning Storm
Drought Converse Longevity
Entomb Fireward Storm
Favor of Amelioration Frce Shapechange
Hibernation Lizard Limbs 9th-Level Spells
Javelin Natures Charm Ancient Curse
Lightning Rod Oathbinding Ivy Siege
Mass Jump Rising Rot Renew Deposit
Mordenkainans Defense Shadowcat
Against Beasts Stone Tell
Mordenkainens Defense Tame Animal
Against Slime Thornwrack Paladin Spells
Mystic Rope Wingbind
Nectar 1st-Level Spells
Phantom Steed 6th-Level Spells Alert Vigil
Restore Earth Age Animal Beneficence
Sand Sword Animate Blood Blood Bond
Seeking Arrow of Bone Compass
Snapdragon Channel Flame Death Candle
Spring Curse of Lycanthropy Filths Bane
Earthmaw Fire Truth
4th-Level Spells Horn of Plenty First Strike
Adamantine Mace Imbue with Purpose Fist of Stone
Alter Path Laughing Water Hair
Animate Flame Lightning Curtain Laerals Cutting Hand
Chilling Scythe Mass Protection from Energy Sacred Guardian
Control Temperature Scalesnare Weapon of the Earth
Control Vapor Skylight Blade
Favor of the Flying Horse Spectral Beast 2nd-Level Spells
Fire Charm Web of Shadows Ancestal Blessing
Log to Lizard Call Society
Mirage Death Recall

6
Detect Charm Banish Dazzle Javelin
Drawmijs Swift Mount Blood Bond Mordenkainens Defense
Exorcism Calders Starry Sky Against Beasts
Favor of Good Luck Drawmijs Breath of Life Mordenkainens Defense
Scent of Vengeance Drawmijs Light Step Against Slime
Weapon Shift False Tracks Phantom Steed
First Strike Seeking
3rd-Level Spells Reed Staff Weapon Return
Castigate Sharptooth
Dragon Breath Weapon of the Earth 4th-Level Spells
Favor of Amelioration Alter Path
Holy Symbol 2nd-Level Spells Control Vapor
Mass Protection from Evil and Alter Luck Everfull Quiver
Good Ancestral Blessing Ice Blade
Nightscar Beastmask Mordenkainens Defense
Phantom Arms and Armor Call Society Against Lycanthropes
Ray of Paralysis Circle of Privacy Pit
Sand Sword Cook Watching Shadow
Create Campsite
4th-Level Spells Decastave 5th-Level Spells
Bands of Sirellyn Drawmijs Scent Mask Blessed Abundance
Barrier Reaver Drawmijs Swift Mount Electric Bow
Chant Elude Blow Favor of the Ocean Winds
Dimensional Anchor Fang Fist Force Shapechange
Favor of the Flying Horse Favor of Serendipity Moonbow
Guardian Seal Fire Arrows Oathbinding
Ice Blade Firestaff Tame Animal
Invisibility Purge Ground Trace
Hurl Rock
5th-Level Spells Nap
Battletide Scent of Vengeance Sorcerer Spells
Blessed Abundance Snare
Chromatic Blade Splinter Wood 0th-Level Spells (Cantrips)
Draw Upon Holy Might Tensers Hunting Hawk Bloodbridge
Force Shapechange Venomous Blade Deepen Shadows
Oathbinding Weapon Shift Disarm
Resist Magic Wolfjaws Empathy
Fiery Eyes
3rd-Level Spells Flashpuff
Amulet Hailstone
Ranger Spells Anesthesia Handcandle
Animal Trick Idea
1st-Level Spells Archers Redoubt Liquid Orb
Adhesion Bearhug Odeens Magic Cloud
Alert Vigil Boon of Fortune Pain
Animal Animosity Comfort Rainshield
Arrow Flight Dig Ritual Strength

7
Scatterspray Nystuls Radiant Baton Obolds Brightness
Smoke Shape Ray of Paralysis Poison
Special Effects Read Object Spectral Beast
Talons Waterproof Scalding Spout Spirit of Flame
Warning Shout Shadow Dance Wail of the Banshee
Whip of Flame
1st-Level Spells
Color 4th Level Spells 7th-Level Spells
Creeping Darkness Bands of Sirellyn Acid Storm
Dancing Fire Barrier Reaver Ballants Stonesplit
Elonias Glamer Burning Blood Biting Shadow
Exterminate Control Temperature Conjure Beast Spirits
Fist of Stone Depress Resistance Cyclone Chariot
Frost Fingers Dimensional Anchor Duo-Dimension
Ladder Drawmijs Instant Exit Gullship
Laerals Cutting Hand Enervation Prismals Pictograph
Magical Tether Hurl Thunderbolt Right of Might
Ray of Fatigue Ice Blade
Ilyykurs Mantle 8th-Level Spells
2nd-Level Spells Kiss of Torment Call of Despair
Agras Ambush Pit Disbelief
Body Blades Rusting Grasp Glass Storm
Drenals Stone Flame Shout Gunthers Kaleidoscopic Strike
Echoes Sunbolt Hornungs Random Dispatcher
Fiery Fists Watching Shadow Laerals Invisible Blade
Firestaff Wing Gifting Magic Susceptibility
Frostfire Vaporize
Hurl Rock 5th-Level Spells
Intensify Sensation Age Object 9th-Level Spells
Prismals Handy Mirror Animal Transfer Black Blade of Disaster
See Through Other Eyes Bestow Enchantment Body Link
Sinister Surroundings Channel Flame Crystalbrittle
Skyhook Chromatic Blade Energy Drain
Thunderball Lorloveims Creeping Shadow Heart Call
Wyvern Watch Magnetism Skip Day
Love Charm
3rd-Level Spells Rain of Blood
Acid Lash Resist Magic
Darkbolt Sand Shroud Warlock Spells
Dig Shadow Blink
Dire Charm Shandarils Tracer 0th-Level Spells (Cantrips)
Dragon Breath Telepathic Broadcast Candletrick
Fire Aura Copy
Frost Whip 6th-Level Spells Deepen Shadows
Mass Animate Blood Disarm
Mass Jump Catching Chain Distraction
Mystic Rope Nerve Dance Empathy

8
Fiery Eyes Echoes Invisibility Purge
Flashpuff Exorcism Kiss of Torment
Handcandle Favor of Good Luck Memory Read
Handfang Favor of Ill Luck Sacred Strike
Hold Portal Firestaff Shadowstrike
Idea Frostfire Shout
Liquid Orb Ground Trace Simulate Skill
Pain Intensify Sensation Siren Song
Rainshield Moon Rune
Ritual Strength Prismals Handy Mirror 5th-Level Spells
Scatterspray Seal Mouth Bestow Enchantment
Secret Signs See Through Other Eyes Break Limb
Smoke Shape Sinister Surroundings Converse
Talons Waterproof Skyhook False Vision
Splinter Wood Lorloveims Creeping Shadow
1st-Level Spells Whispers Magnetism
Adhesion Oathbinding
Augment Artistry 3rd-Level Spells Pillar of Borogar
Beneficence Amanuensis Possess
Bloodbridge Amulet Rarys Replay
Calders Starry Sky Astral Awareness Resist Magic
Color Curse Tablet Sand Shroud
Compass Darkbolt Sarcophagus of Death
Creeping Darkness Dragon Breath Scapegoat
Diction Fools Speech Shadow Play
Elonias Glamer Ilyykyrs Mantle Shadowcat
Erase Isoldes Answer Shandarils Tracer
Exterminate Nchasers Glowing Globe Telepathic Broadcast
Fire Truth Ray of Paralysis Throbbing Bones
Gift of Speech Read Object Trick
Hair Seeking
Ladder Sunscorch 6th-Level Spells
Laerals Cutting Hand Venomdust Arrow of Bone
Protective Amulet Earthmaw
Ray of Fatigue 4th Level Spells Imbue with Purpose
Sea Sight Bands of Sirellyn Poison
Secret Page Chilling Scythe Scalesnare
Special Effects Create Darkenbeast Skylight Blade
Spirit Mask Cursed Image Spectral Beast
Depress Resistance Tattoo of Power
2nd-Level Spells Dimensional Anchor Tentacles
Agras Ambush Drawmijs Instant Exit Tentacle of Withering
Ancestral Blessing Enervation True Name
Bliss Fire Charm Wail of the Banshee
Death Recall Glassee
Decastave Guardian Seal 7th-Level Spells
Detect Charm Hiding Place Amorphous Blob

9
Ballants Stonesplit Handfang Body Blades
Biting Shadow Haunting Call Society
Hovering Road Hold Portal Cook
Prismals Pictograph Idea Death Recall
Soul Anchor Liquid Orb Decastave
Sphere of Adaptation Odeens Magic Tailor Deeppockets
Tenfold Ironguard Pain Drawmijs Swift Mount
Rainshield Drenals Stone Flame
8th-Level Spells Scatterspray Elude Blow
Call of Despair Secret Signs Fiery Fists
Divine Truth Smoke Shape Fireproof
Heart of Stone Squeaking Floor Firestaff
Hornungs Random Dispatcher Warning Shout Hurl Rock
Laerals Invisible Blade Immurks Distraction
Lightning Storm 1st-Level Spells Intensify Sensation
Longevity Adhesion Leomunds Trap
Magic Susceptibility Assess Value Mistaken Missive
Quench the Spirit Blood Bond Moon Rune
Storm Calders Starry Sky Prismals Handy Mirror
Vaporize Color Seal Mouth
Creeping Darkness See Through Other Eyes
9th-Level Spells Dancing Fire Shark Bolt
Ancient Curse Detect Metals and Minerals Sinister Surroundings
Bad Medicine Detect Secret Passages and Por- Skull Watch
Body Link tals Skyhook
Call Diction Splinter Wood
Chain Madness Drawmijs Breath of Life Thunderball
Death Pact Drawmijs Light Step Venomous Blade
Heart Call Erase Whispers
Skip Day Exterminate Wolfjaws
Filths Bane Wyvern Watch
Fire Truth
Fist of Stone 3rd-Level Spells
Wizard Spells Frost Fingers Acid Lash
Hair Amanuensis
0th-Level Spells (Cantrips) Ladder Amulet
Bigbys Bookworm Bane Laerals Cutting Hand Astral Awareness
Blacksteel Magical Tether Curse Tablet
Bloodbridge Protective Amulet Darkbolt
Candletrick Ray of Fatigue Dig
Copy Secret Page Dire Charm
Darssons Cooling Breeze Special Effects Doomhound
Deepen Shadows Dragon Breath
Disarm 2nd-Level Spells Encrypt
Fiery Eyes Agras Ambush Entomb
Flashpuff Bigbys Dexterous Digits Farspeaker
Handcandle Bliss Fire Aura

10
Fools Speech Depress Resistance Metal Shape
Frost Whip Despair Natures Charm
Helping Hand Dimensional Anchor Possess
Impenetrable Falsehood Drawmijs Instant Exit Rain of Blood
Isoldes Answer Enervation Rarys Replay
Know Customs Fire Charm Resist Magic
Mass Fools Gold Sand Shroud
Mass Jump Glassee Scapegoat
Merchants Glamer Guardian Seal Shandarils Tracer
Mordenkainens Defense Ice Blade Tasirins Haunted Sleep
Against Beasts Ilyykurs Mantle Telepathic Broadcast
Mordenkainens Defense Invisibility Purge
Against Slime Lightning Shield 6th-Level Spells
Mystic Rope Mass Protection From Evil and Animate Blood
Nchasers Glowing Globe Good Catching Chain
Nightscar Memory Read Channel Flame
Nystuls Radiant Baton Mirage of Despair Dead Mans Eyes
Otilukes Orb of Containment Mordenkainens Defense Distort
Phantom Arms and Armor Against Lycanthropes Dusts of Death
Phantom Steed Nystuls Blacklight Burst Earthmaw
Ray of Paralysis Pit Graft
Read Object Projected Magnification Imbue with Purpose
Restore Earth Rastors Mystical Spy Ironwood
Scalding Spout Rusting Grasp Lightning Curtain
Seek Teleporter Shadow Strike Mass Protection from Energy
Shadow Dance Simulate Skill Nerve Dance
Shoondals Seeking Sleepwalking Obedience
Sunscorch Vision Stone Poison
Teleport Object Watching Shadow Scalesnare
Thiefs Lament Wing Gifting Skylight Blade
Venomdust Spirit of Flame
Whip of Flame 5th-Level Spells Tattoo of Power
Age Object Tentacles
4th Level Spells Animal Transfer Tentacles of Withering
Agitate Wounds Ballants Stonestrength True Name
Alter Path Bestow Enchantment Web of Shadows
Animate Flame Break Limb
Bands of Sirellyn Chromatic Blade 7th-Level Spells
Barrier Reaver Cloud of Purification Acid Storm
Bigbys Force Sculpture Cloud of Putrification Amorphous Blob
Bone Seize Deathmasters Vial Ballants Stonesplit
Burning Blood False Vision Biting Shadow
Control Temperature Glyph of Revealing Corpse Host
Control Vapor Hard Water Duo-Dimension
Create Darkenbeast Impending Permission Flame Harvest
Cursed Image Love Charm Glassteel
Darssons Potion Magnetism Hovering Road

11
Legal Thoughts Estate Transference
Mass Dominate Person Heart Call
Mindkiller Mage Tunnel
Otilukes Siege Sphere Power Word Banish
Power Word Sleep Rising Colossus
Prismals Pictograph Skip Day
Rain of Terror Skycastle
Right of Might Timelessness
Seven-Eyes
Sphere of Adaptation
Suffocate
Timed Stasis
Unburn

8th-Level Spells
Alter Beast
Disbelief
Evolve
Glass of Storm
Gunthers Kaleidoscopic Strike
Heart of Stone
Hornungs Random Dispatcher
Khelbens Blackstaff
Laerals Invisible Blade
Lifeblend
Lightning Storm
Longevity
Magic Susceptibility
Otilukes Fire and Ice
Power Word Blind
Sand Gems
Simbuls Skeletal Deliquescence
Storm
Succor
Vaporize
Year Stealing

9th-Level Spells
Black Blade of Disaster
Body Link
Breath of Death
Breath of Life
Call
Chain Madness
Crystalbrittle
Elminsters Effulgent Epuration
Energy Drain

12
Acid Lash Duration: 1 minute
You transform your own cudgel, mace,
3rd-level evocation
staff, or other bludgeoning weapon into one
Casting Time: 1 action
made of pure elemental adamantine. It does
Range: Self
an additional 2d12 bludgeoning damage on a
Components: V, S, M (three drops of an acid-
successful hit and acts as a magical weapon.
ic liquid)
Duration: 1 minute
You create a ten-foot long, vividly- Adhesion
purple, glowing line of magical force, which 1st-level transmutation
you can use as a whip. You use your spell Casting Time: 1 action
attack modifier to attack. On a hit, it does Range: Touch
2d10 acid damage. If it does at least 15 points Components: V, S, M (a pinch of powdered
of damage, and if the target is wearing ar- horses hoof)
mor, the armors AC is permanently reduced Duration: 1 hour
by one level of effectiveness. If it is reduced You bring together two solid objects,
to AC 10, it is destroyed. which become stuck together. It requires a
DC 15 Strength (Athletics) ability check to
Acid Storm pry the two objects apart or a dispel magic
spell.
7th-level evocation
Casting Time: 1 action
Range: 150 feet Age Animal
Components: V, S 6th-level transmutation (ritual)
Duration: 1 minute Casting Time: 1 hour
A storm made of gelatinous, acidic drop- Range: Touch
lets appears in a location you choose within Components: V, S
range. The area of the storm consists of up to Duration: Concentration, up to 1 minute
ten 10-foot cubes, which you can arrange as This spell ages any beast or monstrosity
you wish. Each cube must have at least once with an Intelligence of 4 or less, at a rate of
face adjacent to the face of another cube. one year per round you concentrate.
Each creature in the area must make a Dex-
terity saving throw. It takes 4d10 acid dam- Age Object
age on a failed save, or half as much damage
5th-level transmutation
on a successful one, each round that the crea-
Casting Time: 1 action
ture ends its turn in the storm and for one
Range: 30 feet
round afterwards.
Components: V, S, M (a flask of seawater
and a piece of coal)
Adamantine Mace Duration: Instantaneous
4th-level transmutation You instantly age an item by up to 100
Casting Time: 1 action years. The actual effect depends on the na-
Range: Touch ture of the itemiron and steel will rust and
Components: V, S, M (a sprinkle of diamond corrode, masonry will crack and weaken,
powder) wood will rot away to nothing, and so on.

13
Agitate Wounds Range: 5 miles
Components: V, S
4th-level necromancy
Duration: Concentration, up to 12 hours
Casting Time: 1 action
You must be outside to cast this spell.
Range: 60 feet
You point to a cloud, which immediately
Components: V, S, M (a pinch of salt)
descends towards you and changes shape
Duration: Instantaneous
until it becomes a ship made of clouds. The
You choose one creature that you see
exact shape depends on your whimsit can
within range that has recently been injured
look like a caravel, dragon-galley, rowboat,
by an edged weapon (the creature must not
etc.
be at full hit points). This spell will cause
You and up to eight other creatures of
bound wounds to reopen and unbound
your choice may board the airboat, which
wounds to bleed profusely. The target takes
flies at a speed of 100 feet under your tele-
2d6 damage and must make a Constitution
pathic command.
saving throw. On a success, the target takes
You are considered to have proficiency
no more damage. On a failure, the target
with the airboat. The airboat has an AC of 13
takes another 1d4 damage each round until
and 20 hit points.
the wound is retreated.
At Higher Levels. When cast with a 9th-
level spell slot, you may bring up to sixteen
Agras Ambush other creatures onboard with you.
2nd-level abjuration
Casting Time: 1 action
Alert Vigil
Range: Touch
1st-level enchantment
Components: V, S, M (roughly-ground glass,
Casting Time: 1 action
which must be sprinkled in a circle around
Range: Touch
the recipient)
Components: V, S
Duration: 1 hour
Duration: 6 hours
You provide protection for yourself or
You or one willing creature of your
one willing creature against unwanted men-
choice is kept wide awake and alert for the
tal intrusion. Any effect that would sense the
spells level, allowing them to stand guard
protected creatures emotions or read its
without fear of falling asleep. The creature
thoughts or put the charmed condition on it
will not suffer any exhaustion due to missed
will trigger the trap. The attacker must make
sleep. In addition, the creature has advantage
a Wisdom saving throw. The attacker takes
on Wisdom (Perception) checks made while
3d10 psychic damage on a failed saving
on guard.
throw, or half as much damage on a success-
A creature may not have this spell cast on
ful one.
it another time until it has had a long rest.
Once this spell has been triggered, it
ends.
Allergy Field
Airboat Transmutation cantrip
Casting Time: 1 action
8th-level transmutation
Range: 60 feet
Casting Time: 1 action

14
Components: V, S, M (a pinch of ragweed) The spells duration increases to 1 hour
Duration: 1 minute when you reach 5th level and 3 hours when
You indicate a point within range. All you reach 11th level.
creatures within 10 feet of that point must
make a Constitution saving throw or be in- Alter Path
capacitated for the next minute due to un-
4th-level transmutation
controllable sneezing. At the beginning of its
Casting Time: 1 action
turn
Range: Self (10-foot line)
Components: V, S, M (a knife blade, the
Alter Beast straw from a broom, and a handful of peb-
8th-level transmutation (ritual) bles)
Casting Time: 10 minutes Duration: Concentration, up to 1 hour
Range: Touch When you cast this spell, you pick one of
Components: V, S, M (two strands of gold the following options:
twisted together to form a double helix) Clear Path. The road ahead of you to
Duration: Instantaneous a distance of ten feet is cleared of debris as
You may sculpt part of a living beings you walk, providing you with a easy path.
body as you wish. For instance, you could Clutter Path. The road behind you is
change paws into hands, make a quadruped strewed with debris to a distance of ten feet,
walk upright, enlarge a creatures brain, and turning the path behind you into difficult
so on. The creature may make a Constitution terrain.
saving throw to resist. On a failure, you Only relatively light debris, such as light
make the changes you want and the creature branches and gravel, is moved. Large obsta-
also takes 10 (3d6) necrotic damage as its cles such as fallen trees are unaffected.
body is painfully rearranged.
The changes you make are permanent Amanuensis
and might be passed down to any offspring
3rd-level transmutation
it may have.
Casting Time: 1 action
Range: 10 feet
Alter Instrument Components: V, S, M (a quill pen and some-
Transmutation cantrip thing to write on)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Touch You animate a quill pen to precisely du-
Components: V, S plicate any form of nonmagical writing you
Duration: 10 minutes see.
You may transform one musical instru-
ment into another one of similar size (up to Amorphous Blob
50% larger or smaller) with which you are
7th-level transmutation (ritual)
familiar. It remains in this shape for as long
Casting Time: 10 minutes
as you are touching it. If you put it down, it
Range: Touch
reverts to its normal shape.

15
Components: V, S, M (a glass orb or bottle dead, constructs, and creatures that are im-
filled with a specially-prepared, viscous flu- mune to being charmed or unconscious are
id) immune to this spell.
Duration: 24 hours Upon waking up, the creature has disad-
You prepare a special fluid inside of a vantage on all rolls for 1 minute.
glass orb, a process that takes ten minutes.
At any time in the next 24 hours, you may Ancestral Blessing
break the orb, releasing the blob within. The
2nd-level necromancy
blob has the same attributes as the ochre jelly
Casting Time: 1 action
(Monster Manual pg.243). At the end of the 24
Range: 30 feet
hours, if the blob has not been released, the
Components: V, S, M (a dozen grains of any
fluid breaks down and becomes useless.
cereal or grain and a thimble filled with
The blob has no ability to discern friend
wine)
from foe and will attack indiscriminately.
Duration: Special
You call upon your ancestor spirits for
Amulet advice or protection. You may ask it to com-
3rd-level abjuration (ritual) plete one task for you:
Casting Time: 1 hour Oracle. You ask the spirit a question,
Range: Touch which it answers to the best of its ability. It
Components: V, S, M (any object worth at will not lie to you, but it may not know the
least 5 gp and a relic of the creature to be answer.
affected) Blessing. The spirit blesses you. For
Duration: 1 month the next 24 hours, you have advantage on
You create a token that repels one specif- one saving throw of your choice.
ic, named creature that is feared by many. Guardianship. The spirit will guard
When the person who wears the token con- your home or workspace. It will alert you
fronts this creature in melee combat, it must instantly if there are any intruders, no matter
make an Intelligence saving throw or be at where you are (as long as you are on the
disadvantage on attack rolls against the same plane), but it cannot fight or otherwise
wearer. interfere.

Anesthesia Ancient Curse


3rd-level enchantment 9th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a petal from a lotus Components: V
flower) Duration: Permanent
Duration: Concentration, up to 1 hour You touch an altar, shrine, icon, the gate
You render one living creature you can of a cemetery, or other object that is dedicat-
touch unconscious and insensate. The target ed to your god. If this object is desecrated,
creature may attempt a Constitution saving then this spell is triggered and the person or
throw, ending this effect on a success. Un- people who committed the desecration is

16
cursed. The curse can take any form; the fol- come within 30 feet of the target will become
lowing are the more common: angry with that target and may attempt to
Choose one ability score. While curs- attack it.
ed, the targets score is reduced by 1d4 and At Higher Levels. When you cast this spell
the target has disadvantage on ability checks using a spell slot of 2nd level or higher, you
and saving throws made with that ability can affect one additional target for each slot
score. level above 1st.
The target is haunted by poltergeist
(Monster Manual, pg,27.) Animal Transfer
The target is haunted by ill luck. It has
5th-level necromancy
disadvantage three times per day on any im-
Casting Time: 1 minute
portant roll (DMs discretion).
Range: 100 feet
The target is prone to mishap. A roll
Components: V, S
of 1-5 counts as a critical failure.
Duration: Concentration, up to 1 hour
The target gains a degenerative dis-
You transfer your mind into the body of a
ease. Every month, one of its attributes is
beast, who may make a Charisma saving
reduced by 1 and its hit point total is reduced
throw. You gain full control of the beasts
by 1d6.
body and senses. You retain your mental
The target is easily injured. All attacks
abilities, but cannot cast spells while in this
made against the target do an extra 1d6
form, and you have the physical abilities of
damage.
the creature you have taken over. Your body
The target is cursed with poverty.
is comatose during this time; the animals
Within 24 hours of gaining 10 gp or more, or
mind is suppressed.
gaining property worth 10 gp or more, the
If the animal dies while you are control-
target will lose half of it.
ling it, your mind instantly returns to your
The affects are not instantaneous but de-
own body. You suffer 3d6 psychic damage
velop over the course of months to a year.
and must make a Wisdom saving through,
This spell can be broken by remove curse
using your spell save DC. On a failure, you
cast by a priest of the same god the target
suffer from a form of insanity for an hour
offended. It can also be removed if the target
where you believe you are that animal and
fixes the damage it caused and dedicates it-
you act accordingly.
self to serving that god.

Animal Trick
Animal Animosity
3rd-level enchantment
1st-level enchantment
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: 60 feet
Components: V, S
Components: V, S
Duration: 1 minute
Duration: 24 hours
You choose one beast you can see and
One creature you can see within range
that can hear you and get it to perform one
must make a Wisdom saving throw or de-
trick for you. As long as the trick is within
velop a hateful aura beasts can sense. All
that creatures physical capabilities, it will
beasts with an Intelligence of 4 or lower who

17
perform the trick to the best of the ability. Archers Redoubt
The animal is unlikely to understand abstract
3rd-level evocation
reasoning and must have your request
Casting Time: 1 action
spelled out in detail.
Range: Touch
Components: V, S, M (a bit of metal from a
Animate Blood shield)
6th-level necromancy Duration: 10 minutes
Casting Time: 1 action You create an immovable, nearly invisible
Range: 150 feet barrier around yourself or one willing crea-
Components: V, S, M (6 drops of your blood) ture. This barrier is solid save for an arrow
Duration: 10 minutes slit and grants the target AC 18. The target
You animate your own blood, creating six may fire a bow or crossbow through the slit
tiny, droplet-shaped constructs; these drop- and may mentally command the slit to move,
lets are blood-red and have small black eyes. thus allowing the target to fire in any direc-
Each of these droplets has AC 14, 2 hp, a tion.
speed of 60, Stealth +10, and the ability to
long-jump 20 feet and high-jump 10 feet. Arrow of Bone
Any droplet that moves more than 150 feet
6th-level necromancy
away from you becomes inert.
Casting Time: 1 action
You are mentally linked to each of the
Range: Touch
droplets and may switch your perception to
Components: V, S, M (a powdered sliver of
one of the creatures in order to use their
bone mixed with acid or the blood of an acid-
senses as your own by using your action.
ic creature, which is used to make the ink)
You may also use your action to direct
Duration: 1 minute
one of the droplets to attack, using your spell
You paint runes of dire power on one
attack modifier. If your attack succeeds, the
missile or thrown weapon and it turns into
droplet has hit, causing 3d10 acid damage
chilling bone. You may then throw or fire the
and 3d10 necrotic damage.
missile yourself or give it to a companion to
use.
Animate Flame This missile does normal weapon dam-
4th-level evocation age, plus 10d10 necrotic damage, plus the
Casting Time: 1 action target must make a Constitution saving
Range: 300 feet throw or be poisoned for 1 minute. Creatures
Components: V, S that are immune to necrotic damage or poi-
Duration: Concentration, up to 1 minute son are immune to this spell and only take
You animate a Medium-size nonmagical normal damage from the missile.
flame, causing it leave its source of fuel and If the sliver of bone you use comes from a
move in your direct with a speed of 30 feet. It close blood relative of the target (sibling,
does not require fuel during this time. parent, or child), then the person who is fir-
The animated fire causes 1d10 fire dam- ing or throwing the missile has advantage on
age to any creature it touches and it automat- the attack.
ically ignites combustible material.

18
Arrowflight Range: Touch
Components: V, S, M (a scroll bearing a
1st-level transmutation
piece of epic poetry)
Casting Time: 1 action
Duration: 24 hours
Range: Touch
You or a willing target gains proficiency
Components: V, S, M (a bit of down from a
with one form of artisans tools. If the target
flying bird)
already has proficiency in the desired tools,
Duration: Concentration, up to 1 minute
then that target may use double its proficien-
You touch a bow or crossbow. For the
cy bonus.
duration of this spell, the range for this
At Higher Levels. If you cast this spell
weapon is doubled.
with a 4th-level or higher spell slot, the target
At Higher Levels. When you cast this
gains triple its proficiency bonus.
spell using a spell slot of 2nd level or higher,
you may affect one additional bow or cross-
bow for each slot level above 1st. Bad Medicine
9th-level enchantment
Assess Value Casting Time: 1 action
Range: 400 feet
1st-level divination
Components: V, S, M (a bundle of indige-
Casting Time: 1 action
nous herbs, the claw of an eagle, and the
Range: Touch
venom of a poisonous snake)
Components: V, S
Duration: Permanent
Duration: Instantaneous
You pick a point within range. All crea-
You touch an item and instantly know its
tures within a 100-foot radius of that point
fair market value, to within 10%. This does
are cursed, unless a Wisdom saving throw is
not take into consideration local conditions
made. On a success, the curse fails to take
that may drive the price up or down.
hold. On a failure, all creatures within that
radius are at disadvantage for all attack rolls,
Astral Awareness saving throws, and ability checks. You may
3rd-level divination dismiss this spell at any time.
Casting Time: 1 action
Range: Self (30-foot radius)
Ballants Stonesplit
Components: V, S
7th-level evocation
Duration: 6 hours
Casting Time: 1 action
This spell grants you awareness of nearby
Range: Touch
movement on the Astral or Ethereal planes.
Components: V, S, M (a diamond-tipped
Should any creature or natural phenomena
chisel worth 500 gp, which is consumed in
from those planes approach you, this spell
the casting)
will alert you.
Duration: Instantaneous
You channel the power of extreme magi-
Augment Artistry cal force and strike a Large or smaller rock or
1st-level transmutation object (or portion of an object) made primari-
Casting Time: 1 action ly of stone, such as a stone wall. When you

19
touch the stone, brilliant magical light flares Components: V, S
out and a huge glowing crack grows in the Duration: Instantaneous
rock. At the end of your next turn, the rock You touch a single normal plant of Huge
crumbles into rubble. size or smaller and this spell wipes out all
At any point between your casting the diseases in that plant permanently, restores
spell and the end of your next turn, this spell any withered or shriveled fruit or leaves, and
can be countered by dispel magic or a similar if you desire, causes it to produce new leaves
effect, preventing the rock from crumbling. or flowers. It does not restore heavily dam-
If cast on a creature made from stone, aged or destroyed plants.
such as a stone-based earth elemental (a gar-
goyle) or a stone golem, the creature may Bands of Sirellyn
make a Constitution saving throw. The crea-
4th-level conjuration
ture suffers 10d10 force damage on a failed
Casting Time: 1 action
saving throw, or half as much damage on a
Range: 100 feet
successful one.
Components: V, S, M (three miniature inter-
At Higher Levels. This spell can affect a
locked bands of silver)
Huge object and do 11d10 damage if cast
Duration: Concentration, up to 10 minutes
with an 8th-level spell slot, and can affect a
You conjure a number of shining metal
Gargantuan object and do 14d10 damage if
bands which encircle and capture a Huge or
cast with a 9th-level spell slot.
smaller target of your choice within range.
The target may make a Dexterity saving
Ballants Stonestrength throw to avoid capture. The escape DC is
5th-level abjuration equal to 8 + twice your spell attack modifier.
Casting Time: 1 action At Higher Levels. If you cast this using a
Range: 60 feet 5th-level or higher spell slot, the target has
Components: V, S, M (a small granite wedge disadvantage on both the saving throw and
and a pinch of powdered iron) the escape roll.
Duration: Instantaneous
You provide magical strength to a stone Banish Dazzle
structure by providing it with temporary hit
1st-level abjuration
points equal to its regular hit points.
Casting Time: 1 action
Optionally, this completely heals any
Range: Touch
stone-based creature, such as a gargoyle or a
Components: V, S, M (a shard of glass or any
stone golem, or can be used to repair any
clear stone)
damaged stone object (that has lost no more
Duration: 1 minute
than 3/4 of its hit points), such as a wall or
You or one willing creature you touch
statue.
becomes immune to being blinded by light,
can see through nonmagical mirages and
Banish Blight optical illusions, and has advantage on sav-
2nd-level transmutation ing throws against spells that create visual
Casting Time: 1 action illusions or cause blindness through light,
Range: Touch color, or flame, such as blinding smite, color

20
spray, or holy aura. This also keeps creatures has its speed reduced by half, its initiative is
with the Sunlight Sensitivity trait from tak- at -2, and its AC is reduced by -1 on a failure;
ing disadvantage on attack rolls and Wisdom on a success, they are not affected by the
(Perception) checks that rely on sight. It does spell. In addition, you gain +2 to AC, you
not protect creatures with Sunlight Hyper- gain advantage on Dexterity saving throws,
sensitivity, however. and gain an extra action each round.

Barrier Reaver Bearhug


4th-level transmutation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Self
Components: V, S, M (a small metal key) Components: V, S, M (a bit of bear fur)
Duration: 1 round Duration: 1 minute
You can force an opening in one magical You gain the ability to bear hug a crea-
barrier within range, including spells such ture within one size category of you. If you
antimagic field, prismatic wall, wall of fire, wall successfully make an unarmed attack, you
of stone, and so on. You automatically open a can grapple that creature (escape DC is equal
hole in any barrier created through a spell of to your spell save DC). As long as the grap-
4th level or lower. For a barrier created with ple remains in effect, that target is restrained.
a higher-level spell, make an ability check At the start of each of your turns, you may
using your spellcasting ability. The DC constrict, doing 2d8 + your Strength modifier
equals 10 + the spells level. On a successful in bludgeoning damage.
check, a hole appears.
Until the end of your next turn, you and Beastmask
other creatures may walk through the hole,
2nd-level illusion
cast spells through it, attack through it, and
Casting Time: 1 action
so on.
Range: Touch
At the end of your next turn, the hole
Components: V, S, M (a wooden mask
closes, inflicting 4d6 force damage on any
carved to look like the animal)
creature still in the hole and shunting the
Duration: 12 hours
creature either inside or outside the wall
You or one willing creature is made to
(50% chance of either).
look, feel, sound, and smell exactly like a
particular species of beast or monstrosity
Battletide that has an Intelligence of 4 or lowerbut
5th-level transmutation only to other members of that species. Mem-
Casting Time: 1 action bers of closely related species are also fooled;
Range: Self (20-foot radius) for instance, a dog mask will also fool wolves
Components: V, S, M (a piece of human hair and death dogs, and a bear mask will also
as long as your hand) fool giant bears and owlbears. This spell does
Duration: Concentration, up to 1 minute not give you any ability to communicate
All creatures within 20 feet of you must with that animal, however.
make a Wisdom saving throw. A creature

21
Beneficence The creature becomes insatiable.
Whenever food or drink is present, the crea-
1st-level evocation
ture must make a Wisdom saving throw or
Casting Time: 1 action
stop whatever it is doing in order to eat or
Range: Self
drink.
Components: V
Whenever the creature encounters a
Duration: Concentration, up to 1 hour
particular substance, it becomes incredibly
You surround yourself with an aura of
nauseated. It must make a Constitution sav-
mystical wisdom and holy, causing those
ing throw or become incapacitated for 1d6
who see you to believe you to be a holy per-
rounds due to vomiting and dry heaves.
son of virtue and kindness. For the duration,
you gain proficiency and advantage in the
skills Deception, Insight, Intimidation, and Bestow Enchantment
Persuasion when attempting to illicit positive 5th-level evocation
reactions towards you or your church. Casting Time: 1 round
Range: Touch
Bestow Curse Components: V
Duration: Instantaneous
These are new variants of the spell bestow
You give another willing creature a spell
curse that appears in the Players Handbook,
with a range of Self. That creature is then
pg.218. Most of these variants are useful only
able to control and benefit from that spell as
if you are casting the spell with a 7th-level or
if she had cast it herself.
higher spell slot.
The target is in pain. It has disad-
vantage on all Dexterity skill checks its speed Bigbys Bookworm Bane
is reduced by 10 feet. Evocation cantrip
The target exudes an aura of antipa- Casting Time: 1 action
thy, causing creatures to have hostile feelings Range: 60 feet
towards it. While cursed, the target has dis- Components: V, S, M (a child-sized glove)
advantage on Deception and Persuasion skill Duration: 10 minutes
checks. You create a Tiny hand out of shimmer-
The creature is either deafened or ing, translucent force. This hand immediate-
blinded. ly seeks out and destroys bookworms and
The creature gains a deadly touch. other creatures that eat paper and glue. The
Everything it touches takes 1d10 damage of a bookworm bane has a Strength of 6 (-2) and a
type of your choice. It cannot turn off this Dexterity of 12 (+1), so it can open books to
ability. seek out insects living inside. When it finds
The target develops an obviously su- an intrusive creature of no larger than Tiny
pernatural and disturbing (and often ironic) size, it automatically hits, doing 1 point of
physical trait. The creature may grow a pigs damage, which is more than enough to au-
noise, pure black eyes, have its hair turn into tomatically squish a bookworm, roach,
serpents, smell like sulfur, and so on. While mouse, etc. The hand has 4 hit points and
cursed, the target has disadvantage on De- will not attack anything larger than Tiny,
ception and Persuasion skill checks.

22
cannot defend itself, and can perform no they belong to a boxer. They attack using
other actions. your spell attack modifier. On a hit, the tar-
get takes 1d8 bludgeoning damage.
Bigbys Dexterous Digits You may choose that the pugilists do
nonlethal damage instead, to use as a boxing
2nd-level evocation
partner. At the end of the spell, all damage
Casting Time: 1 action
taken vanishes.
Range: 60 feet
Silencing Hand. The hands fly towards a
Components: V, S, M (a pair of gloves
target you choose within range that you can
stitched with your name and studded with
see and clamp themselves tightly over the
gems worth at least 500 gp)
creatures mouth, using your spell attack
Duration: 1 minute
modifier to grapple the creature. While
You create a pair of Tiny hands made of
grappling a creature, the hands cannot be
shimmering, translucent force in an unoccu-
pulled away. The hands take only half the
pied space that you can see within range.
damage dealt to them and the creature grap-
The hand is an object that has AC 15 and
pled by the hands take the other half. While
5 hit points. If all of the hands created by
grappled, the creature is incapable of speak-
your spell are destroyed the spell ends.
ing and is at a disadvantage to all ranged
When you cast the spell and as a bonus ac-
attacks.
tion on your subsequent turns, you can move
Strangling Grip. The hands fly towards a
the hands up to 30 feet.
Small- or Medium-sized target you choose
The hands perform various tasks for you,
within range that you can see and grab onto
which you must decide upon when casting
its throat, using your spell attack modifier to
the spell.
attack. On a hit, it does 2d4 bludgeoning
Fantastic Fencers. The hands are created
damage and the target is grappled (escape
holding long blades made of force. They at-
DC is your Spell Save DC). Until this grapple
tack using your spell attack modifier, and
ends, the target cant breathe.
can attack two different targets at once. On a
hit, the target takes 1d8 force damage.
You may choose that the fencers do non- Bigbys Force Sculpture Wi
lethal damage instead, to use as a fencing 4th-level evocation
partner. At the end of the spell, all damage Casting Time: 1 action
taken vanishes. Range: 100 feet
Feeling Fingers. The hands have a Components: V, S, M (a lump of clay with
Strength and Dexterity of 8 (-1) but otherwise diamond dust in it)
functions of an unseen servant. It also has an Duration: Concentration, up to 1 hour
amazingly sensitive sense of touch: it has You create a visible plane of shimmering
Perception 14 (+2) and has advantage on all force that you can shape in any form you
Perception checks, allowing it to detect mi- wish. The object you create must be fairly
nute cracks and openings. You can choose to rigid, have no moving parts, and cannot pos-
use your action to treat the hands as a sensor sess finely-detailed features and cannot be
and feel through them. larger than 10 cubic feet. If you create a
Pugnacious Pugilist. The hands are weapon with it, it does 1d8 + your Strength
clenched and covered with bandages, as if modified bludgeoning damage.

23
The force sculpture is an object that has Range: 30 feet
AC 15 and 15 hit points. When you cast the Components: V, S
spell and as a bonus action on subsequent Duration: Concentration, up to 1 minute
turns, you can move the sculpture up to 30 You create a magical, weightless, black
feet. blade-shaped planer rift about 3 feet long.
At Higher Levels. When cast with a 6th- The blade strikes at any creature that you can
or 7th-level spell slot, you can make a more see within its range, using your spell attack
complex sculpture. The item can have large, modifier and with advantage on the roll.
moving parts or have an edge or point, but it A creature hit by the blade must make a
must still be rigid and cannot be larger than Constitution saving throw. The creature
50 cubic feet. It has AC 18 and has 20 hit takes 15d10 necrotic damage on a failed sav-
points. ing throw, or half as much on a successful
When cast with an 8th- or 9th-level spell one. The blade can pass through any magical
slot, the sculpture can be very complex, con- barrier, save an antimagic fiend. The blade
tain small moving parts, and be very flexible. cannot be harmed by physical attacks, but
It can be any size up to 100 cubic feet. dispel magic and antimagic effects can affect
it.
Biting Shadow
7th-level evocation Blacksteel
Casting Time: 1 action Transmutation cantrip
Range: 90 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: 1 minute Components: V, S
You create a smoky cloud whose area Duration: 10 minutes
consists of up to ten 10-foot cubes, which you One weapon you touch becomes com-
can arrange as you wish. Each cube must pletely matte-black and utterly silentit
have at least one face adjacent to the face of makes no noise when being drawn, when
another cube. When casting this spell, and as striking someone even if it hits armor, or
a bonus action on each of your turns after- when dropped.
wards, you may move the cloud 30 feet. It is
capable of moving through a crack 1 inch Blessed Abundance
wide without squeezing. This cloud is lined
5th-level conjuration
with dark mouths which are filled with
Casting Time: 1 action
gleaming black teeth. Each living or undead
Range: Touch
creature in the area must make a Dexterity
Components: V, S
saving throw. A creature takes 10d6 piercing
Duration: Permanent
damage on a failed saving throw, or half as
You can duplicate up to 2 pounds of ani-
much on a successful one.
mal or vegetable matter. You hold the object
you wish to duplicate in your hands while
Black Blade of Disaster you cast this spell. Magical items, minerals,
9th-level conjuration and living creatures cannot be affected by
Casting Time: 1 action this spell.

24
At Higher Levels. When you cast this Bloodbridge
spell with a slot of 6th level or higher, you
Necromancy cantrip
can duplicate up to 2 additional pounds per
Casting Time: 1 action
spell slot above 5th.
Range: Touch
Components: V, S, M (two golden needles)
Blessed Forgetfulness Duration: Instantaneous
4th-level enchantment You touch two creatures and draw blood
Casting Time: 1 action out from one (the donor), channel it
Range: Touch through yourself, and infuse it into the other
Components: V, S, M (a few drops of holy (the recipient). This causes the donor to
water) lose hit points equal to 1d6 + your
Duration: Instantaneous spellcasting ability modifier and the recipient
You touch a willing creature and remove to gain that number of hit points. The donor
one terrible memory it has. This can negate does not need to be willing and may make a
the effect of a failed fear or sanity check or Dexterity saving throw to evade your grasp.
simply remove a horrible memory that has This spell has no effect on undead, con-
no actual game effect. This has no effect on structs, plants, and other creatures that lack
magically-induced terrible memories. You blood.
cannot use this spell on yourself.
Bliss Blossom
2nd-level enchantment 3rd-level transmutation (ritual)
Casting Time: 1 action Casting Time: 3 hours
Range: 30 feet Range: self (300-foot radius)
Components: S Components: V, S, M (an ear of grain and a
Duration: 1 minute gallon of water)
You choose one creature within range Duration: Instantaneous
you can see. That creature must make a Wis- You spend three hours meditating and
dom saving throw or fall into a trance of in- the area around you becomes much more
tense pleasure; for the duration of the spell, verdant and fertile than it was before. If the
the creature is incapacitated. land was dry, it becomes moist. If the land
was waterlogged and swampy, the water
Blood Bond drains away to reveal fresh loam.
This spell cannot, in and of itself, over-
1st-level necromancy (ritual)
come truly bad conditions such as that
Casting Time: 1 minute
caused by a long and terrible drought, but it
Range: Touch
can help to improve conditions somewhat.
Components: V, S, M (a length of red silk
A particular plot of land can only be af-
ribbon)
fected by this spell once per season, and the
Duration: 10 minutes
effects last until the end of the current grow-
You link the health of two creatures to-
ing season.
gether. Any damage one creature takes is
split evenly between the two.

25
Body Blades Bone Seize
2nd-level transmutation 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 50 feet
Components: V, S, M (two sharp pieces of Components: V, S
metal) and a shard of bone. Duration: 1 minute
Duration: 1 minute You choose one target within range that
Dagger-like growths grow out of your you can see that has bones. If the target is
body, passing harmlessly through any cloth- alive or undead, it must make a Constitution
ing or armor you wear. You gain +1 AC. If saving throw. On a failure, you gain control
you grapple anyone or are grappled, you do of that targets bones. You can automatically
2d4 + your spellcasting ability bonus in take control of a corpse. You can make the
piercing damage. target walk, lay or sit down, or sit or stand
The growths are metallic-looking but are up. You cannot make the creature speak,
not made of metal and cannot be affected by fight, cast spells, etc.
spells that affect metal.
Bolt of Glory
Body Link 7th-level evocation
9th-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S, M (a small amber rod
Components: V, S, M (a small amount of tree bound with bronze)
sap and a pearl worth 500 gp, which is con- Duration: Instantaneous
sumed in the casting) You fire a burst of energy from the Posi-
Duration: 1 hour tive plane at one target you can see within
You can prevent your own death by de- range. That creature must make a Constitu-
capitation or dismemberment. Your body tion saving throw. The creature takes 10d10
parts become linked so that even if they are radiant damage on a failed saving throw, or
separated from the rest of your body, you half as much on a successful one. Celestials
still in control of them. A severed arm can are not affected by this spell and fiends and
still write and even wield weapons. A sev- undead are at disadvantage on the saving
ered leg can still hop around. A severed head throw.
can still think, talk, and even eat, although
the rest of the body will become inert. If the Boon of Fortune
severed body part is held against the stump
3rd-level transmutation
during the spells duration, the two parts
Casting Time: 1 action
will instantly fuse together.
Range: Touch
This does not prevent you from taking
Components: V, S, M (a four-leaf clover or a
damage from the dismemberment of from
piece of amber)
other damage, nor does it prevent you from
Duration: Concentration, up to 1 minute
being killed from methods other than dis-
memberment.

26
You or one willing creature you touch make a Constitution saving throw or contract
gains good luck. You may choose from one a nonmagical, often-fatal disease.
of the following ways:
Sudden Knowledge. The target gains Breath of Life
proficiency in up to six types of tools and
9th-level abjuration (ritual)
weapons it did not already know how to use.
Casting Time: 10 minutes
Hidden Strengths. Choose two attrib-
Range: Self (500 foot radius)
utes. The target has advantage on all ability
Components: V, S, M (a handful of mummy
checks and saving throws based on that at-
dust)
tribute for the duration.
Duration: Instantaneous
Amazing Luck. Three times in the next
You exhale a sweet-smelling breath
24 hours, if the target fails a saving throw, it
which turns into a breeze that radiates out-
may choose to succeed instead.
ward. This cures all creatures within range of
a single nonmagical disease you name when
Break Limb casting the spell. This has no effect on magi-
5th-level necromancy cal diseases or curses. It also does not protect
Casting Time: 1 action against re-infection.
Range: Touch
Components: V, S, M (a broken animal bone) Burning Blood
Duration: Until healed
4th-level necromancy
You touch a creatures limb. The creature
Casting Time: 1 action
must make a Constitution saving throw. The
Range: 60 feet
creatures bone breaks and it takes 2d10 force
Components: V, S, M (a drop of blood and a
damage on a failed saving throw; on a suc-
punch of saltpeter)
cess, it takes the damage but its limb doesnt
Duration: 1 minute
break.
You cause the open, bleeding wounds of
Depending on the limb, it takes one to six
one target you can see within range to burst
months to heal natural. A lesser restoration
into blood-red flame. The target must make a
spell or any healing spell of 4th level or
Constitution saving throw each round. The
higher will heal it immediately.
creature takes 3d8 fire damage on a failed
saving throw, or half as much damage on a
Breath of Death successful one.
9th-level necromancy (ritual) At Higher Levels. When you cast this spell
Casting Time: 10 minutes using a spell slot of 5th level or higher, the
Range: Self (500 foot radius) damage increases by 1d8 for each slot level
Components: V, S, M (a cone on incense that above 4th.
has had a bless spell cast on it)
Duration: Instantaneous Calders Starry Sky
You exhale a foul-smelling breath which
1st-level illusion (ritual)
turns into a breeze that radiates outward.
Casting Time: 1 minute
This causes all creatures within range to
Range: 30 feet

27
Components: V, S, M (an unblemished silver Call Society
mirror)
2nd-level illusion
Duration: 3 hours
Casting Time: 1 action
A completely accurate starmap of the lo-
Range: 1 mile
cal sky is projected upwards from the mirror.
Components: V, S, M (a badge, letter, or oth-
It can be used to study the sky or, if cast out-
er symbol of membership, which is not con-
side, the aid in navigation during the day or
sumed but must be on your person while
on overcast nights.
casting this spell).
Duration: Instantaneous
Call You point in a direction and cast this spell
9th-level conjuration to alert other members of an organization
Casting Time: 1 action you belong to, such as a Mages Guild, that
Range: Special you require aid. The spell will travel in that
Components: V, S, M (a miniature wax stat- direction. If it passes within 1 mile of a fel-
ue of the target) low member of your organization, it will di-
Duration: Instantaneous vert to meet that creature and alert him or
You call a specific intelligent by name. If her as to your plight, giving that person a
that target is on the same plane as you, then rough estimate of your location and a brief
it becomes aware of your call and may image of your situation. If it hits the end of
choose to accept or reject it. If the target ac- its range without locating a fellow member,
cepts, it is instantly teleported to any safe the spell will dissipate.
location within 30 feet of you. This spell does not compel the recipient
to aid you, but members of your organiza-
Call of Despair tion are likely to be willing to help.
At Higher Levels. When you cast this spell
8th-level enchantment
using a spell slot of 3rd level or higher, the
Casting Time: 1 action
range increases by one mild for every two
Range: Self (150-foot radius)
slot levels above the 2nd.
Components: V, S, M (a small brass gong)
Duration: 10 minutes
All creatures who are not your allies Call Upon Faith
within range must make a Wisdom saving Evocation cantrip
throw or become frightened for 1 minute. Casting Time: 1 action
The target can repeat the saving throw at the Range: Self
end of each of its turns, ending the effect on Components: V, S
itself on a success. Creatures who failed their Duration: 1 round
saving throws will also have disadvantage You call upon your god to bless you. If
on all saving throws, ability checks, and ini- you have been true to faith (as determined
tiative rolls for the remainder of the spells by the DM) you may make one roll in your
duration. next round at advantage.

28
Candletrick Duration: 1 minute
You call forth a chain made of pure, shin-
Transmutation cantrip
ing energy, target a creature you can see
Casting Time: 1 action
within range, and make a ranged spell at-
Range: Touch
tack. On a hit, the chain coils around that
Components: S
target. The target is not restrained by the
Duration: 1 hour
chain, but has disadvantage on all attack and
You light a candle, torch, or lantern. For
damage rolls, ability checks, and saving
the duration of the spell, this flame cannot be
throws, and reduces speed by 10 feet.
extinguished by normal means, although it
The chain is an object that has AC 20 and
can be extinguished if placed underwater,
hit points equal to your hit point maximum.
deprived of oxygen, or through magical
If it drops to 0 hit points, the spell ends. The
means. Otherwise, if the flame is snuffed out,
spell can be modified to have one of two dif-
it will automatically relight itself.
ferent effects.
Howling Chain. The chain is blood-
Castigate red and constantly emits an ominous, howl-
3rd-level evocation ing chant. It beats against its trapped target,
Casting Time: 1 action using your spell modifier to attack. On a hit,
Range: Self (20-foot radius) it deal 3d8 bludgeoning damage.
Components: V, S Sighing Chain. The chain glows white-
Duration: Instantaneous blue and constantly sighs, whispers, and
You deliver a blasting rebuke to your hums. If the trapped creature attempts to
foes. The creature must make a Wisdom sav- pull at it, the chain tightens, inflicting 3d10
ing roll or suffer an effect, depending on its bludgeoning damage. If someone tries to
alignment: pull at the chain or remove it from the
If the creature is of the same align- trapped creature, it inflicts 2d10 bludgeoning
ment as you, it is deafened for 1 minute. damage to both creatures.
If the creatures alignment differs
from yours on one axis (lawful-chaotic, etc.),
Chain Madness
it takes 1d10 force damage on a failed saving
9th-level enchantment
throw, or half as much damage on a success-
Casting Time: 1 action
ful one.
Range: 100 feet
If the creatures alignment differs
Components: V, S, M (a piece of brain matter
from you on both axes, it takes 3d10 force
from a mind flayer)
damage on a failed saving throw, or half as
Duration: Until dispelled
much on a successful one.
You pick a creature within range that you
can see and that has an Intelligence of 5 or
Catching Chain higher. Over the next 48 hours, that creature
6th-level evocation will begin showing the effects of insanity: the
Casting Time: 1 action DM can roll first on the short-term insanity
Range: 60 feet table, then the long-term table, then the in-
Components: V, S, M (three joined links of definite-length table (Dungeon Masters Guide,
chain made from very pure metal) p.258) to determine the individual effects.

29
After one week, the creature must make a Chant
Wisdom saving throw. On a success, the
4th-level abjuration
creature regains sanity. On a failure, it takes
Casting Time: 1 round
3d6 psychic damage and its hit point total is
Range: Self (30-foot radius)
reduced by that amount, and it remains in-
Components: V, S
sane for another week. At the end of that
Duration: Concentration, up to 1 minute
week, it must make another saving throw.
You call upon your deity to grant you
This continues until the creature succeeds a
and your allies special favor and to curse
saving throw or its hit point total is reduced
your foes.
to 0 hit points (at which case it dies).
As long as you continue to recite the holy
After this creature has been infected for 6
writ, your allies that are within range gain +1
hours, it has the potential to spread the mad-
to attack and damage, +1 to AC, and 2d4
ness through physical, skin-to-skin contact.
temporary hit points, while your enemies
Each creature it touches must make a Wis-
have their hit point totals reduced by 2d4. If
dom saving throw or contract the madness.
that reduces their hit point totals to 0, they
If these secondary victims touch another
fall unconscious.
creature, they have the potential to pass on
This spell continues for as long as you
the madness as well, but the tertiary (and
chant, up to 1 minute. If you take damage,
later) victims have advantage on their saving
you must make a Constitution saving throw
throw.
(DC equal to 10 or half the damage you take,
whichever is higher) to be able to continue
Channel Flame chanting. Likewise, if you are silenced
6th-level evocation through magical or mundane means, this
Casting Time: 1 action spell ends.
Range: Self (60-yard cone)
Components: V, S, M (a burning fire) Chariot of Sustarre
Duration: Concentration, up to 10 minutes.
8th-level conjuration (ritual)
You stand within 30 feet of mundane
Casting Time: 10 minutes
flames at least the size of a Large bonfire and
Range: 30 feet
channel that fire into a deadly attack. The fire
Components: V, S, M (a piece of wood, two
travels through you and becomes a 60-foot
holly berries, and a burning torch)
cone. All creatures in that cone must make a
Duration: 12 hours
Dexterity saving through. A creature takes
You summon a chariot pulled by two
4d6 fire damage on a failed save, or half as
great horses, all of which is alight with ele-
much on a successful one. Each round, you
mental fire; the chariot appears in a clap of
may change your facing so that you attack a
thunder and cloud of smoke.
different area.
You and up to seven allies may ride in
This spell lasts for 10 minutes, or as long
the chariot. All creatures other than yourself
as the fire you are channeling from continues
who are not immune to fire take 1d8 fire
to burn.
damage each round they end while in the
chariot, or are within 5 feet of the chariot,
unless they are physically touching you. A

30
successful Dexterity saving throw will halve Chromatic Blade
the damage they take from this.
5th-level evocation
The chariot can move on the ground with
Casting Time: 1 action
a speed of 50, or fly with a speed of 100. You
Range: Self
control the chariot through verbal com-
Components: V, S, M (a dagger set with
mands.
gems of seven colors, worth at least 100 gp)
The chariot and horses are physical ob-
Duration: 1 minute
jects. The horses have the same attributes as
You create a magical blade of shimmer-
war horses (Monster Manual, p.340), save that
ing, weightless force that constantly changes
they have AC 16, are immune to fire, light-
hue. You may choose to wield the blade or
ning, and radiant damage, vulnerable to
give it to an ally. The blade inflicts 4d8 force
cold, take 1 point of cold damage for every
damage. When the wielder rolls a 20, the
gallon of water splashed on them or for eve-
blade inflicts an additional 2d8 damage.
ry 5 feet they must move through in water,
Then the wielder rolls another d20. If you
and each of their attacks does an additional
roll a 20, you lop off one of the targets limbs.
2d6 fire damage. The chariot has AC 16 and
At Higher Levels. When you cast this spell
50 hit points, and has the same immunities
using a spell slot of 6th level or higher, the
and vulnerabilities as the horses. If the chari-
damage increases by 1d8 for each slot level
ot or the horses are reduced to 0 hit points,
above 5th.
the spell ends.

Circle of Blindness
Chilling Scythe
8th-level transmutation
4th-level necromancy
Casting Time: 1 action
Casting Time: 1 action
Range: 300 feet
Range: Self
Components: V, S
Components: V, S, M (a fragment of bone)
Duration: 1 hour
Duration: 1 minute
You create an immobile circle with a 30-
You create an oversized but weightless
foor-radius to delay and confuse enemies.
scythe made of glowing, blue-black force.
Within the area of effect, all creatures be-
You may choose to wield it or give it to
come blinded and deafened and lose
someone else to wield. The scythe does 2d8 +
tremorsense. It also suppresses divination
the wielders Strength modifier in slashing
spells that enhance or produce additional
damage, plus 1d8 necrotic damage. If the
senses, such as arcane eye, clairvoyance, detect
target is undead it takes an additional 4d8
magic, see invisibility, and so on. It does not
necrotic damage, even if it is normally im-
affect either truesight or the spell true seeing,
mune or resistant to necrotic damage, and it
however.
must make a Strength saving throw or be
At Higher Levels. If cast with a 9th-level
knocked prone. The scythe is a two-handed
spell slot, the circles radius increases to 50
weapon with reach.
feet.

31
Circle of Privacy You create a billowy cloud colored like an
old bruise that fills a 20-foot cube anywhere
2nd-level illusion
within range. This cloud moves with the
Casting Time: 1 action
prevailing wind and a magical wind quickly
Range: Self (20-foot diameter radius)
disperses it. The cloud is heavier than air and
Components: V, S, M (hair from a skunk, a
will sink to the ground rather than float
mouses whisker, and a pound of salt)
away. The cloud lasts for one minute before
Duration: 8 hours
vanishing, but the effects are permanent.
This spell allows you to discourage pred-
The cloud transmutes pure water into
ators and trespassers from disturbing a
filth, excrement, and garbage, and magically
campsite. You spring salt in a circle around
generates flies, and turns small animals into
your camp while you cast this spell. For the
rats and roaches.
duration, sounds and scents generated with-
in the circle are muted. All Perception checks
made to find you or your food using hearing Color
or smell are at disadvantage. 1st-level illusion
Casting Time: Special
Cloud of Purification Range: Touch
Components: V, S
5th-level transmutation
Duration: Permanent
Casting Time: 1 action
You may permanently change the color of
Range: 30 feet
cloth, leather, or any other inanimate object.
Components: V, S
The time it takes to color the item varies on
Duration: Permanent
the complexity of the color: changing the en-
You create a billowy white cloud that fills
tire item to a single color takes 1 action, but
a 20-foot cube anywhere within range. This
patterns or variations of color require you to
cloud moves with the prevailing wind and a
trace the design you wish on the item with
magical wind quickly disperses it. The cloud
your finger while picturing the colors you
is heavier than air and will sink to the
desire, a process that may take several
ground rather than float away. The cloud
minutes.
lasts for one minute before vanishing, but the
effects are permanent.
Filth, garbage, excrement, and small, non- Comfort
magical vermin such as insects, normal rats 3rd-level abjuration
and mice, etc., are transformed into an equal Casting Time: 1 action
quantity of pure water. Range: 30 feet
Components: V, S
Cloud of Putrefaction Duration: 1 hour
You sing a pleasant song and all allies
5th-level transmutation
within range will cease feeling nonmagically-
Casting Time: 1 action
caused pain, heat, cold, hunger, thirst, or ex-
Range: 30 feet
haustion. This spell does not negate normal
Components: V, S
damage, but affected creatures have ad-
Duration: Permanent
vantage on all saving throws against magical

32
effects that cause pain, negatively affect emo- Choose one of the following options for what
tions (such as by causing fright), or that appears:
cause hunger, thirst, or exhaustion. One beast of challenge rating 4 or
lower
Compass Two beasts of challenge rating 3 or
lower
1st-level divination
Four beasts of challenge rating 2 or
Casting Time: 1 action
lower
Range: Touch
Depending on what sort of spirit you
Components: V, S, M (a brass bowl filled
summon, it has one of the following tem-
with water, an iron needle, and a cork)
plates:
Duration: 1 week
Flame-Beast. The flame-beast is re-
You use the pin, cork, and brass bowl to
sistant to bludgeoning, piercing, and slash-
make a simple compass. However, instead of
ing damage from nonmagical weapons, and
pointing to magnetic north, the needle points
is immune to fire damage, and being grap-
to a direction of choice, such as your home
pled, paralyzed, restrained, or unconscious.
port or your destination (if you previously
It can move through a space as narrow as 1
knew what it was).
inch without squeezing. Its attacks do fire
The spell ends if the water is drained
damage. Any creature that touches the
from the bowl or the cork or needle is re-
flame-beast or hits it with a melee attack
moved.
while within 5 feet of it takes 1d10 fire dam-
age. It takes 1d6 damage if splashed by at
Conceal Item least one gallon of water.
3rd-level illusion Ghost-Beast. The ghost-beast has re-
Casting Time: 1 action sistance to bludgeoning, piercing, and slash-
Range: Touch ing damage from nonmagical weapons, and
Components: V, S, M (a handful of any kind is immune to necrotic and poison damage
of gemstone dust) and to being charmed, frightened, grappled,
Duration: 1 hour paralyzed, poisoned, restrained, or uncon-
You render a single item of Medium-size scious. It has truesight to 100 feet. It can
or smaller completely undetectable when move through other creatures and objects as
you hide it on your person. Only the spell if they were difficult terrain. It takes 1d10
true seeing will reveal its existence. force damage if it ends its turn inside an ob-
ject. The creatures attacks do necrotic dam-
Conjure Beast Spirits age.
7th-level conjuration Stone-Beast. The stone-beast can bur-
Casting Time: 1 action row at a speed of 30 feet, is resistant to
Range: 60 feet bludgeoning, piercing, and slashing damage
Components: V, S from nonmagical weapons, and is immune to
Duration: Concentration, up to 1 hour poison damage, bludgeoning damage from
You summon a minor spirit that takes the magical weapons, and to being petrified,
form of either a ghostly or elemental animal. poisoned, or unconscious. Its AC becomes 16
(natural armor).

33
Wave-Beast. The wave-beast can Conjure Divine Minion
swim at a speed of 60 feet, is resistant to
6th-level conjuration
bludgeoning, piercing, and slashing damage
Casting Time: 1 action
from nonmagical weapons, and is immune to
Range: 60 feet
acid damage and bludgeoning damage from
Components: V, S
magical weapons, and to being poisoned,
Duration: Concentration, up to 1 hour
grappled, paralyzed, restrained, or uncon-
You summon a celestial (if you worship a
scious. It can enter a hostile creatures space
good or neutral deity) or fiend (if you wor-
and stop there, and can move through a
ship an evil deity) that takes the form of an
space as narrow as 1 inch without squeezing.
animal w. Choose one of the following op-
If it is struck my cold damage, its movement
tions for what appears:
is reduced to 20 feet.
One beast of challenge rating 3 or
Wind-Beast. The air-beast can fly at a
lower
speed of 60 feet, is resistant to bludgeoning,
Two beasts of challenge rating 2 or
piercing, and slashing damage from
lower
nonmagical weapons, and is immune to cold
Four beasts of challenge rating 1 or
and lightning damage, and to being poi-
lower
soned, grappled, paralyzed, restrained, or
Depending on what sort of minion you
unconscious. It can enter a hostile creatures
summon, it has one of the following tem-
space and stop there, and can move through
plates:
a space as narrow as 1 inch without squeez-
Celestial. The creature has resistance
ing.
to radiant damage and damage from bludg-
Each beast is considered to be undead
eoning, piercing, and slashing damage from
(ghost-beast) or elemental (the others), and it
nonmagical weapons, and is immune to be-
disappears when it drops to 0 hit points or
ing charmed or frightened. Its attacks are
when the spell ends. The summoned crea-
magical and deal an additional 2d8 radiant
tures are friendly to you and your compan-
damage. It has advantage on saving throws
ions. Roll initiative for the summoned crea-
against spells and other magical effects.
tures as a group, which has its own turns.
Fiendish. The creature has resistance
They obey any verbal commands that you
to necrotic or fire damage and damage from
issue to them (no action required by you). If
bludgeoning, piercing, and slashing damage
you dont issue any commands to them, they
from nonmagical weapons, and is immune to
defend themselves from hostile creatures,
being charmed or frightened. Its attacks are
but otherwise take no actions.
magical and deal an additional 2d8 necrotic
The DM has the creatures statistics.
or fire damage. It has advantage on saving
At Higher Levels. When you cast this spell
throws against spells and other magical ef-
using a higher-level spell slot, you choose
fects.
one of the summoning options above, and
more creatures appear: twice as many with a
8th-level slot or three times as many with a Control Temperature
9th-level spell slot. 4th-level evocation
Casting Time: 1 action
Range: Self (10-foot radius sphere)

34
Components: V, S, M (a strip of willow bark how many questions you may ask. When
or raspberry leaves) you ask that number of questions, or 24
Duration: 1 hour hours have passed, the spell ends. The spirit
You lower or raise the air temperature by will answer as truthfully as it can, but may
up to 50 F. You also gain resistance to area- be limited in knowledge.
effect attacks that cause cold or fire damage. At Higher Levels. When you cast this
At Higher Levels. When you cast this spell with a 7th- or 8th- level spell slot, the
spell with a 5th-level or higher spell slot, you GM rolls 3d6 plus your spellcasting ability
can lower or raise the air temperature by an modifier. When you cast this spell with a
additional 10 F for each slot level above 4th. 9th-level spell slot, the GM rolls 4d6 plus
your spellcasting ability modifier.
Control Vapor
4th-level transmutation Cook
Casting Time: 1 action 2nd-level transmutation
Range: 100 feet Casting Time: 1 action
Components: V, S, M (a bean or pea) Range: 10 feet
Duration: 1 minute Components: V, S, M (enough food for two
You pick a point within range that con- meals, a pinch of tinder, and a small dab of
tains mist of any sort, even magically-created sulfur)
mists. You can control all mists within a 30- Duration: Instantaneous
foot radius sphere of that point. You may This automatically transforms prepared
move it as you will, with a speed of 40 feet, but raw ingredients into a delicious meal for
hold it still, or split it multiple smaller two, regardless of the quality of the ingredi-
clouds, and so on. ents. This spell cannot be used on living be-
If the mist is actually an intelligent being ings or plant matter that has not been picked.
such as a vampire in mist-form, that creature This also removes natural toxins and harm-
must make a Charisma saving throw. You ful agents from the food.
cannot cause the creature damage through At Higher Levels. When you cast this spell
this spell. using a spell slot of 3rd level or higher, you
can prepare food for two additional people
Converse for each spell slot above 2nd level. You must
provide ingredients for the additional meals.
5th-level divination
Casting Time: 1 action
Range: 30 feet Copy
Components: V, S Transmutation cantrip
Duration: Special Casting Time: 1 action
You choose a single natural object or crea- Range: Touch
ture, such as a tree, stream, boulder, a bird, Components: V, S
etc., and mentally commune with that ob- Duration: Instantaneous
jects spirit. You hold a blank sheet of paper, a book
The DM secretly rolls 2d6 plus your with empty pages, or another similar materi-
spellcasting ability modifier to determine al over a document and this spell produces a

35
perfect copy. Each casting of this spell will Create Campsite
duplicate a standard 8 inch 10 inch quarto
2nd-level conjuration
size.
Casting Time: 1 action
Attempts to copy magical text of any sort
Range: Self (30-foot radius)
will automatically fail.
Components: V, S, M (a bit of string, a bit of
wood, and a drop of water)
Corpse Host Duration: 10 minutes
7th-level necromancy (ritual) You create a squadron of tiny unseen
Casting Time: 10 minutes servants you create a campsite for you and
Range: Touch your companionsthey will clear the land of
Components: V, S debris, set up tents and bedrolls, start a fire,
Duration: 1 week fetch water, and even begin cooking (they
You or one person you touch may trans- are not particularly good cooks, however).
fer your soul to temporarily animate a fresh They cannot create the materials needed for
humanoid corpse (dead for less than 1 day). the campsite; they can only use what is
The corpse will not decay during this time, available to them in the immediate area and
but will still look recently dead. what you and your companions have
While in the corpse, you may move and brought. These servants have no other abili-
act through it, and you can use your class ties.
abilities normally. You retain your Intelli-
gence, Wisdom, and Charisma but you have Create Darkenbeast
the Strength, Constitution, and Dexterity of
4th-level transmutation
the hosts, as well as its original hit points.
Casting Time: 1 action
You use the corpses senses as your own.
Range: 30 feet
Your own body is paralyzed and does not
Components: V, S, M (dried wyverns blood)
need to eat or drink, and must remain within
Duration: Permanent
5 miles of your host body. However, you are
You transform one mammalian beast of
still linked to your body, and you may use
CR 1 or lower into a darkenbeast. You can
your action to transfer your senses to your
only cast this spell when you and your target
original body.
creature are not in sunlight
If your host body drops to 0 hit points for
At Higher Levels. When you cast this spell
whatever reason, or the link between your
using a spell slot of 5th level or higher, you
host body and your real body is abruptly
can create one additional darkenbeast per
severed (such as by a dispel magic or antimagic
spell slot above 4th level.
field), you must make a DC 16 Constitution
saving throw. On a failure, the shock of the
destruction of the link was too great your DARKENBEAST
Medium monstrosity, neutral evil
own body immediately drops to 0 hit points
Armor Class: 14 (natural armor)
as well. You may choose to end the link be-
Hit Points: 45 (6d8+18)
tween the two at any time and return to your Speed: 5 ft., fly 40 ft.
own body without harm. STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 5 (-3) 11 (+0) 5 (-3)

36
Saving Throws: Constitution +5 tile creatures space and stop there, and it can
Damage Vulnerabilities: radiant move through a space as narrow as 1 inch
Condition Immunities: blinded, charmed, deaf- wide without squeezing. All creatures within
ened, exhaustion, frightened, stunned the cloud are blinded and deafened.
Skills: Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages: Crown of Angels
Challenge: 3 (700 XP) 8th-level evocation
Magic Resistance. The darkenbeast has ad- Casting Time: 1 action
vantage on saving throws against spells and oth- Range: Touch
er magical effects. Components: V, S, M (an opal worth at least
Spell Imprinting. Each darkenbeast may have a 200 gp and a circlet or crown made of a ma-
single spell imprinted on it, which it can cast, terial appropriate to your deity; the opal is
once per day, without need for material compo- shattered during the casting but the circlet is
nents. This spell may be of any level and has a not)
25% chance of failure. Whether the spell is cast Duration: 1 minute
successfully or not, the darkenbeast immediately You place a circlet on your head or the
bursts into purple flame and dies, reverting to its
head of an ally and the circlet begins to glow.
true form.
The circlet takes one of three forms:
Sunlight Hypersensitivity: The darkenbeast takes Crown of Brilliance. Your circlet
20 radiant damage when it starts its turn in sun- glows with blazing golden light. If in battle,
light. While in sunlight, it has disadvantage on your opponents in melee combat must make
attack rolls and ability checks.
a Constitution saving throw or be blinded for
ACTIONS 1 minute. Even if the save is successful, the
opponent will be at disadvantage to attack
Multiattack. The darkenbeast may make two
claw and one bite attack. you due to the brilliant light emanating from
you.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Creatures that have the trait Sunlight
one target. Hit: 5 (1d4+3) slashing.
Sensitivity or Sunlight Hypersensitivity must
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., make an additional Constitution saving
one target. Hit: 7 (1d8+3) piercing. throw, at disadvantage if they failed the first
one. If they fail, they are also frightened of
you for 1 minute.
Creeping Darkness Finally, undead and fiends take 2d6 radi-
1st-level illusion ant damage each time they end their turn
Casting Time: 1 action within 10 feet of you.
Range: 300 feet Crown of Flames. Your circlet erupts
Components: V, S, M (a whisker from a with holy fire. All aberrations, fey, fiends,
black cat and a tiny bottle of smoke) and undead with evil alignment within 10
Duration: Concentration, up to 10 minutes feet of you must make a Dexterity saving
You create an Large, amorphous cloud of throw. A creature takes 4d8 fire damage and
inky darkness. When you cast this spell and 4d8 radiant damage on a failed saving throw,
as a bonus action each round, you can move or half as much on a successful one.
the cloud 20 feet. The cloud can enter a hos-

37
Crown of Glory. Your circlet glows You touch a humanoid and turn it into an
with beautiful rainbow light, inspiring awe infected lycanthrope. The target may make a
in lesser creatures. All creatures with 50 or Constitution saving throw to avoid this spell.
fewer hit points that are within 30 feet of you The exact species of lycanthrope depends on
are automatically incapacitated for 1 minute. the nature and temperament of your target.
Creatures with 50-100 hit points may make a If your target fails its saving throw, then
Wisdom saving throw or be incapacitate for on the next full moon, it will transform each
1 minute. Creatures with more than 100 hit night of the three nights of the full moon. On
points are immune. the day after the third night, the subject may
Furthermore, when you speak, your make another saving throw, with disad-
words form a suggestion, as per the spell. All vantage unless the target failed to kill any-
creatures who are within 30 feet of you who thing during those three nights.
are incapacitated must make a Wisdom sav- This spell continues until the target suc-
ing throw or be charmed by you for up to 8 ceeds at three saving throws, although these
hours and will follow your suggestion to the saves do not need to be consecutive. A re-
best of its ability, provided that the sugges- move curse allows for an additional saving
tion is reasonable and non-dangerous. throw, or grants advantage on a monthly
saving throw. A greater restoration removes
Crystalbrittle this curse immediately.
9th-level transmutation
Casting Time: 1 action Curse Tablet
Range: Touch 3rd-level necromancy (ritual)
Components: V, S Casting Time: 10 minutes
Duration: Instantaneous Range: 30 feet
You touch a metal object of , whether as Components: V, S, M (a lead tablet)
soft as gold or as hard as adamantite, to be- Duration: 1 week
come permanently as fragile as glass. You You inscribe your victims name on a lead
can affect up to 1,000 pounds of metal. If the tablet, invoke the spirits of the dead, and
object is being held or worn by a creature, place the tablet in an occupied tomb.
that creature may make a Charisma saving Each midnight thereafter, your victim
throw to negate this spell. If the item is mag- must succeed at a Wisdom saving throw.
ical, the creature has advantage on that roll. Failure means the subject suffers horrifying
The effects of this spell cannot be reversed by nightmares of his own death. When the tar-
anything short of a wish. get wakes up, he will have taken a level of
exhaustion that cannot be removed until he
Curse of Lycanthropy gets an undisturbed nights rest. He will also
take 1d10 psychic damage. The levels of ex-
6th-level transmutation
haustion are cumulative. If the target suc-
Casting Time: 1 action
ceeds on the saving throw, he is unaffected
Range: Touch
that night.
Components: V, S, M (a drop of blood from a
If your target succeeds at three saving
true lycanthrope)
throws in a row, the curse is broken and the
Duration: Instantaneous
spell ends. If the curse tablet, which radiates

38
both magic and evil, is found and destroyed, Components: V, S
this also breaks the curse, but it will inflict Duration: Concentration, up to 10 minutes
1d10 psychic damage to the target as well. You call forth a whirlwind of great
Because the curse is laid upon the tablet strength, which forms beneath your feet in
and not directly on the target, a remove curse the shape of a chariot. It is capable of carry-
spell will not end the curse. It will, however, ing you and up to eight other creatures of
give the target advantage on the next nights your choice and can fly at a speed of 120 feet
saving throw. as high as 20 feet above the ground. You con-
At Higher Levels. When you cast this spell trol the chariots horizontal and vertical
using a spell slot of 4th level or higher, the movements mentally. You can cross rivers,
spell lasts an additional two days per spell chasms, and so forth, floating level with the
slot above 3rd level. last solid surface it touched until reaching
solid ground again, at which point you can
Cursed Image alter its altitude.
Any nonmagical missile lighter than a
4th-level necromancy (ritual)
boulder aimed at the chariot is blown aside.
Casting Time: 1 hour
Melee attacks aimed in or out of the chariot
Range: 1 mile
are ad disadvantage; melee attacks from one
Components: V, S, M (a clay image)
rider to another are unaffected. The chariot
Duration: Concentration, up to 1 minute
itself is immune to physical attack.
You create a small effigy out of clay that
The chariot can be used as a weapon by
resembles your target. You must know this
ramming it into a target. Each creature of
targets appearance and his general wherea-
Large size or smaller that is outside of the
bouts. You may then choose of the following
chariot and that touches the chariot must
actions to take:
make a Strength saving throw at disad-
Immobilization. You hold the effigy
vantage. On a failure, the creature takes 8d10
tightly. The target becomes paralyzed. The
bludgeoning damage and is flung in a ran-
escape DC is equal to your spell save DC.
dom direction and knocked prone. If the tar-
Wounding. You stab or pummel the
get hit a solid object, such as a wall or floor,
effigy. The target may attempt to avoid tak-
it takes 1d6 bludgeoning damage for every
ing damage by making a Constitution saving
10 feet it was thrown.
throw. The target takes 3d10 force damage
on a failed saving throw, or half as much
damage on a successful one. Dancing Fire
If you incorporate a bit of hair, skin, 1st-level evocation
blood, nail clipping, etc., your target is at Casting Time: 1 action
disadvantage on his attempts to escape and Range: 30 feet
his saving throw. Components: V
Duration: 1 minute
Cyclone Chariot You create a flashing, leaping, 12-foot-
long arc of flame in midair. It moves with a
7th-level conjuration
speed of 10 feet, leaping from its point of
Casting Time: 1 action
origin to a destination you choose upon cast-
Range: Self
ing the spell, until the spell expires or it the

39
arc comes into contact with a solid barrier it Darssons Potion
cannot burn through.
4th-level transmutation
The flames inflicts 3d4 fire damage to
Casting Time: 1 action
anything it touches and sets flammable ob-
Range: Touch
jects on fire.
Components: V, S, M (a vial of clean water)
Duration: 1 hour
Darkbolt You cast this spell on a vial of water, and
3rd-level evocation then immediately cast another spell on the
Casting Time: 1 action vial. The second spell must be of 3rd level or
Range: Self lower and must have a range of Self or
Components: V, S, M (a dead worm or a Touch. Rather than take effect immediately,
piece of octopus or squid tentacle) the second spell is absorbed into the water,
Duration: 1 minute creating a temporary potion. This potion
You create a whip made out of a black, lasts for 1 hour before both spells go inert.
rubbery tentacle. This whip has a reach of 30
feet and attacks with your spell attack modi- Dead Mans Eyes
fier. If it misses, it quickly slithers back to
6th-level necromancy
you and can be used again the following
Casting Time: 1 round
round.
Range: Self
On a hit, the whip inflicts 3d8 bludgeon-
Components: S, M (two eyeball-sized glass
ing damage and wraps around the target,
marbles the same color as your own eyes)
grappling it (escape DC is equal to your spell
Duration: Concentration, up to 1 minute
save DC). Until this grapple ends, the target
Your eyes become pure black and the pu-
is restrained and you cannot use the darkbolt
pils reshape themselves into white skulls.
on another target. In addition, at the start of
Each round, you may choose one humanoid,
each of the targets turns, the darkbolt squeez-
giant, beast, or monstrosity within 30 feet
es, causing an additional 3d8 bludgeoning
that you can see and that can see your eyes
damage.
and force it to make a Wisdom saving throw.
On a failed save, a creature suffers an effect
Darssons Cooling Breeze based on its current hit points:
Evocation cantrip 50 hit points or fewer: 4d6 necrotic
Casting Time: 1 action damage.
Range: Touch 30 hit points or fewer: 8d6 necrotic
Components: V, S damage and become blinded for 1 minute.
Duration: 6 hours 10 hit points or fewer: 10d10 necrotic
This produces a pleasant breeze that damage and become blinded permanently.
moves clockwise at approximately 4 miles If the saving throw fails by 5 or more, the
per hour (roughly the speed of a ceiling fan). creature is instantly slain.
You may choose to place the effect on an ob-
ject (including a willing target) or at a specif- Death Candle
ic point in midair. This cantrips primary
1st-level divination (ritual)
function is its use as air conditioning.
Casting Time: 1 minute

40
Range: Special Death Prayer
Components: V, S, M (a candle)
Abjuration cantrip
Duration: Special
Casting Time: 1 minute
You give a willing creature; while casting
Range: Touch
this spell, that creature must light the candle.
Components: V, S
From then on, the candle will burn con-
Duration: 10 days
tinuously without using any fuel for as long
You pray over a corpse, reducing the like-
as the creature who lit it is alive. If that crea-
lihood that it will rise as an undead. If the
ture is ever near death or contracts a fatal
creature was doomed to rise as undead due
illness, the candle will gutter and dim, but it
to the way it was killed (such as being
will only go out when that creature dies. The
drained by a vampire), or someone casts a
candle cannot be extinguished except by
spell such as animate dead on the corpse, it
magical means. If the creature dies and is
will only have a 50% chance of success. This
brought back to life, it does not reignite the
spell provides protection once before dissi-
candle.
pating.

Death Pact Death Recall


9th-level evocation (ritual)
2nd-level divination (ritual)
Casting Time: 10 minutes
Casting Time: 1 round
Range: Touch
Range: Touch
Components: V, S, M (seven drops of holy or
Components: V, S, M (a fragment from a
unholy water)
shattered mirror)
Duration: Until triggered
Duration: Concentration, up to 10 minutes
You make a pact with your deity or pa-
You touch a corpse and go into a trance,
tron to protect the life on a single target of
wherein you relive the final ten minutes of
your choice. This pact ensures that the target
the subjects life, seeing it from its own per-
will survive an untimely death. You must
spective. You must remain in physical con-
cast this spell in an area which has been sanc-
tact with the corpse the entire time. If you are
tified to your deity, and you must perma-
interrupted at any point during this spell, it
nently sacrifice 10 hit points.
ends and you cannot cast it again on that
Should that target die due to combat,
corpse.
spell, or accident, the targets remains are
instantly transported back to the sanctuary
where you cast this spell and the creature Deathmasters Vial
will be brought back to life, whole and in- 5th-level necromancy (ritual)
tactany missing limbs will be restored and Casting Time: 1 minute
all conditions and enchantments will be re- Range: Touch
moved. Furthermore, all but 10 of the crea- Components: V, S, M (a vial filled with liq-
tures hit points will be restored; those hit uid from the boiled remains of a ghoul worth
points will be permanently lost as a sacrifice. 50 gp).
Duration: 1 week
You create an evil fluid and seal it in a
specially-prepared jar. The liquid will remain

41
potent for 1 week, but will go bad within a change is so gradual that it requires a DC 16
hour of being directly exposed to sunlight or Wisdom (Insight) check to notice it.
a spell that does radiant damage. The size of the area that can be affected
You may throw the vial at a target within increases when you reach 5th level (2020),
30 feet, using your spell attack modifier. On 11th level (5050), and 17th level (100100).
a hit, the vial shatters and the target must
make a Constitution saving throw. The target Deeppockets
takes 6d6 necrotic damage and be paralyzed
2nd-level transmutation (ritual)
for 10 minutes on a failed saving throw, or
Casting Time: 10 minutes
half as much damage and be paralyzed for 1
Range: Touch
minute on a successful one.
Components: V, S, M (a tiny golden needle
worth at least 5 gp that is consumed in the
Decastave casting, and a strip of fine cloth twisted into
2nd-level evocation a Mbius strip)
Casting Time: 1 action Duration: 1 day
Range: Self You touch a pocket that has been sewn
Components: V, S, M (a sliver of wood) into an existing garment and turn it into an
Duration: 1 minute extradimensionally large container. It can
You hold a sliver of wood and cast this hold up to 100 pounds of objects but weighs
spell, and the wood turns into a pole of no more than 10 pounds. The objects must fit
shimmering magical force. This pole can be into the mouth of the pocket.
used as a quarterstaff and acts as a magical When the spell expires, the objects sud-
weapon. On a hit, the staff does 2d6 force denly pour out of the pocket. You can also
damage and 1d4 radiant damage. The oppo- command the objects to pour out in the same
nents hit point maximum is reduced by an manner at any time.
amount equal to the amount of radiant dam-
age taken, and you regain hit points equal to Depress Resistance
that amount. The reduction lasts until your
4th-level transmutation
opponent finishes a short or long rest. The
Casting Time: 1 action
opponent dies if this effect reduces its hit
Range: 60 feet
point maximum to 0.
Components: V, S, M (a broken iron rod)
Duration: Concentration, up to 10 minutes
Deepen Shadows You target one creature you can see with-
Illusion cantrip in range. If that creature has the trait Magic
Casting Time: 1 minute Resistance but succumbs to this spell, it loses
Range: 30 feet that trait for the duration.
Components: S
Duration: 1 hour Despair
Over the course of a minute, the shadows
4th-level enchantment
in one 10 foot 10 foot or smaller area grow
Casting Time: 1 action
larger, deeper, and more concealing. A room
Range: Self (30-foot cone)
that is brightly lit becomes dimly lit. The
Components: V, S

42
Duration: Concentration, up to 1 minute Range: Self (60-foot radius sphere)
Each creature in a 30-foot cone must suc- Components: V, S, M (a scroll on which
ceed on a Wisdom saving throw or lapse into prayers have been written in exotic inks
despondent depression as they realize the worth at least 10 gp)
hopelessness and folly of their beliefs. An Duration: Instantaneous
affected creature will sit down and brood or You gain understanding of the balance of
start crying uncontrollably. An affected crea- good, evil, law, and chaos in the immediate
ture may make a new saving throw at the area. The answers are vague (there is more
start of each of its turns, but at disadvantage. evil than good here or there is much ran-
On a successful save, the spell ends for that domness and chaos here) and do not reveal
creature. the exact nature or cause of the imbalance.

Detect Charm Detect Secret Passages and Portals


2nd-level divination 1st-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (the crushed petals of a Components: V, S
bleeding-heart flower) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes For the duration, you can sense the pres-
You look into the eyes of a target and can ence of secret doors, compartments, and so
see if that creature is under a magical charm on that have been deliberately constructed to
or under any similar spell (a spell that does escape detection within 10 feet of you.
not function if the target is immune to
charm, such as suggestion). This spell does Diction
not reveal what sort of charm the target is
1st-level evocation
under or who placed the charm on that per-
Casting Time: 1 action
son. You can examine one person per round.
Range: Self (10 feet radius)
Components: V, M (a pint of vinegar)
Detect Metals and Minerals Duration: Concentration, up to 1 hour
Casting Time: 1 action While this spell is active, any words you
Range: Self or anyone within ten feet of you magically
Components: V, S, M (a small magnet, a vial appear on a blank piece of paper in the lan-
of weak acid, and a small sample of the de- guage in which they were spoken. Spells
sired material) with verbal components that are cast during
Duration: Concentration, up to 10 minutes. that time cannot be recorded; the spell will
For the duration, you sense the presence continue but simply skip the time when the
of a single type of ore or mineral deposit spell was cast or record a row of asterisks.
within 60 feet of you. Command words for magical items, howev-
er, can be recorded.
Detect Harmony
1st-level divination (ritual)
Casting Time: 1 round

43
Dig from using natural abilities like a blink dogs
or balors teleportation.
3rd-level evocation
Casting Time: 1 action
Range: 100 feet Dire Charm
Components: V, S, M (a miniature shovel 3rd-level enchantment
and bucket, which are consumed by the Casting Time: 1 action
spell) Range: 200 feet
Duration: Concentration, up to 10 minutes Components: V, S
This spell digs a hole 5 feet wide and 5 Duration: Concentration, up to 1 minute
feet deep in one round. In each subsequent You magically infect a living creature
round, you can choose to make the hole wid- with murderous impulses, unless that crea-
er by five feet or deeper by five feet. You ture makes a successful Wisdom saving
may dig through earth, sand, mud, or loose throw. If the saving throw fails, that creature
gravel, but not through solid rock or large, will instantly go berserk, similar to a barbar-
compacted stones. ians rage, and will instantly seek to destroy
This spell can also be used to inflict dam- everyone around, friend and foe alike. The
age against earth elementals and constructs creature will not attack you unless you attack
made of earth or clay. The target earth ele- it first.
mental must make a Constitution saving While raging, the creature has advantage
throw. The target takes 4d10 force damage on Strength checks and Strength saving
on a failed saving throw, or half as much throws, does bonus damage equal to your
damage on a successful one. spell attack modifier when making an attack
At Higher Levels. When you cast this that uses Strength, and has resistance to
spell with a 5th-level or higher spell slot, you bludgeoning, piercing, and slashing damage.
may dig through rock. The creature cannot cast spells or use
missile attacks while raging. At the end of
Dimensional Anchor the rage, the creature will take a level of ex-
haustion.
4th-level conjuration
Casting Time: 1 action
Range: 60 feet Disarm
Components: V, S Evocation cantrip
Duration: Concentration, up to 10 minutes Casting Time: 1 action
A green ray shoots out from your out- Range: 30 feet
stretched hand and strikes one creature you Components: V, S
can see within range. Make a ranged spell Duration: Instantaneous
attack to hit. On a hit, the creature is envel- You create a minor telekinetic burst and
oped in a shimmering emerald field and is aim it at a weapon or other object held in a
unable to move extradimensionally. This targets hand. The target must make a Dex-
prevents the creature from using spells such terity saving throw, with advantage, or drop
as arcane gate, dimension door, misty step, plane the weapon.
shift, or teleport. It also prevents creatures

44
Disbelief its tail or down its back; give it horns; give it
functional hands, etc.
8th-level enchantment
Heads.* You add an extra head.
Casting Time: 1 action
Hide. You change the creatures color-
Range: Self
ation or the type of covering (skin, fur, feath-
Components: V, S
ers, scales, etc.) it has into a different type.
Duration: Concentration, up to 1 minute
This does not alter its AC.
You convince yourself that as many as
Limbs.* You add a pair of limbs of a
four objects or creatures or Huge size or
tail, turn a pair of limbs into functional
smaller simply do not exist. Creatures you
wings or vice versa, turn a normal tail pre-
dont believe in cannot harm or hinder you
hensile, increase or decrease one type of
and you can pass right through them as if
movement by 25%, or give the creature the
they were difficult terrain (you take 1d10
ability to swim, burrow, leap, or walk, if it
force damage if you end your turn inside a
couldnt do so previously.
creature that doesnt exist). Likewise, you
Magic Resistance.* You give the crea-
cannot take action against a creature or ob-
ture magic resistance.
ject you dont believe in.
Mighty.* You improve two of its at-
tributes by +2 each.
Distort Life Morality.* You breed it to have a
6h-level transmutation (ritual) strong inclination to good, evil, chaos, or
Casting Time: 1 hour law.
Range: Touch Resistances.* You give the creature
Components: V, S, M (a silver model of the resistance to one type of damage.
creature in question worth 200 gp) Senses. You give the creature keen
Duration: Instantaneous senses (up to two senses), darkvision, or
You touch a pregnant humanoid, giant, tremorsense.
beast, or monstrosity and alter its fetus in Size. You increase or decrease the
one of the following ways. creatures adult size by one size category.
Armor.* You improve its natural armor Vigorous.* You improve its hit dice by
class by one level. 25%.
Attack.* You give the creature one form After choosing what change you want to
of attack (grapple, constrict, bite, smother) make, the GM will roll 1d20 for each off-
that it didnt have previously spring it has. If you are attempting to change
Breathing. You give the creature the a trait marked by an asterisk, the GM rolls at
ability to breathe air, water, or both. disadvantage.
Diet. You change its diet (herbivore to
carnivore). d20 Result
Energy Attack.* You give it a poisonous Failure. The creature is horribly defec-
bite, fiery breath, acidic spittle, etc., that does tive or mutated in some way. It may be
no more than 1d8 damage per hit die it has. stillborn, it might die shortly after birth,
1-5 or it might survive to adulthoodin
Extremities. You add (enlarged)
which case it will always breed true, and
claws, teeth, or beak; hooves, add spikes to
it may have gained unforseen abilities.

45
Failure. There is a 50% chance that it will concern something that has happened or is
6-9 pass on the trait to its offspring, howev- currently happening.
er.
Success. There is a 50% chance that it Doomhound
10-18 will not pass the trait on to its offspring,
3rd-level illusion
however.
Casting Time: 1 action
Complete success. The creature will al- Range: 30 feet
19-20 ways breed true. Components: V, S
Duration: Until dispelled
At Higher Levels. When you cast this You create a shadowy mastiff with glow-
spell with a 9th-level spell slot, the GM al- ing eyes, visible and audible only to you and
ways rolls with advantage. the target of the spell. Upon first seeing the
hound, the target must make a Wisdom sav-
Distraction
ing throw at disadvantage. On a success, the
Enchantment cantrip
hound disappears. On a failure, the creature
Casting Time: 1 action
is frightened for 10 minutes.
Range: 30 feet
Thereafter, the target is relentless stalked
Components: S, M
by the hound. It never comes closer than 10
Duration: 1 round
feet or farther than 300 feet from the target,
One creature you can see must make a
but it fills the target with an unshakable
Wisdom saving throw or become incapaci-
premonition of death. While haunted by the
tated for one round, too preoccupied by its
hound, the target is at disadvantage on all
own thoughts or too distracted by shiny
saving throws to avoid being frightened. The
things to notice any movement, sound, or
hound, despite its fear-inspiring appearance,
smell around them. Creatures with an Intel-
cannot attack and cannot be attacked.
ligence of 1 or that are immune to being
This curse can be broken by casting a re-
charmed are unaffected by this spell.
move curse or wish spell, if the target rolls
The number of people you can affect in-
natural twenties on both dice when saving
creases to 3 when you reach 5th level, 6 when
against being frightened, or if you use your
you reach 5th level, and 12 when you reach
action to dismiss the spell.
17th level.

Dragon Breath
Divine Truth
3rd-level evocation
8th-level divination
Casting Time: 1 action
Casting Time: 10 minutes
Range: Self (30-foot cone)
Range: Self
Components: V, S, M (a dragons tooth)
Components: V, S
Duration: Instantaneous
Duration: 1 round
You breathe a 30-foot cone of dangerous
You ask your god, patron, or the universe
energy, just like a dragons breath weapon,
at large a question and make a DC 18
doing acid, cold, fire, lightning, necrotic, or
spellcasting ability check. On a success, you
poison damage. Each creature in the area
learn the utter truth of the matter. This can-
must make a Dexterity saving throw, taking
not be a question about the future; it can only

46
5d10 damage on a failed save or half as much Components: V, S, M (a miniature silver
damage on a successful one. door decorated worth 500 gp)
At Higher Levels. When you cast this spell Duration: 1 round
using a spell slot of 4th level or higher, the You open an extradimensional door in a
spell does an additional 1d10 damage per wall or other flat surface that remains open
spell slot above 3rd level. for one round. When the door closes, you
and anyone else who passed through the
Draw Upon Holy Might door are teleported to a completely random
location within 250 yards. You will be let out
5th-level evocation
at ground level, but there is no guarantee
Casting Time: 1 action
that you will be placed somewhere safe.
Range: Self
Components: V, S, M (a vial of holy water
blessed by a senior priest of your faith) Drawmijs Light Step
Duration: Concentration, up to 1 minute 1st-level transmutation
You cast this spell and your body shud- Casting Time: 1 action
ders and glows with holy (or unholy) radi- Range: Touch
ance as you become a vessel for your gods Components: V, S, M (a bit of cat fur and a
power. duck feather)
While this spell is in effect, you may in- Duration: 1 minute
crease your Strength, Dexterity, or Charisma You or one willing creature you touch is
by 1d4 + your spellcasting ability modifier. granted a the ability to walk at a normal pace
This may increase your attribute above 20. without leaving tracks or disturbing the
You also gain 15 temporary hit points and +1 ground below the it. The creature can also
to your AC. walk across relatively calm fluids at normal
When the spell ends and your gods pres- speed.
ence leaves, you gain 3 levels of exhaustion.
Drawmijs Scent Mask
Drawmijs Breath of Life 2nd-level illusion
1st-level transmutation Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: 100 feet Components: V, S, M (a scentless flower)
Components: V Duration: 30 minutes
Duration: Instantaneous One creature you touch is rendered scent-
You endow yourself and up eight other less and cannot be tracked by smell.
allies with the ability to hold your breath for This spell can be cast on a creature that
twice as long as normal. attacks through scent, such as a skunk or
troglodyte. That creature may make a Consti-
Drawmijs Instant Exit tution saving throw. On a failure, it cannot
use this attack.
4th-level conjuration
Casting Time: 1 action
Range: 10 feet

47
Drawmijs Swift Mount the ground withers to dust and the vegeta-
tion begins to die within a few days.
2nd-level transmutation
This spell doesnt work if cast on an area
Casting Time: 1 action
with more than a foot of standing water.
Range: Touch
A particular plot of land can only be af-
Components: V, S, M (a hares foot or a bit of
fected by this spell once per season, and the
cheetahs fur)
effects last until the end of the current grow-
Duration: 6 hours
ing season.
You touch a trained riding beast or mon-
strosity that has an Intelligence of 5 or less,
and its movement is doubled for the dura- Druidcraft
tion of the spell. If you overload the animal, These are new variants of the spell druidcraft
it automatically cancels this spell. When this that appears in the Players Handbook, pg.236
spell expires, the beast gains four levels of You perfectly mimic one animal or
exhaustion. bird call.
You place a magical mark on an object
Drenals Stone Flame such as a rock or tree to mark a path or tell a
message such as danger: beasts or fresh
2nd-level transmutation
water. This mark is very subtle and causes
Casting Time: 1 action
no harm whatsoever, and lasts until you dis-
Range: 30 feet
pel it.
Components: V, S, M (a fix of fine sand and
You instantly make an unripe fruit
sugar, which is thrown in the air)
ripen.
Duration: 10 minutes
You command one beast of CR 1/4 or
You point at an open flame no larger than
less. The command must be of no more than
a torch, and the flame turns into a cool but
two words (sit, attack him).
brightly-glowing orange stone in the shape
You heal a Tiny plant.
of the flame. It can then be picked up and
carried without harm, although it remains
attached to the torch. When the spell expires, Duo-Dimension
the stone reverts to flame. If the stone is shat- 7th-level transmutation
tered, it extinguishes the flame. Casting Time: 1 action
Range: Self
Drought Components: V, S, M (a likeness of yourself
carved out of flat ivory, worth at least 500 gp,
3rd-level transmutation (ritual)
which is passed through a strip of parchment
Casting Time: 1 hour
twisted into a Mbius strip)
Range: Self (300-foot radius)
Duration: Concentration, up to 10 minutes
Components: V, S, M (a dried rat)
You become completely two-
Duration: Instantaneous
dimensional, having height and width with
You spend an hour meditating and the
no depth. You are completely invisible when
area around you becomes much drier than
turned sideways and can slip through the
before. If the land was wet and swampy, the
thinnest of cracks. While you are two-
water drains away. If it was a field or forest,

48
dimensional, you take double damage from Ease Labor
piercing and slashing weapons.
1st-level transmutation
For the duration of the spell, your third
Casting Time: 1 action
dimension exists on the Astral Plane. You
Range: Touch
cannot see or interact with anything on the
Components: V, S, M
Astral Plane, but creatures there can see and
Duration: Special
interact with you, including attacking you.
You touch a female creature in labor and
You take normal damage from such attacks.
ease the pain she is feeling for as long as you
remain in physical contact with her.
Dusts of Death
6th-level transmutation Echoes
Casting Time: 1 action
2nd-level illusion
Range: Touch
Casting Time: 1 action
Components: V, S M (a pinch of sand)
Range: 100 feet
Duration: 1 hour
Components: V, S, M (a tiny tin gong or
You turn a pinch of sand into an incredi-
cymbal)
bly toxic poison. If introduced into food and
Duration: 1 minute
drink and then consumed, the target must
You pick one creature you can see within
make a Constitution saving throw. The target
range. For that creature, every sound is am-
takes 10d10 poison damage on a failed save,
plified and reverberates with distressing
or half as much damage on a successful one,
loudness. While this spell is in effect, the
and if still alive, is poisoned for 1 day.
creature cannot use the Perception skill to
Earthmaw hear noises, has disadvantage on all attack
6th-level transmutation rolls and ability checks, and the creature
Casting Time: 1 action must make a Wisdom saving throw. The
Range: 100 feet creature takes 2d6 thunder damage on a
Components: V, S, M (a tooth from a carni- failed saving throw, or half as much damage
vore) on a successful one.
Duration: 1 minute
A 10-foot wide maw on a short, serpen- Electric Bow
tine neck springs out of the ground at attacks
5th-level evocation
one creature within 10 feet of it. It uses your
Casting Time: 1 action
spell attack modifier to attack. On a hit, it
Range: Self
does 6d6 piercing damage and swallows the
Components: V, S, M (the tail feathers of a
creature. Then it sinks back into the ground
quail, tied together with a bowstring)
and vanishes, leaving the creature it swal-
Duration: Concentration, up to 10 minutes
lowed trapped in the ground.
You create a bow or crossbow (your
While swallowed, the creature is blinded
choice) made of shimmering, solid electricity,
and restrained and takes 3d6 bludgeoning
and 20 matching missiles. You are consid-
damage each round until the spell ends or it
ered to have proficiency in using this weap-
is freed from the outside. The creature also
on, if you did not already. If any creature
has no air and must hold its breath.

49
other than you touches the bow, that crea- Components: V, S, M (a pinch of ruby dust
ture takes 1d4 lightning damage. and a pinch of chalk dust)
You can only fire the missiles created by Duration: 3 hours
the spell with this bow. These missiles, re- You subtly change the appearance of
gardless of whether it is an arrow or a quar- yourself or one other humanoid, making that
rel, have a range of 120/500 and do 2d10 + person more or less attractive. This does not
your spell attack modifier in lightning dam- make that person look like someone else.
age. Rather, for the positive version, makes the
The bow lasts for as long as you concen- targets eyes appear to sparkle, their skin
trate on it or until you run out of missiles. clearer and smoother, their teeth straighter
and whiter, and their hair thicker and more
Elminsters Effulgent Epuration lustrous; or for the negative version, makes
the person seem lackluster and unkempt. An
Casting Time: 1 action
unwilling target may make a Wisdom saving
Range: 90 feet
throw to resist.
Components: V, S
While the positive version of this spell is
Duration: 1 hour
active, the target has advantage on all Cha-
You create a dozen floating silver
risma ability checks designed to illicit a posi-
spheres, each of which has the ability to ab-
tive reaction. While the negative version of
sorb a single offensive spell. When you cre-
this spell is active, the target has disad-
ate them, and on subsequent rounds, you
vantage on all Charisma ability checks.
may use a bonus action to move the group of
spheres up to 60 feet.
When a hostile spell is aimed at you or Elude Blow
another creature, one sphere that is within 10 2nd-level abjuration
feet of the target will absorb the magic. It will Casting Time: 1 reaction, which you take
then wink out of existence, taking the spell when you see a creature within 30 feet of you
energy with it. being attacked
The spheres do not negate hostile magic Range: 30 feet
that was already in the area, nor do they ab- Components: V, S
sorb magic from non-hostile damaging spells Duration: 1 round
(such as a wall of fire). The spheres do not An attacker whom you see is about to
negate the use of magic items, unless the strike at someone with a melee weapon at-
item uses a charge to cast a spellit will ab- tack is made to miss their attack. If the at-
sorb a magic missile cast by a wand of magic tacker has advantage on that attack roll, they
missiles but will not protect someone from may still attack, but normally.
the necrotic damage inflicted by a sword of life
stealing. Empathy
Divination cantrip
Elonias Glamer Casting Time: 1 action
1st-level illusion Range: 30 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous

50
You look at one target within range and Endless Dance
learn that the target is feeling one of the fol-
7th-level enchantment
lowing emotions: anger, anticipation, anxie-
Casting Time: 1 action
ty, curiosity, desire, disgust, distress, fatigue,
Range: Self (100-foot radius)
happiness, hatred, hostility, horror, hun-
Components: V, S
ger/thirst, love, lust, fear, need, optimism,
Duration: Concentration, up to 10 minutes
pain, panic, pleasure, shame/guilt, sorrow,
You begin dancing wildly. All creatures
surprise, torment, uneasiness, or wonder,
within range who can see you must make a
and whether it is a weak, moderate, or strong
Wisdom saving throw. A creature who fails
emotion. This does not reveal the source of
drops whatever it is holding and begins
the emotion or any other information about
dancing with you. The creature may make a
it. Only one emotion (the most prominent
new saving throw each minute.
one the target is experiencing) per casting of
After the first minute, the creature begins
the spell is revealed.
taking 1d8 force damage each round until
A creature that is aware that you are or
the spell ends or, the creature successfully
might be attempting to contact its mind may
makes a saving throw, or the creature dies.
attempt to make an Intelligence saving throw
to resist; otherwise, there is no saving throw.
Only humanoids, giants, beasts, monstrosi- Energy Drain
ties, and dragons with an Intelligence of 2 or 9th-level necromancy
higher can be affected with this spell. Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dust from a
Encrypt
slain vampire)
3rd-level illusion
Duration: Instantaneous
Casting Time: 1 action
You open a channel between the place
Range: 30 feet
where you stand and the Negative Plane,
Components: V, S, M (a pinch of dust or fluff
using yourself as a conduit. You must then
and a feather)
touch another living creature. That creature
Duration: Permanent
permanently has its Strength and Constitu-
You render one message of 25 words or
tion permanently reduced by 1d4 each and
less permanently unreadable by everyone
takes 6d10 necrotic damage. If this brings
save you, one other specific creature named
that creature to 0 hit points, it dies and rises
when you cast the spell, and anyone named
as a specter in 1d4 hours.
in the message. This message remains inde-
Each time you cast this spell, you must
cipherable even to spells such as comprehend
roll 1d20. If you roll a 1, your connection to
languages, although a dispel magic will remove
the Negative Plane is too strong and you lose
the encryption. This message may be written
the same amount of Strength, Constitution,
on any media you wish and you do not have
and hit points.
to be the original writer of the message.

Enervation
4th-level necromancy
Casting Time: 1 action

51
Range: 100 feet Duration: Instantaneous
Components: V, S You magically remove one set of writings
Duration: 6 hours you can see, up to one pages worth at a
A black beam of enervating energy time. This automatically removes
springs from your finger towards a creature nonmagical writings. If you are attempting
within range. Make a ranged spell attack to remove magical writing, including spells
against the target. On a hit, the target gains such as glyph of warding or symbol, you must
1d4+1 levels of exhaustion. If the target al- make an ability check using your spellcasting
ready has one or more levels of exhaustion, ability. The DC equals 10 + the spells level.
this spell cannot take him past the fifth level. On a successful check, the writing is erased.
This exhaustion lasts for 6 hours or until the This spell does not work on illusory writ-
target takes a long rest. ing, such as that produced by illusory script,
as that writing isnt real.
Entomb
3rd-level transmutation Eriks Quills
Casting Time: 1 action Conjuration cantrip
Range: 100 feet Casting Time: 1 action
Components: V, M (a small cube of stone Range: 30 feet
scored with lines on each side) Components: V, S, M (a porcupine quill)
Duration: 10 minutes Duration: 1 minute
You point to one Large or smaller crea- You conjure and throw 2d4 long quills,
ture within range that is standing on natural, which unerringly strike one or two chosen
unworked earth, sand, rock, or a similar ma- targets within range, even getting in between
terial (or on vegetation that is on top of such the chinks in the targets armor. Each does 1
a material). A block of solid stone rises out of point of piercing damage each, for each of
the ground and engulfs the target within. three rounds, and remains in the wound.
The target may make a Dexterity saving The target may use a bonus action to
throw to resist. For the duration of the spell, yank a quill out, but that inflicts an addition-
the target is subjected to the petrified condi- al 1 point of damage. Otherwise, the quills
tion. If the creature has the ability to pass vanish in 10 minutes.
through solid stone and does not need to The number of quills you create increases
activate that ability (such as if the creature is by 2d4 when you reach 5th level (4d4), 11th
naturally immaterial), then it cannot be af- level (6d4) and 17th level (8d4)
fected by this spell. When the spell expires,
the stone crumbles away, leaving the en- Estate Transference
gulfed target unharmed.
9th-level conjuration (ritual)
Casting Time: 1 hour
Erase Range: Self (up to a 20-square-mile radius
1st-level transmutation sphere)
Casting Time: 1 action Components: V, S, M (a magical item used to
Range: 60 feet control elementals of the appropriate kind,
Components: V, S which must be placed in the center of the

52
area to be affected and remain there perma- This spell can only create nonmagical ar-
nently, and a large number of bricks made of rows.
elemental matter.
Duration: Permanent. Evolve
You mark out a large area of land by sur-
8th-level transmutation (ritual)
rounding it with bricks made out of the so-
Casting Time: 1 hour
lidified material from one of the elemental
Range: Touch
planes (placed no more than five feet apart
Components: V, S, M (a bit of your hair or
and/or three feet underground), and in the
blood, a miniature hand-tool of any kind,
center of that area, you place the elemental-
and a pearl worth 500 gp, which is consumed
controlling item (which must be of the same
in the casting of this spell)
element as the bricks). Then, when you cast
Duration: Instantaneous
this spell, a sphere containing all the land,
You touch a beast, plant, or monstrosity
water, and air you marked is permanently
with an Intelligence of 1 to 5 that has no
transferred to that plane, leaving nothing
magical abilities such as innate spellcasting.
behind but a semicircular hole in the ground.
That creature must then make a Constitution
You create a pocket of Prime Material
saving throw, with disadvantage if it is of the
matter within that elemental plane. The wa-
same type (such as if you are a mammal
ter and air are self-renewing, and the tem-
attempting to affect another mammal) as you
perature and weather conditions of your
and with advantage if it is radically different
pocket are identical to the way they were
from you (such as if you are a mammal at-
when you cast this spell.
tempting to affect a crustacean or a plant). If
The heart of this spell is in the elemental-
the creature succeeds on its saving throw, the
controlling item. If this item is disturbed in
spell is negated.
any way, the spell immediately fails and the
If the creature fails on its saving throw,
energies of the elemental plane flood into the
then over the course of the next 24 hours, it
protected area.
slowly evolves into an anthropomorphic
Everfull Quiver being.
4th-level conjuration The creatures type becomes humanoid. If
Casting Time: 1 action the creature had four or more legs, its fore-
Range: Touch limbs become arms and hands and it walks
Components: V, S on its hind legs. A creature with no limbs or
Duration: 1 minute with wings instead of forelimbs has a 50%
You enchant a quiver that contains at chance of growing arms. If it doesnt grow
least two arrows. Each round for the next arms, it gains another method of manipulat-
minute, you withdraw up to two arrows ing objects, such as prehensile feet or tail.
without depleting the total number of arrows A Tiny creature becomes Small and its hit
in the quiver. die type changes to d6. A Huge creature
If more than two arrows are withdrawn shrinks to Large and its hit die type becomes
in a single round, or if anyone other than you d10 (Gargantuan creatures cannot be affected
draws an arrow, the spell ends. You must by this spell). Otherwise, the creature retains
use an arrow the same round you draw it; its size and hit die type. Its Intelligence in-
otherwise, it fades into nothingness. creases by +8. Attributes that are 5 or lower

53
increase by 2 each change to 7, and attributes Regardless of the outcome, you take 1d4
higher than 20 become 20. If the creature levels of exhaustion and 2d6 psychic dam-
previously was unaligned, its alignment be- age.
comes neutral, neutral good, or neutral evil, At Higher Levels. If you cast this spell
depending on its general disposition and with a 5th-level or higher spell slot, the spirit
how it has been treated prior to this event. rolls all saving throws at disadvantage.
This change cannot be reversed save by
casting wish. Exterminate
This creature will breed true with other
1st-level necromancy
creatures of this type (i.e., other creatures of
Casting Time: 1 action
its original species that you cast evolve on),
Range: Self (10-foot radius)
and has a 50% chance of being able to breed
Components: V, S, M (a pinch of lavender
true with a creature of its original type or
and dried garlic)
with a humanoid.
Duration: Instantaneous
When you cast this spell, all creatures of
Exorcism Tiny size with 1 hit point within 10 feet of
2nd-level abjuration (ritual) you instantly die. Optionally, one Tiny crea-
Casting Time: 1 hour ture with 5 hit points or fewer that is within
Range: 10 feet range and that you can see can be instantly
Components: V, S, M (a silver bell, a book of killed.
prayers, and a blessed candle that must re-
main lit throughout the ritual) False Tracks
Duration: Instantaneous
1st-level illusion
You attempt to get rid of an evil spirit,
Casting Time: 1 action
fiend, ghost, or other such creature that is
Range: Self
possessing a living creature.
Components: S
At the spells completion, the spirit must
Duration: Concentration, up to 10 minutes
make a saving throw using the higher of its
For the duration of this spell, your foot-
Constitution, Wisdom, or Charisma.
prints are those of a normal animal of your
On a success, nothing happens and the
choice. If part of your clothes or hair get
exorcism fails. On a failure, the creature
snagged on undergrowth, it will appear to be
takes 2d6 psychic damage and must make a
bits of animal fur. Dropped objects do not
second saving throw. If that throw succeeds,
change their appearance. When the spell ex-
its hit point total is reduced by 2d6 and the
pires, your footprints and snagged clothing
attribute it used to make the saving throw is
change resume their normal appearance.
reduced by 1d4-1, and it cannot regain those
hit points or attribute points for 1 week, but
it remains within the body. You cannot at- False Vision
tempt to exorcise it again until you have tak- 5th-level illusion
en a short or long rest. On a failure, the spirit Casting Time: 1 reaction, which you take
is exorcised. when you learn you are targeted by any div-
ination magic or perceived through magical
scrying sensors.

54
Range: Self (30-foot radius) Farspeaker
Components: V, S, M (the ground dust of an
3rd-level transmutation
emerald worth at least 100 gp, which is con-
Casting Time: 1 action
sumed when the spell is cast)
Range: Touch
Duration: Concentration, up to 10 minutes
Components: V, S, M (the hearts blood of a
Cast upon becoming aware that you or
hydra, and 8-inch square ceramic boxes cov-
something else within 30 feet of you are be-
ered in silver filigree, worth 100 gp each; the
ing magically spied upon, you create an illu-
blood is consumed with the casting of the
sory image or thoughts that will be detected
spell but the boxes are not and can be reused.
instead. At the same time, you and every-
Duration: 6 hours
thing else of your choice that is within that
You enchant up to five specially con-
radius become invisible to the scrying meth-
structed boxes and place these boxes up no
od.
farther than one mile from each other, and all
This spell cannot be cast preemptively; it
within five miles of you. Any words spoken
only functions after a divination spell has
into one box while you touch it can be clearly
been cast on you.
heard emanating from all other others
You must touch each of these boxes in
Fang Fist turn when casting the spell. Optionally, you
2nd-level transmutation can create one box covered in gold filigree
Casting Time: 1 action and worth 500 gp; this box is the master box
Range: Self and you only need to touch this one to cast
Components: V, S the spell.
Duration: V, S At Higher Levels. When you cast this
One of your arms, from the elbow down, spell using a spell slot of 4th level or higher,
turns into a snake that can attack by your you may enchant one additional box for each
command or independently of you. It uses slot level above 3rd.
your spell attack modifier to attack, has a
reach of 15 feet, has an AC of 16, and will Favor of Amelioration
turn back into a normal arm if it is dealt
3rd-level abjuration
more than 12 points of damage in a single
Casting Time: 1 action
round (you take all damage inflicted on the
Range: 30 feet
arm). On a successful hit, it inflicts 1d8 +
Components: V, S
your Strength modifier in piercing damage,
Duration: Special
and the target must make a Constitution sav-
Granted by both gods of pain and of pro-
ing throw. The target takes 2d6 poison dam-
tection, this spell has two uses; you must
age on a failed saving throw or half as much
choose which you will use when casting the
on a successful one.
spell:
The snake can also be used as a clumsy
Banish Pain. One willing creature you
arm; it is capable of grasping objects firmly,
choose within range is freed from pain. For a
although it cannot manipulate them.
duration of Concentration, up to 10 minutes,
the target is immune to unconsciousness and
the poisoned condition (although it will still

55
take damage from the poison), and if it takes remove all diseases and poisons and double
15 damage or less and it would be reduced to that plants yield of fruit, flowers, or other
0 hit points, it is reduced to 1 hit point in- usable parts. This spell can only be used once
stead. per plant.
Transfer Damage. You transfer up to At Higher Levels. When you cast this
20 hit points to an injured creature within spell with a spell slot of 2nd level or higher,
range, or take up to 20 hit points from an you may affect two additional plants per slot
uninjured creature within range to heal your above 1st.
injuries. If the creature is unwilling, it must
make a Constitution saving throw to resist. Favor of Good Luck
2nd-level abjuration
Favor of Serendipity Casting Time: 1 action
2nd-level transmutation Range: Touch
Casting Time: 1 action Components: V, S
Range: Special Duration: 24 hours
Components: V, S This spell is granted by gods of luck and
Duration: Until triggered fortune. You touch a creature. It succeeds the
Granted by gods of luck and travel, you next saving throw it needs to roll within 24
cast this spell and one unexpected event oc- hours. The target cannot chose to not use this
curs in your favor. This spell only functions spell and roll the saving throw anyway; it
when you are in a dangerous or taxing con- occurs automatically. This spell can only be
ditions. For instance, you might find shelter used once per individual per day.
during a storm, stumble across the rare herb
needed to cure an ally of poison, find a Favor of Ill Luck
source of fresh, clean water in the desert, or
2nd-level transmutation
have a chance rockslide cut of the horde of
Casting Time: 1 action
orcs thats chasing you.
Range: Touch
You are not in control of the chance event
Components: V, S
and if your god feels that you are abusing
Duration: 24 hours
this spell, it may refuse to answer your pray-
This spell is granted by gods of misfor-
er or cause you to suffer from a dangerous
tune and evil. You touch a creature. It fails
consequence instead.
the next saving throw it needs to roll within
24 hours. The target cannot chose to not use
Favor of the Earth this spell and roll the saving throw anyway;
1st-level transmutation it occurs automatically. This spell can only be
Casting Time: 1 action used once per individual per day.
Range: Touch
Components: V, S Favor of the Ocean Winds
Duration: Permanent
5th-level abjuration
This spell is granted by gods of plants,
Casting Time: 1 action
the woodlands, and of agriculture. You
Range: Touch
touch two living, mundane plants and you
Components: V, S, M (a piece of driftwood)

56
Duration: 1 year Your eyes glow with unnatural fire
This spell is granted by gods of the sea theyre so bright, they project bright light to
and of travel. You cast this on an amulet, a range of 5 feet around you. You may
which must be given to a willing creature. If choose what color they burn. These fiery
that creature is ever cast overboard and lost eyes have several functions.
at sea while wearing the amulet, it will be If you star at one spot for three rounds,
guaranteed to be washed ashore somewhere any combustible materials in that spot burst
habitable with plenty of available fresh water into flame.
and food (although not necessarily safe or If you look into the eyes of another crea-
close to civilization). ture within 10 feet, that creature must make a
Wisdom saving throw or become incapaci-
Favor of the Flying Horse tated for 1 round due to being fascinated by
the unearthly light.
4th-level transmutation
If this spell is active while you cast a spell
Casting Time: 1 action
or use an ability that charms a target, and
Range: Touch
that target is within 30 feet and can see your
Components: V, S, M (a feather from a pega-
eyes, it has disadvantage to its saving throw
sus)
against the charm.
Duration: Concentration, up to 1 hour
This spell is granted by gods of the air, of
birds, or of horses, and of travel. You touch Fiery Fists
an equine or equine-like beast or monstrosity 2nd-level evocation
and it sprouts a pair of impressive, feathered Casting Time: 1 exchange
wings. The creature can then fly with prefect Range: Self
ease and has a flying speed of 60 feet. Components: V, S, M (a lump of coal)
Duration: 1 minute
Fertility Your hands become wreathed in blazing
blue fire. Your unarmed strikes do an addi-
1st-level necromancy
tional 2d6 fire damage. In addition, on a suc-
Casting Time: 1 minute
cessful hit, the fire leaps up and produces a
Range: Touch
cloud of noxious smoke. The creature you
Components: V, S, M (a seed)
struck must make a Constitution saving
Duration: 1 week
throw or become incapacitated for 1 round
You touch a willing creature; for the du-
due to choking and coughing.
ration, that creature becomes incredibly fer-
tile. You may not use this spell on yourself,
although you can use it on your partner. Filths Bane
1st-level transmutation
Fiery Eyes Casting Time: 1 round
Range: Touch
Evocation cantrip
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
One creature of Huge size or smaller is
Components: V, S
instantly cleaned and sanitized, including its
Duration: Concentration, up to 1 minute

57
clothing. Unwilling targets may attempt a Components: V, S, M (a piece of very thin
Charisma saving throw to negate the spell. multicolored silk that you throw into the
fire)
Fire Arrows Duration: 1 minute
You light a fire (such as a bonfire, brazier,
2nd-level evocation
fireplace, candle, or lantern) while casting
Casting Time: 1 action
this spell and a gossamer veil of faint, multi-
Range: 30 feet
hued cool fire surrounds the flame; then you
Components: V, S, M (a handful of sand and
issue a suggestion of 12 words or less, which
a drop of your spittle)
has the same restrictions and ability as the
Duration: Instantaneous
suggestion spell. Creatures that cant be
You point at a fire within range and it
charmed are immune to this effect.
explodes into fiery missiles, which fly up to
All creatures within range who can see
30 feet away. All creatures within that range
the flame and can understand must make a
must make a Dexterity saving throw. A crea-
Wisdom saving throw. On a failed save, the
ture takes 2d4 fire damage on a failed saving
creature is magically influenced by your
throw, or half as much on a failed one.
word and will pursue the course of action
At Higher Levels. When you cast this
you described to the best of its abilities.
spell using a spell slot of 3rd level or higher,
If you or any of your companions damage
this does an additional 1d4 damage for each
one of the targets, the spell ends for that tar-
slot level above 2nd.
get.

Fire Aura
Fire Truth
3rd-level abjuration
1st-level divination (ritual)
Casting Time: 1 action
Casting Time: 1 minute
Range: Self
Range: 5 feet
Components: V, S, M (a scrap of singed pa-
Components: V, S, M (a candle made of pure
per and a piece of flint)
bees wax that is worth 25 gp, which is con-
Duration: Concentration, up to 1 minute
sumed by the spell)
You cast this spell and an aura of emer-
Duration: 1 minute
ald-green flames flares out around you.
You light a specially-made candle and
While this spell is active, you have im-
place it within 5 feet of a named target. If the
munity to fire. In addition, any creature that
target then knowingly tells a lie, the candle
attempts to grapple you are hits you with an
flares brightly. A half-lie or slight deception
unarmed attack takes 2d6 fire damage and
causes the candle to gutter and flicker. If the
must make a Dexterity saving throw or be set
target tells an outrageous lie, the candle ex-
on fire. Each round for the next 1d4 rounds,
tinguishes itself.
that creature takes 1d6 fire damage.
At Higher Levels. When you cast this
spell using a 5th-level or higher spell slot,
Fire Charm and the target tells a lie, the fire leaps and
4th-level enchantment burns the target, inflicting 1d8 fire damage
Casting Time: 1 action with each lie.
Range: 30 feet

58
Fireproof You create an immovable area around
that is completely immune to fire of either
2nd-level abjuration
mundane or magical origin. Flames will
Casting Time: 1 action
move around the sphere but cannot pene-
Range: Touch
trate.
Components: V, S, M (an ounce of powdered
You can move about and exit and enter
lime)
the sphere as often as you wish, but the
Duration: 1 hour
sphere remains in place.
You touch a Medium-sized or smaller
inanimate object and render it immune to
natural fire and resistant to magical fire. First Strike
At Higher Levels. When you cast this 1st-level transmutation
spell using a 3rd-level spell slot, you can pro- Casting Time: 1 reaction, which you take
tect a Large item; when using a 4th-level when are about to enter combat.
spell slot, you can protect a Huge item; and Range: Self (10-foot radius)
when moving 5th-level or higher spell slot, Components: V, S, M (a handful of sand,
you can protect a Gargantuan item. which you run through your fingers)
Duration: Instantaneous
Firestaff You and all allies within range have ad-
vantage on your initiative roll.
2nd-level evocation
Casting Time: 1 action
Range: Self Fist of Stone
Components: V, S, M (a piece of phospho- 1st-level transmutation
rous and a pinch of iron filings) Casting Time: 1 action
Duration: 1 minute Range: Self
The ends of a wooden staff that you are Components: V, S
holding burst into blue-white flame. You Duration: 1 minute
may use the staff itself or hand it to someone One of your hands turns into flexible
else to use. When the staff hits a target, it stone. Although you retain your sense of
does an additional 2d6 fire damage. touch, that hand does not feel pain. You have
The flames on the staff cannot be extin- a Strength of 18 with that hand (only). Un-
guished by any means. It can be used to set armed attacks do 1d4+4 bludgeoning dam-
combustibles on fire, but the fires it sets are age.
normal and can be extinguished normally.
Flame Harvest
Fireward 7th-level evocation
5th-level abjuration Casting Time: 1 hour
Casting Time: 1 action Range: Self (90-foot radius)
Range: Self (10-foot radius sphere) Components: V, S
Components: V, S, M (a pinch of sand and a Duration: 1 month
drop of water) You walk around a copse of trees, a field,
Duration: Concentration, up to 1 minute or another flammable area for an hour, lay-

59
ing a magical trap. Afterwards, you set a While casting this spell, you touch up to
specific condition that will spring the trap. eight willing targets. This gives you and your
When these conditions are met, the area allies the ability to speak in a secret language
will burst into flames. All creatures within that is incomprehensible gibberish to every-
the area who were unaware of the trap take one else. This language cannot be under-
10d8 fire damage. Creatures who were aware stood even when using spells such as com-
of the trap (which is only detectable through prehend languages or tongues.
magic) may make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed Fools Gold
saving throw, or half as much on a successful
4th-level illusion
one.
Casting Time: 1 action
After the initial blast, the fire will burn
Range: Touch
normally, inflicting 1d8 fire damage to any
Components: V, S, M (a powdered piece of
creature that ends its turn in the area, until it
iron pyrite)
burns itself out.
Duration: 6 hours
You touch a pile of up to 150 copper coins
Flashpuff or an object made out of copper, brass, or
Evocation cantrip bronze that weighs less than 1 pound, you
Casting Time: 1 action turn them into gold. When the spell has ex-
Range: 10 feet pired, they revert back to normal.
Components: S, M (a pinch of a white pow- If one of these altered items is touched
der, such as flour) with a piece of iron, it has a 25% chance of
Duration: 1 minute instantly reverting back to normal.
You throw a pinch of powder into a burn- At Higher Levels. When you cast this
ing fire and it causes a brilliant flash of light spell using a 4th-level or higher spell slot, the
and a cloud of colorful smoke (one or two resultant gold objects will not revert if
colors of your choice). All creatures within 10 touched with iron.
feet of you must make a Constitution saving
throw or be blinded for 1 round. Force Shapechange
You can sculpt the smoke into a simple,
5th-level transmutation
two-dimensional image for as long as you
Casting Time: 1 action
concentrate on it (up to 1 minute), or you can
Range: 100 feet
use the flash and smoke to hide a quick es-
Components: V, S, M (a hair from a lycan-
cape.
thrope and a butterfly)
Duration: Instantaneous
Fools Speech You point to one creature within range
3rd-level illusion (ritual) that you can see. If that creature is
Casting Time: 1 minute shapechanged, either through natural ability
Range: Touch or by spell, that creature must make a Con-
Components: V, S, M (a small bone whistle) stitution saving throw or be forced back to its
Duration: 1 hour true shape and take 3d10 force damage from
the forced change. If the creature succeeds on

60
its saving throw, it takes half-damage. This You point to a fire of any size within
spell has no effect on illusory disguises. range and change it so that it becomes cold,
not hot. For the duration of the spell, the
Frost Fingers flames burn clear blue. The fire must be one
that burns for at least one minute, not one
1st-level evocation
with an instantaneous duration (such as a
Casting Time: 1 action
fireball spell). This spell produces one of three
Range: Self (15-foot cone)
effects:
Components: V, S
Cool Flame. This removes all heat
Duration: Instantaneous
from the flame. It still burns fuel and pro-
As you hold your hands with thumbs
duces light but it causes no damage if
touching and fingers spread, shards of ice
touched.
shoot out from your outstretched fingertips.
Cold Flame. This alters the flame so it
Each creature in a 15-foot cone must make a
does cold damage instead of fire damage.
Dexterity saving throw. A creature takes 3d6
Chilled Flame. You make a ranged
cold damage on a failed save, or half as
spell attack against one fire elemental or
much damage on a successful one.
creature that is currently aflame due to mag-
At Higher Levels. When you cast this spell
ical ability (not one that has been set on fire
using a spell slot of 2nd level or higher, the
in order to hurt it). On a hit, it inflicts 2d10
damage increases by 1d6 for each slot level
cold damage to that creature.
above 1st.

Frost Whip Gift of Speech


1st-level transmutation
3rd-level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: Self
Components: V, S
Components: V, S
Duration: Concentration, up to 1 hour
Duration: 1 minute
You grant one beast or monstrosity with
You create a ten-foot long, blue-white,
an Intelligence of 1 to 4 or less the ability to
glowing line of solidified coldness, which
speak your language and understand you.
you can use as a whip. You use your spell
This does not raise its Intelligence.
attack modifier to attack. On a hit, it does
3d10 cold damage to living tissue and the
creature must make a Constitution saving Glass Storm
throw or be paralyzed for 1 round. 8th-level conjuration
Casting Time: 1 minute
Frostfire Range: Self (30-foot radius)
Components: V, S, M (a shard of glass)
2nd-level transmutation
Duration: Concentration, up to one minute
Casting Time: 1 action
You create extremely powerful winds
Range: 100 feet
that surround you, leaving you in the
Components: V, S, M (a piece of ivory, a
storms eye. The winds are full of danger-
pinch of soot, and a shard of clear crystal)
ous glass and crystal shards.
Duration: Concentration, up to 1 hour

61
All creatures within the storm must make Range: Self (60-foot radius)
a Dexterity saving throw each time that they Components: V, S, M (ink made out of the
end their turn in the storm. A creature takes juice of crushed eyebright flowers, white
10d6 piercing damage and is blinded for 1 chalk, and powdered quartz)
minute on a failed saving throw, or half as Duration: 10 minutes
much damage and not be blinded on a suc- You inscribe a special rune on a flat, hori-
cessful one. zontal surface. All magical runes, marks,
Ranged combat is impossible within the glyphs, symbols, and other forms of written
storm. Non-metallic armor has its AC re- magic glow, allowing them to be read or
duced by 1 each round it is the storm. Armor identified without being accidentally trig-
that has its AC reduced to 10 is destroyed. gered.

Glassee Glyph of Warding


4th-level transmutation This is a new variant of the spell glyph of
Casting Time: 1 action warding that appears in the Players Handbook,
Range: Touch pg.245
Components: V, S, M (a small piece of glass) Sepia Snake Sigil. When triggered, a se-
Duration: Concentration, up to 1 minute pia snake springs into being and attacks the
You make an area of metal, stone, or nearest living creature (other than you) with-
wood of up to 6 square feet transparent as in 10 feet of it, using your spell attack modi-
glass. Metal can be up to 4 inches thick; stone fier. On a hit, it engulfs the target in a shim-
can be up to 1 foot thick, and wood can be up mering amber field of force. The target is re-
to 2 feet thick. You can choose to make the strained and incapacitated. These conditions
area transparent to everyone, make it trans- remain for 1 week, until you release the crea-
parent only to you, or to create a one-way ture, or a dispel magic spell is cast on it. While
mirror. This spell does not work through in the amber field, the creature does not
lead.
Graft
Glassteel 6th-level necromancy (ritual)
7th-level transmutation Casting Time: 10 minutes
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (a potion of healing and
Components: V, S, M (a piece of glass and a 1,000 gp worth of powdered moonstone)
piece of steel) Duration: Instantaneous
Duration: Instantaneous You may graft the limb of one creature to
Up to 100 pounds of glass or crystal that the stump of another.
you touch gains the tensile strength and du- The limb may be from a creature that is
rability of steel. no more than one size category larger or
smaller than you. It must also be the same
Glyph of Revealing sort of limbyou cannot graft a leg to the
stump of an arm. Regardless of the Strength
5th-level divination
Casting Time: 1 action

62
of the original creature, you use your own Guardian Weapon
Strength with the arm.
4th-level abjuration
The appendage retains its original AC
Casting Time: 1 action
and keeps any physical attacks it originally
Range: Touch
have (such as claws). It does not retain any of
Components: V, S, M (a drop of your sweat
the original creatures magical abilities, mag-
or spittle and a pebble)
ic resistance, or any other supernatural abili-
Duration: Until triggered
ties native to that creature.
You create an invisible field of force
shaped like a weapon of your choice; you use
Grassdart this force to guard a doorway or other area
2nd-level transmutation and assign it a password.
Casting Time: 1 action If that area is disturbed by someone who
Range: Self (10 foot radius) does not first speak the password, the weap-
Components: V, S, M (a blade of grass) on strikes. It only attacks once but it auto-
Duration: 10 minutes matically hits and does 4d12 damage appro-
1d6 + your spellcasting ability modifier priate to its type and the target is stunned for
blades of grass within range are turned stiff 1 minute. The target must also make a
and razor-sharp, allowing them to be used as Strength saving throw or be knocked prone.
weapons. You are instantly aware of which
blades of grass have been transformed. Guardian Seal
A blade of grass that is under 1 foot in
4th-level abjuration
length can be thrown as darts and do 1d4 +
Casting Time: 1 action
your Dexterity modifier in piercing damage
Range: Touch
on a successful hit. A blade of grass longer
Components: V, M (pure beeswax, which is
than that can be thrown as a javelin and do
molded into a seal)
1d6 + your Dexterity modifier in piercing
Duration: Until dispelled or broken
damage. You have proficiency in both types
You magically seal a door, window, box,
of weapon when using a grassdart.
or similar closure against one type of crea-
ture: aberration, fey, undead, etc. If a crea-
Ground Trace ture of that type attempts to damage the seal,
2nd-level divination it is considered to have an AC of 20 and all of
Casting Time: 1 action that creatures attacks do half-damage.
Range: Self (30-foot radius) The seal does not prevent that type of
Components: V, S, M (one of your hairs and creature from damaging the area around the
a piece of thread) seal. If the seal was placed on the lock of a
Duration: Concentration, up to 1 minute box, the creature can destroy the box. If it
You can follow the direction and discern was placed on a door, the creature could de-
the extent of unseen buried roots, water stroy the walls around the door.
courses, tunnels, drains, pipes, passages, and
even underground rooms as long as at least Gullship
part of it is visible to you above the surface.
7th-level transmutation (ritual)
Casting Time: 10 minutes

63
Range: Touch Components: V, S, M (a piece of jade worth
Components: V, S, M (a model boat and the at least 5 gp)
feather of a seagull) Duration: Instantaneous
Duration: 12 hours A storm made of stones appears in a loca-
One boat you touch that is no more than tion you choose within range. The area of the
100 feet long gains the ability to fly. You can storm consists of up to ten 5-foot cubes,
control the vessels altitude up, and can which you can arrange as you wish. Each
cause it to rise to no more than 500 feet in the cube must have at least once face adjacent to
air. The vessel is still dependant on the the face of another cube. Each creature in the
winds to move forward, however. area must make a Dexterity saving throw. It
When the spell ends, the ship gently low- takes 1d6 bludgeoning damage on a failed
ers itself to ground or sea level. save, or half as much damage on a successful
one, each round that the creature ends its
Gunthers Kaleidoscopic Strike turn in the storm.
At Higher Levels. When you cast this spell
8th-level evocation
using a spell slot of 2nd level or higher, the
Casting Time: 1 action
damage increases by 1d6 for each slot level
Range: 60 feet
above 1st.
Components: V, S
Duration: Instantaneous
A beam of scintillating, kaleidoscopic Hailstone
light shoots from your finger toward a Evocation cantrip
spellcasting target within range. Make a Casting Time: 1 action
ranged spell attack against the target. On a Range: 10 feet
hit, the target must make a saving throw us- Components: V, S
ing its spellcasting attribute. Duration: Instantaneous
On a failure, the targets mind is short- You fire a large hailstone from the palm
circuited and it loses a number of spells of your hand. Make a ranged spell attack to
equal to your level, starting with 1st-level hit. If successful, you inflict 1d8 bludgeoning
spells and moving on to more powerful damage and the creature is stunned for 1
spells. That target will not be able to cast round.
those spells until it has had a chance to re- This spells damage increases by 1d8
prepare them. when you reach 5th level (2d8), 11th level
Targets that have innate spellcasting abil- (3d8), and 17th level (4d8)
ities lose the ability to cast that number of
spells until it takes a short or long rest. Hair
This spell has no effect on non-
1st-level transmutation
spellcasters.
Casting Time: 1 action
Range: Touch
Hail of Stone Components: V, S
1st-level conjuration Duration: Instantaneous
Casting Time: 1 action
Range: 300 feet

64
This spell allows you to clean, trim, style, must make a Constitution saving throw or be
dye, or bleach a willing targets hair, beard, paralyzed for 1 minute.
or fur instantly. The acid damage increases when you
reach 5th level (2d4), 11th-level (4d4), and
Handcandle 17th level (8d4)
Evocation cantrip
Casting Time: 1 action Hard Water
Range: Self 5th-level transmutation
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
A flame springs forth from your palm. Components: V, S, M (a flask of water and a
The flame can be either red or white, and stone)
you may switch between them as a bonus Duration: 1 hour
action. You touch the surface of a body of water
Red Flame. Hot but not particularly and up to 40 square feet of it are transformed
bright, you can use this flame to ignite flam- into a slightly damp, transparent, rock-hard
mable materials, cook food, or to scorch be- substance, to a maximum depth of 5 feet.
ings you touch, doing 1d8 + your Creatures imbedded in the water at the
spellcasting ability modifier in fire damage. time (such as fish) are held stasis until the
White Flame. Bright but cool, the spell ends, at which point they are released,
white flame cannot set anything on fire and unharmed.
does no damage, but it sheds bright light in a
5-foot radius and dim light for an additional Harp of War
5 feet.
9th-level evocation
Casting Time: 1 action
Handfang Range: Self
Transmutation cantrip Components: V, S, M (a strand of silver
Casting Time: 1 action wire)
Range: Self Duration: Concentration, up to 10 minutes
Components: V, S A seven-stringed harp made of glowing
Duration: Concentration, up to 1 minute silver light appears in mid-air in front of you.
You cause a sharp-toothed maw to ap- It hovers immovably, allowing you to leave
pear on the palm of your hand. The maw is it there if you need to do something else.
completely under your control and can be Each round, you may pluck one of its strings
easily hidden by curling your fingers over it, and release a poweryou are aware of the
wearing a glove, keeping the palm flat power associated with each string. The pow-
against your body, etc. ers are as follows:
If you touch someone with that hand (this Flame Strike. You call down a column
requires an attack if done in combat), it bites, of fire on one creature within 60 feet, who
doing 1d4 + your Strength ability modifier in must make a Dexterity saving throw. The
piercing damage and 1d4 acid damage from creature takes 9d6 fire damage on a failed
its corrosive saliva. In addition, the target

65
saving throw or half as much damage on a rapping noise that is normally heard at a s-
successful one. ance, etc.
Lightning Bolt. You may fire a bolt of
lightning at one creature within 60 feet, who Heart Call
must make a Dexterity saving throw. The
9th-level conjuration
creature takes 9d6 lightning damage on a
Casting Time: 1 action
failed saving throw or half as much damage
Range: 30 feet
on a successful one.
Components: V, S, M (a mummified human-
Scatter. You may teleport all magical
oid heart)
items within a 30-foot radius to random loca-
Duration: Instantaneous
tions within 1 mile. If the object is held or
You hold out your hand and choose a
carried by a creature, that creature may make
Small or Medium-sized humanoid within
a Strength saving throw to hang on.
range you can see. That creature must then
Shatter. All nonmagical inanimate
make a Constitution saving throw. On a fail-
objects within a 30-foot radius take 5d10
ure, that creatures heart is literally ripped
force damage; an item reduced to 0 hit points
out of its chest and flies to your hand. On a
shatters.
success, the creature takes 8d8 force damage
Summoning. You summon four pegasi
instead.
who will fight on your behalf or provide
transport for up to 1 hour.
Teleport. You choose up to 11 crea- Heart of Stone
tures within a 30-foot radius and teleport 8th-level necromancy (ritual)
them to a random location within 1 mile. If Casting Time: 1 day
the creatures are unwilling, they may make a Range: Self
Wisdom saving throw to resist. Components: V, S, M (a heart carved out of a
Wall of Stone. You cause a wall of precious stone worth at least 5,000 gp)
stone to erupt up from the ground. The wall Duration: One year
is 6 inches long and composed of ten 10-foot You replace your own heart with one
by 10-foot panels, each of which must be made out of stone. Your heart continues to
touching at least one other panel. beat outside of your body and does not re-
Each string can be plucked once and van- quire any special care or treatment.
ishes after its been used. When the last string While this spell is in effect, you have re-
vanishes, so does the harp. sistance to bludgeoning, piercing, and slash-
ing damage, resistance to paralysis and petri-
faction, and are immune to exhaustion. Fur-
Haunting
thermore, you dont bleed and you age half
Illusion cantrip
as quickly as normal. However, you also lose
Casting Time: 1 action
the ability to heal naturally; you can only
Range: 10 feet
heal through magical means.
Components: V
When this spell ends, either after a year
Duration: 1 round
or through other means, it instantly replaces
You create a spooky soundthe creak-
the stone heart in your chest. If at any time
ing of a door, mysterious footsteps, a moan
your real heart is destroyed, you die instant-
or groan, the rattling of chains, the type of

66
ly. Because of this, it is wise to place your such a creature, it will beckon for that crea-
heart somewhere very safe. The stone heart ture to follow. If that creature follows, it will
may be reused for this spell. point in your direction and lead the creature
in the most direct route to you. It will stay
Heartseeker about 10 feet ahead of the creature and will
pause to let it catch up, but it doesnt under-
8th-level evocation (ritual)
stand concepts such as safety.
Casting Time: 10 minutes
If the subject decides not to follow it, the
Range: Touch
hand will return to you and hover, palm-up,
Components: V, S
to indicate failure. It will then vanish.
Duration: 6 hours
You cast this spell on a piercing weapon
such as an arrow or spear. When the weapon Hibernation
successfully causes damage, it begins grow- 3rd-level enchantment
ing roots and branches which seek out vital Casting Time: 1 action
organs as a source of nutrients. This poisons Range: Touch
the target for 1 minute. Each round, the tar- Components: V, S, M (fur from a creature
get must make a Constitution saving throw. that hibernates)
The creature takes 6d6 necrotic damage on a Duration: 1 month
failed roll, or half as much damage on a suc- You touch a Large-sized creature, two
cessful one. Medium-sized creatures, or three Small or
The creature may attempt to make a Tiny creatures, who goes into hibernation for
Strength (Athletics) ability check to pull the a week. If the creature is unwilling, it may
weapon out. If successful, the target has suc- make a Constitution saving throw to resist.
cessfully pulled the weapon out, but inflicts While hibernating, the creatures need for
2d8 piercing damage on itself in the process. food, water, and oxygen is reduced by a fac-
tor of 10. The creature can be awakened for a
Helping Hand brief time but will go back to sleep once it is
no longer needed. At the end of the duration,
3rd-level evocation
the creature will wake up very hungry and
Casting Time: 1 action
thirsty. If you are not the one in hibernation,
Range: Self (5-mile radius)
you may use your action to dismiss the spell.
Components: V, S, M (a black silk glove)
At Higher Levels. When you cast this
Duration: 6 hours
spell using a spell slot of 3rd-level or higher,
Used primarily when you are trapped or
the creature sleeps for an additional month
otherwise in danger, you summon a hover-
for each slot level above 4th.
ing, insubstantial and translucent, 1-foot tall
hand. You can then command the hand to
locate a creature of your choice, based on a Hiding Place
physical description. You can specify race, 4th-level abjuration
sex, and general appearance. Casting Time: 1 hour
The hand then flies off with a speed of 60 Range: Special
feet, and it can pass through a crack as nar- Components: V, M (a scroll covered with
row as 1 inch without squeezing. If it finds pictograms and runes depicting eyes, ears,

67
and brains, which are burned when you cast ficient in that weapon for the duration of the
the spell) spell. If anyone other than you or another
Duration: 1 week worshipper of your god attempts to use the
You spend an hour completely sealing a weapon, the spell ends and the weapon re-
room of no more than 150 cubic feet: you verts back into a holy symbol.
lock and board all windows and doors, fill all
cracks in the walls with rags or putty, and so Horn of Plenty
on. This spell then makes that room com-
6th-level conjuration
pletely undetectable to all divination spells
Casting Time: 1 action
of 5th level and lower. In addition, all crea-
Range: Touch
tures outside of that room forget about the
Components: V, S, M (a rams horn)
rooms existence. If you open any of the
Duration: Concentration, up to 10 minutes
rooms doors or windows, the spell fails.
You turn a hollowed-out horn into a mag-
ical cornucopia. Each minute, it produces
Hold Portal enough raw fruits, vegetables, and grain to
Abjuration cantrip feed six humanoids or two steeds for a day,
Casting Time: 1 action or enough water, wine, or ale to slake the
Range: 30 feet thirst of six humanoids or two steeds for a
Components: V day. Each minute, you may choose whether
Duration: Concentration, up to 1 minute you wish to produce food or drink.
You magically hold a door, gate, or hatch
shut, as if it had been closed tightly and Hornungs Random Dispatcher
locked or barred. Strength ability checks to
8th-level conjuration
bash the door down are at disadvantage, but
Casting Time: 1 action
this spell is instantly countered by knock.
Range: 60 feet
Optionally, this spell can be used to hold
Components: V
a door, gate, or hatch open. Strength checks
Duration: Instantaneous
to force it closed are at a disadvantage.
You point to one creature you can see
within range. That creature must make an
Holy Flail Intelligence saving throw. On a failure, the
3rd-level transmutation creature is hurtled into a completely random
Casting Time: 1 action plane of existence. You have no control over
Range: Touch which plane the target ends up going to, and
Components: V, S, M (a pinch of powdered it is entirely possible that the targets destina-
gemstone) tion will instantly kill it. The GM should roll
Duration: Concentration, up to 1 minute on the following table to randomly deter-
You turn your holy symbol into a bludg- mine the destination:
eoning weapon of your choice. This weapon
does 1d12 + your spellcasting ability modifi- d100 Plane
er in bludgeoning damage, plus 1d8 radiant 01-04 The Feywild
(if youre good or neutral) or necrotic (if 05-08 The Shadowfell
youre evil) damage. You are considered pro- 09-12 The Ethereal Plane

68
13-16 The Astral Plane is resistant to bludgeoning, piercing, and
17-20 The Elemental Plane of Air slashing damage from nonmagical weapons.
21-24 The Elemental Plane of Earth If it is destroyed, it turns to black mist, drop-
24-28 The Elemental Plane of Fire ping all creatures on it to the ground below.
29-32 The Elemental Plane of Water
33-36 The Blessed Fields of Elysium Hurl Rock
37-40 The Clockwork Nirvana of Mechanus
2nd-level evocation
41-44 The Ever-Changing Chaos of Limbo
Casting Time: 1 action
45-48 The Gray Waste of Hades
Range: 60 feet
49-52 The Heroic Domains of Ysgard
Components: V, S, M (a tiny pebble)
53-56 The Infinite Battlefield of Acheron
Duration: 1 round
57-60 The Infinite Layers of the Abyss
You telekinetically hurl a loose rock that
61-64 The Nine Hells of Baator
is within 10 feet of you. Make a ranged spell
65-68 The Olympic Glades of Arborea
attack. On a hit, it inflicts bludgeoning dam-
69-72 The Peaceable Kingdoms of Arcadia
age depending on the rocks size:
73-76 The Seven Heavens of Mount Celestia
77-80 The Tarterian Depths of Carceri Diameter Damage
81-84 The Twin Paradises of Bytopia Up to 1 foot 2d4
85-88 The Wilderness of The Beastlands
1-2 feet 2d6
89-92 The Windswept Depths of Pandemo-
nium 2-3 feet 2d8
93-96 The Outlands or the City of Sigil 3-4 feet 2d10
97-00 The Far Realm
4-5 feet 3d8
5-6 feet 4d10
Hovering Road
7th-level conjuration
Casting Time: 1 action If the rock strikes something hard, there
Range: Self (20-foot road centered on your- is a 50% chance it will shatter into shrapnel.
self) All creatures within 10 feet of the impact
Components: V, S, M (a chunk of black mar- must make a Dexterity saving throw. A crea-
ble and a loop of gold wire) ture takes 2d6 damage on a failed saving
Duration: Concentration, up to 12 hours throw, or half as much on a successful one.
You create a magical road, 10 feet wide
and extending 10 feet ahead of you and 20 Hurl Thunderbolt
feet behind you, and that hovers anywhere 4th-level evocation
from three to thirty feet above the ground, Casting Time: 1 action
for as long as you continue to walk forward. Range: 100 feet
If you stop walking for longer than 15 Components: V, S
minutes, the road slowly sinks and vanishes. Duration: Instantaneous
The road is approximately one foot thick A crackling bolt of lightning appears in
and has the texture and color of black mar- your hand, allowing you to throw it at one
ble. It is an object that has AC 20 and hit target within range. Make a ranged spell at-
points equal to your hit point maximum, and

69
tack. On a hit, the creature takes 6d6 light- Range: Self
ning damage and must make a Constitution Components: V, S, M (an uncut gemstone
saving throw. The creature is deafened for 1 worth at least 25 gp)
minute and stunned for 1 round on a failed Duration: 1 minute
saving throw, or just deafened on a success- A luminous aura completely covers you
ful one. and conforms the contours of your body.
While this aura exists, you are resistant to
Ice Blade being charmed or frightened, are resistant to
lightning, and have advantage to all saving
4th-level evocation
throws.
Casting Time: 1 action
If you have a familiar, that familiar is also
Range: Self
covered by the mantle as long as it stays in
Components: V, S, M (a shard of ice, glass, or
physical contact with you.
crystal)
Duration: Concentration, up to 1 minute
You create a magical, three-foot long Imbue with Purpose
sword-shaped formation of jagged, swirling 6th-level transmutation (ritual)
ice shards. You use your spell attack modifi- Casting Time: 10 minutes
er to hit and you strike with advantage, as its Range: Touch
unconnected ice-shards can pass through Components: V, M (1,000 gp worth of pow-
chinks in armor. dered diamond)
On a hit, it inflicts 2d10 slashing damage Duration: 24 hours
and 1d12 cold damage. One weapon you touch gains the purpose
At Higher Levels. When you cast this of slaying a particular type of creature (hu-
spell using a spell slot of 5th-level or higher, manoids, monstrosities, undead, etc.) whose
you do an additional 1d12 cold damage for alignment is diametrically opposed to yours.
each slot level above 4th. For instance, if you are lawful good, you can
create a weapon that is purposed to slay evil
Idea fey, chaotic fey, or just chaotic evil fey.
When the wielder strikes a creature of
Divination cantrip
that type, one of the following happens:
Casting Time: 1 action
100 hit points or more: the creature
Range: Self
takes an additional 6d6 force damage and the
Components: V, S, M (a gold coin, which is
spell ends.
consumed in the casting)
50-99 hit points: the creature takes an
Duration: Instantaneous
additional 6d6 force damage and must make
You gain advantage on a single Arcana,
a Wisdom saving throw. On a failure, the
History, Insight, Investigation, Medicine,
creature is frightened of you for 1 minute.
Nature, Performance Religion, or Survival
49 or fewer hit points: the creature is
ability check.
slain outright.

Ilyykurs Mantle
4th-level abjuration
Casting Time: 1 action

70
Immurks Distraction You or one willing creature you touch
becomes able to tell lies without being
2nd-level enchantment (ritual)
caught or stopped by mundane or magical
Casting Time: 1 minute
means, including use of the Insight skill or
Range: Touch
spells such as zone of truth. In addition, any-
Components: V, S, M (a scattering of sand
one who reads your mind in order to find the
and 500 gp worth of diamond dust)
truth must make an Intelligence saving
Duration: 24 hours
throw; they only discover that you are lying
You touch an item and then conceal it in
if they succeed.
or under something. As long as that item
remains concealed, nobody will find that
item by accidentthe creature will simply Instant Audience
look a little bit to the side or make another 4th-level illusion
mistake that keeps it from finding the ob- Casting Time: 1 action
jectand creatures deliberately looking for it Range: Self (60-foot radius)
have disadvantage on all ability checks made Components: V, S, M (a small collection of
to locate it. Finally, all cantrip and 1st-level various items such as buttons and coins, and
divinations will fail to find it. a live mouse, which vanishes for the dura-
Impeding Permission tion of the spell but reappears, unharmed,
when the spell is over)
5th-level enchantment
Duration: 4 hours
Casting Time: 1 action
You conjure an semi-real audience. Every
Range: 300 feet
minute for the next five minutes, 1d4 people
Components: V, S
will enter the area as if just coming in from
Duration: Concentration, up to 1 hour
the outside (they do not poof into existence).
You choose one creature in range that
They appear to be a mix of people appropri-
you can see and that has an Intelligence of 5
ate for the circumstances and location. When
or greater. That creature must make a Wis-
its appropriate, they will applaud, chit-chat,
dom saving throw. If it fails, it is charmed by
and eat available snacks. If its appropriate
you for the duration. Creatures immune to
for the circumstances, they may flirt or act as
being charmed are not affected by this spell.
bullies. They do not talk about themselves at
The creature can take no action without first
all, as they have no history or true
gaining your permission.
knowledge beyond trivia you yourself might
At Higher Levels. When you cast this
know. Nor do they leave the area. When the
spell with a 6th-level or higher spell slot, the
spells duration ends, or you dismiss the
duration increases by one hour for every slot
spell, the audience members leave in the
level above 5th,
same way they came in.
The members of the audience do not fight
Impenetrable Falsehood in any manner. They have an AC of 10 and 1
3rd-level abjuration hp, and will instantly vanish if harmed in
Casting Time: 1 action any manner.
Range: Touch
Components: V, S
Duration: Concentration, up to 12 hours

71
Intensify Nature Components: V, S, M (a silver mirror 3 inch-
es in diameter or smaller)
7th-level transmutation
Duration: 1 hour
Casting Time: 1 action
You pick a point within range and create
Range: Self (1 mile radius)
an area 10 feet in radius. Any creature that
Components: V, S, M (a small curved horn
enters this area invisibly, due to magic or
carved with runes, worth 100 gp)
natural ability, is instantly rendered visible.
Duration: Concentration, up to 1 hour
You multiply the power of one currently
existing natural phenomena or condition. For Iron Maiden
instance, a light rain becomes a downpour, 4th-level conjuration
while a heavy rain becomes a torrential Casting Time: 1 action
downpour that causes flooding. Gentle snow Range: 30 feet
becomes a blizzard and even cause white Components: V, S, M (a piece of metal from
outs. Heat waves and cold snaps become a suit of armor)
incredibly intense and damaging. Breezes Duration: Concentration, up to 1 minute
become hurricanes and stiff winds become You summon a suit of animated armor
tornadoes. Light fog completely obscures the (Monster Manual, page 19) that fights for you.
area. This armor wields a greatsword and uses
your spell attack modifier to fight. On a hit, it
Intensify Sensation does 2d6+2 slashing damage.
At Higher Levels. You conjure additional
2nd-level enchantment
iron maidens when you use a 6th- or 7th-
Casting Time: 1 action
level spell slot (two iron maidens) or an 8th-
Range: Touch
or 9th-level spell slot (four iron maidens).
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, who must make a Ironwood
Constitution saving throw if unwilling. The 6th-level transmutation
creature will perceive any physical or emo- Casting Time: 1 action
tional sensation as being unbelievably pow- Range: Touch
erful, for good or bad. A creature under the Components: V, S, M (a pinch of metal fil-
influence of this spell is incapacitated for the ings and tree sap)
duration. Duration: Instantaneous
Spells designed to create an emotion or Up to 500 pounds of wood suitable for
physical sensation have twice the duration as building that you touch gains the tensile
normal and the creature saves against them strength and durability of steel.
at disadvantage.
Isoldes Answer
Invisibility Purge 3rd-level divination
4th-level abjuration Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: 60 feet Components: V, S, M (a crystal ball or gilt-
framed mirror worth at least 250 gp)

72
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell
You hold a mirror or crystal ball and ask using a spell slot of 4th level or higher, the
a question (which must have a who, what, or damage increases by 1d10 for each slot level
where). For instance, where did I put my above 3rd.
keys? or what is on the other side of the
Iron Gate? or who is the fairest of them Khelbens Blackstaff
all? The item them shows you an answering
8th-level transmutation
image, provided the object, place, or person
Casting Time: 1 action
is within 5 miles of you. It provides no other
Range: Touch
information about the image.
Components: V, S, M
Duration: Concentration, up to 1 minute
Ivy Siege One nonmagical staff, club, or pierce of
9th-level transmutation wood you touch begins to shimmer with
Casting Time: 1 action black, crawling light. For the duration of this
Range: 150 feet spell, the staffs wielder (who is either you or
Components: V, S, M (an ivy leaf) someone who was holding the staff when
Duration: Concentration, up to 1 hour you cast the spell) has advantage on attacks
Vines of ivy quickly grow over a struc- with it and on a hit, it nflicts 2d6 bludgeon-
ture. The building must be attached to the ing damage 4d8 necrotic damage. It cannot
ground; ships and flying castles are immune be used to harm you or the designated
Within ten minutes, the ivy has climbed wielder. The staff is also completely immune
all of the walls, and within twenty minutes, it to any magic cast upon it, with the exception
has spread so thickly it is nearly impossible of wish and antimagic shell.
to see the building underneath. In addition, each round, the staff inflicts
Starting after one-hour hour, the ivy one option from the following list, wielders
deepens in color to green-black and begins choice:
squeezing the walls, doing 3d10 bludgeoning On a successful attack that inflicts ne-
damage every minute for the next thirty crotic damage, the wielder regains 2d8 hit
minutes. At the end of the hour, the ivy dies points.
and begins to die. On a successful attack, the staff casts
dispel magic on the target. The dispel magic
Javelin acts as if it was cast using a 6th-level spell
slot.
3rd-level evocation
The target must make a Wisdom sav-
Casting Time: 1 bonus action
ing throw or be frightened of the blackstaffs
Range: Touch
wielder for 1 minute. The target can repeat
Components: V, S
the saving throw at the end of each of its
Duration: 1 round
turns, ending the effect on itself on a success.
One throwing weapon you throw is im-
The target must make a Wisdom sav-
bued with several properties: you have ad-
ing throw or become confused. It cant take
vantage to hit, its range is doubled, and it
reactions, and must roll a d8 at the start of
inflicts an additional 2d10 force damage.
each of its turns to determine its behavior for
that turn:

73
d8 Behavior It may make a new saving throw at the end
The creature doesnt move or take actions of each of its turns, ending that effect on a
1-3
this turn. success. However, each round that the crea-
The creature uses its action to make a ture remains incapacitated, it takes an addi-
4-6 melee attack against a randomly deter- tional 2d6 psychic damage.
mined creature within its reach
7-8 The creature can act and move normally Know Customs
3rd-level divination
The target must make a Constitution Casting Time: 1 action
saving throw or be paralyzed for 1 minute. Range: 60 feet
The target can repeat the saving throw at the Components: V, S
end of each of its turns, ending the effect on Duration: Instantaneous
itself on a success. You choose one creature native to the
The target complete forgets all area that has an Intelligence of 5 or higher.
cantrips and 1st-level spells they he or she That creature must make an Intelligence sav-
knows, if any. The target will not be able to ing throw. If the saving throw succeeds, the
re-cast those spells until after a short or long spell ends. On a failure, you gain the
rest. knowledge that creature possesses on local
The target is assaulted by terrifying customs, including common courtesies, local
images and takes 4d6 psychic damage, and restrictions and taboos, upcoming and im-
be at disadvantage on all Intelligence and portant holidays and observances, and typi-
Charisma saving throws for the remainder of cal things that everyone knows.
the spells duration.
If the target is a spellcaster, it forgets Ladder
one prepared spell, chosen at random. If the 1st-level evocation
target has innate spellcasting, it loses the Casting Time: 1 action
ability to cast one of its spells until it takes a Range: 60 feet
long rest. Components: V, S, M (a knot of wood)
Duration: Concentration, up to 10 minutes
Kiss of Torment You create a ladder of magical force that
4th-level necromancy is one foot wide and ten feet long. You may
Casting Time: 1 action place it vertically against a wall, lay it hori-
Range: Touch zontally so it can be used to cross gaps, or
Components: V, S have it lean at a 45 angle to be used as a
Duration: Concentration, up to 1 minute staircase. In any case, the ladder is firmly
You must touch a creatures bare flesh, anchored and will not move once placed.
either literally kissing the creature or brush- At Higher Levels. When you cast this spell
ing it with your fingertips. That creature may using a spell slot of 2nd level or higher, the
make a Constitution saving throw. On a suc- ladder increases ten feet in length for each
cess, the spell ends. On a failure, the creature slot level above 1st.
takes 4d6 psychic damage and is in so much
pain that it is incapacitated for the duration.

74
Laerals Cutting Hand You may also throw a vial at a fiend or
undead creature; on a successful hit, it causes
1st-level transmutation
4d6 radiant damage.
Casting Time: 1 action
Range: Self
Components: V, S Leaf into Dagger
Duration: 1 minute Transmutation cantrip
One of your hands gains a magical cut- Casting Time: 1 action
ting edge. The merest touch of your hand Range: Touch
will sever nonmagical ropes, sacks, and the Components: V, S, M (a normal leaf)
like. Unarmed strikes do 1d6 + your Strength Duration: Concentration, up to 1 minute
modifier in slashing damage. You transform any tree leaf into a magical
dagger that does 1d4 + your spellcasting
Laerals Invisible Blade ability modifier in piercing damage.. You
cannot be harmed by this blade and should
8th-level evocation
you drop it, it instantly becomes a leaf again.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bladed weapon, Legal Thoughts
which is consumed in the casting of the spell, 7th-level enchantment (ritual)
and a clear rock crystal) Casting Time: 10 minutes
Duration: 1 minute Range: 30 feet
You create an invisible, silent, magical Components: V, S
sword that attacks on its own, using your Duration: Permanent
spell attack modifier; it attacks one creature One target with an Intelligence of 5 or
you can see within range until you tell it to higher that you see within range is perma-
change targets. On a hit, it does 6d10 force nently compelled to follow one specific law
damage. The sword flies through the air with prevalent in the area in which you and the
a move of 50 feet. target both currently reside. A creature im-
mune to being charmed is unaffected by this
Laughing Water spell.
Each time the creature attempts to break
6th-level transmutation
that law, it must make a Charisma saving
Casting Time: 1 action
throw in order to do so.
Range: Touch
This does not place any moral restrictions
Components: V, S, M (a pinch of diamond
on the target and only requires that it obey
dust and a seed from any green plant)
the letter of the law, so it is perfectly capable
Duration: Permanent
of thinking up and exploiting loopholes.
You transform up to a gallon of water
into sweet, sparkling, gently glowing laugh-
ing water. Legerdemain
Imbibing at least a mouthful of laughing Conjuration cantrip
water removes any levels of exhaustion the Casting Time: 1 action
drinker may have and cures blindness, deaf- Range: 10 feet
ness, disease, and incapacitation. Components: V, S

75
Duration: 1 minute has no actual effect, whether it is deliberately
You perform a magic trick, of the sort or accidentally sprung.
normally performed by stage magicians.
You can change a Tiny creature or Lifeblend
object into another one.
8th-level necromancy (ritual)
You can hide an object or creature of
Casting Time: 10 minutes
up to Huge size by moving a curtain in front
Range: Touch
of it, by having it move behind an object, or
Components: V, S, M (a cage made of pre-
otherwise briefly obscuring it for a moment.
cious metals, worth at least 2,500 gp, and a lit
This only hides the target from vision; the
candelabra studded with as many candles as
target can still be heard, smelled, etc.
there creatures to blend and studded with
You can hide a Tiny object or creature
1,000 gp worth of rubies, which are all con-
in your palm, up your sleeve, in your hat,
sumed by the casting)
etc., hiding any bulges or sounds it makes,
Duration: Instantaneous
while creating an illusory duplicate of it that
You place two living beasts, humanoids,
lasts for three rounds.
giants, monstrosities, or plants (which must
You can cause any Tiny object that is
have an Intelligence of at least 1) in the cage
within 5 feet of you to appear in your hand.
and touch each of them while casting the
You conjure harmless mouse, song-
spell. When you finish casting the spell, each
bird, butterfly, or other such creaturethe
creature must make a Constitution saving
creature is actually taken from somewhere in
throw. If either of these rolls are successful,
a 1-mile radius. Because this is a real crea-
the spell fails.
ture, this version of legerdemain is permanent;
If both creatures fail their saving throws,
you may choose to send it back at the end of
then over the course of the next 24 hours, the
the spells duration.
creatures begin to mutate and join together,
You create a puff of colored smoke. It
taking on characteristics of both parent
provides light concealment for up to 2
creatures. The GM should roll a d20.
rounds.
Roll Result
Leomunds Trap Success. The resulting creature looks
2nd-level illusion (ritual) 1-5 more or less like a combination of its two
Casting Time: 1 minute original forms.
Bonding. The creatures are not truly
Range: Touch
6 melded together but instead are conjoined
Components: V, S, M (a small mechanism,
in some way.
which can be reused, and a piece of iron py- Imperfect Melding. The two creatures
rite and metal filings, which are consumed 7 have joined together in a tauric fash-
by the spell) ionhalf one creature and half the other.
Duration: Permanent Shapeshifter. The creature is melded but
You place a false trap which is covered can shift between its two parent forms
with an illusion to make it look like any sort 8 and may have a split personalityit does
of trap you like. Anyone searching for traps, not have a hybrid form.. The change
either mundanely or magically, will find it. It may be voluntary or involuntary.
9 Dominance. The creature looks mostly

76
like one of its original forms with only turn there. The other side of the wall deals no
hints of the original creature. damage.
Death. While it looks like the desired At Higher Levels. When you cast this
creature, something went horribly wrong spell using a spell slot of 6th level or higher,
with the transformation and it takes
10 the damage increases by 1d8 for each slot
15d10+20 necrotic damage. If it is still
level above 5th.
alive, it may be able to be nursed back to
health.
Lightning Rod
The resultant creatures attributes, abili- 3rd-level transmutation
ties, and attacks should be determined by the Casting Time: 1 action
GM, using the original creatures attributes Range: Touch (150-foot radius)
as a guideline. Components: V, S, M (a metal object weigh-
ing no more than 100 pounds)
Lightning Curtain Duration: 24 hours
6th-level evocation You touch a metal object of any sort that
Casting Time: 1 action weighs less than 100 pounds. Then, whenev-
Range: 120 feet er a stroke of lightning (natural, magical, or
Components: V, S, M (a piece of amber, a bit created from a breath weapon) occurs within
of fur, and a square of fine velvet) 150 feet of the rod, the lightning is redirected
Duration: Concentration, up to 1 minute to the rod, which destroys it. If a creature is
You create a wall of crackling lightning. in physical contact with the rod when it is
You can make the wall up to 60 feet long, 20 struck, that creatures takes full damage.
feet high, and 1 foot thick, or a ringed wall
up to 20 feet in diameter, 20 feet high, and 1 Lightning Shield
foot thick. 4th-level evocation
When the wall appears, each creature Casting Time: 1 action
within its area must make a Dexterity saving Range: Self
throw. On a failed save, a creature takes 5d8 Components: V, S, M (a small bit of marble)
lightning damage, or half as much damage Duration: 10 minutes
on a successful save. Crackling electrical sparks wreathes your
Any creature that ends its turn within 10 body for the duration, shedding bright light
feet of the wall and wearing metal armor will in a 10-foot radius and dim light for an addi-
attract a spark and must make a Dexterity tional 10 feet. You can end the spell early by
saving throw. On a failed save, a creature using an action to dismiss it.
takes 2d8 lightning damage, or half as much The sparks provide you with a warm
damage on a successful save. shield or a chill shield, as you choose. The
One side of the wall, selected by you when chill shield grants you resistance to lightning
you cast this spell, deals 5d8 lightning dam- damage, and the warm shield grants you
age to each creature that ends its turn within resistance to acid damage.
10 feet of that side or inside the wall. A crea- In addition, whenever a creature within 5
ture takes the same damage when it enters feet of you hits you with a melee attack, the
the wall for the first time on a turn or ends its shield erupts with electricity. The attacker

77
takes 2d8 acid damage from a warm shield, Lizard Limbs
or 2d8 lightning damage from a cold shield.
5th-level transmutation
Casting Time: 1 action
Lightning Storm Range: Self
8th-level evocation Components: V
Casting Time: 1 action Duration: Instantaneous
Range: 150 feet You may shed up to two limbs (arms,
Components: V, S legs, tail, wings) at will without suffering
Duration: 1 minute any damage or pain. Lost limbs begin to
A storm made of crackling electricity ap- grow again an hour after they were lost and
pears in a location you choose within range. regrow completely within 24 hours; if the
The area of the storm consists of up to ten 10- lost limb is recovered within 1 minute, it can
foot cubes, which you can arrange as you be reattached by holding it against the
wish. Each cube must have at least once face stump.
adjacent to the face of another cube. Each
creature in the area must make a Dexterity Log to Lizard
saving throw. It takes 4d10 lightning on a
4th-level transmutation
failed save, or half as much damage on a
Casting Time: 1 action
successful one, each round that the creature
Range: 60 feet
ends its turn in the storm and for one round
Components: V, S, M (a piece of reptilian
afterwards.
skin)
Duration: 1 minute
Liquid Orb You may transform a log or branch of at
Conjuration cantrip least 6 feet in length into a crocodile (Monster
Casting Time: 1 action Manual, p.320). It will fight under your direc-
Range: Self tion.
Components: V, S At Higher Levels. If you cast this spell
Duration: 10 minutes with a 6th-level or higher spell slot, it turns
You create a pint of any nonflammable, into a giant crocodile (p.324) instead.
nonacidic liquid you wishwater, juice, dye,
ink, mediocre beer, chicken broth, etc. It ap- Longevity
pears as a sphere and remains that way
8th-level necromancy
through magical surface tension. The liquid
Casting Time: 24 hours
can be anywhere within 10 degrees of room
Range: Self
temperature but cannot be above boiling or
Components: V, S, M (rare fruits and vege-
below freezing.
tables worth at least 500 gp, which you burn
The amount of liquid you create increases
during the course of the casting)
to 1 quart when you reach 5th level, 1 gallon
Duration: Permanent
when you reach 11th level, and 10 gallons
You increase your lifespan by 2d10 +
when you reach 17th level.
twice your spellcasting ability modifier, and
slow your aging down proportionately.

78
When you cast this spell, you must make the creature with whom it was in love are
a Constitution saving throw at advantage. If fighting it. If it fails the saving throw, it is
you fail, you instantly age to death. Other- charmed. The creature does not realize it was
wise, your lifespan increases. charmed when the spell ends.

Lorloveims Creeping Shadow Mage Tunnel


5th-level illusion 9th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Up to 1,000 miles
Components: V, S, M (a source of light and a Components: V, S, M (a 1-inch length of
small statuette of yourself made out of obsid- copper tubing engraved with silver runes)
ian) Duration: Concentration, up to 10 minute.
Duration: Concentration, up to 1 minute You open up a wormhole between your
Your shadow elongates and stretches current location and an area well known to
away from your body, moving under your you that is no more than 1,000 miles away
mental command. It has a speed of 15 feet that is out-of-doors. If you or anyone else
and can move up to 150 feet away from you. comes within 5 feet of either opening, that
You can see, hear, and speak through the creature may make a Dexterity saving throw
shadow, although it is otherwise a normal or get sucked through and instantly expelled
shadow and you cannot use it to manipulate at the other end.
objects, attack, or cast spells. Your shadow The mage tunnel can stay open for as long
can be attacked with magical weapons and as 10 minutes, but you can dismiss it as a
spells, although it has resistance to all forms bonus action.
of physical attack. It has your AC and any
damage it takes is taken from your hit points. Magic Susceptibility
You can also spend you action to move
8th-level transmutation
your shadows senses into the Shadowfell,
Casting Time: 1 action
although you still cannot affect other objects
Range: Touch
through it.
Components: V, S
Duration: Permanent
Love Charm One creature you touch gains disad-
5th-level enchantment vantage on all saving throws against magical
Casting Time: 1 action spells, permanently. That creature may make
Range: 30 feet a Wisdom saving throw to avoid the effect. A
Components: V, S, M (something belonging remove curse, greater restoration, or wish spell
to the spells subject and target) will remove this effect.
Duration: 12 hours
You attempt to charm a humanoid you Magical Tether
can see within range so that it falls madly in
1st-level evocation
love with either you or a target of your
Casting Time: 1 action
choice. The creature must a Wisdom saving
Range: 100 feet
throw, and does so with advantage if you or
Components: V, S

79
Duration: Concentration, up to 1 minute The creature had disadvantage on all
You may cast this on any beast or mon- attack, damage, and saving throws.
strosity with an Intelligence of 4 or less, or The creature is paralyzed for the dura-
willing creature with an Intelligence of 5 or tion of the spell.
greater. You create an unbreakable magical All attacks and spells deal an addi-
leash that only you can touch. The object or tional 1d12 necrotic damage to the target.
creature the leash is attached to cannot go The creature begins to slowly die. Af-
farther than 100 feet from you. ter every long rest, it takes 1d10 damage of a
You can use this tether to pull at the ob- type of your choice and its hit point total is
ject or creature and cause it to return to your reduced by 1 point. Its total is restored to
side. normal only after this curse is lifted.
Whenever the creature encounters a
Magnetism particular substance, it becomes incredibly
nauseated. It must make a Constitution sav-
5th-level transmutation
ing throw or become incapacitated for 2d6
Casting Time: 1 action
rounds due to vomiting and dry heaves and
Range: Touch
be poisoned for 10 minutes.
Components: V
A remove curse ends this effect. At the
Duration: Concentration, up to 1 minute
DMs option, you may choose an alternative
You imbue an object made of iron or steel
curse effect, but it should be no more power-
with magnetic properties. Any object made
ful than those described above. The DM has
of a ferrous metal that comes within 30 feet
final say on the curses effect.
of the magnet is attracted to the magnet at
At Higher Levels. If you cast this spell
will stick to it. It requires a Strength (Athlet-
using a spell slot of 7th level, the duration is
ics) check (DC equal to your spell save DC)
24 hours. If you use a 9th-level spell slot, the
to free a stuck item. If a creature is holding a
spell lasts until it is dispelled. Using a spell
ferrous metal item, it must make a Strength
slot of 7th level or higher grants a duration
saving throw each round it is within 30 feet
that doesnt require concentration.
to hold on to it.

Major Curse Mass


3rd-level transmutation
6th-level necromancy
Casting Time: 1 action
Casting Time: 1 action
Range: 100 feet
Range: Touch
Components: V, S, M (the feather of a hum-
Components: V, S
mingbird and the toenail of an elephant)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes
You touch a creature, and it must succeed
You can control the weight of one item
on a Wisdom saving throw or become cursed
you choose within range, making it heavier
for the duration of the spell. When you cast
or lighter by 25%.
this spell, choose the nature of the curse from
At Higher Levels. When you cast this spell
the following options:
using a spell slot of 4th level or higher, you
Choose one ability score. That ability
can make an item heavier or lighter by an
is reduced to 3.
additional 10% for each slot level above 3rd.

80
Mass Contagion Mass Protection from Energy
8th-level necromancy 6th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: 7 days Duration: Concentration, up to 1 hour
You inflict a horrible disease on up to 12 For the duration, you and up to eight
creatures you can see within range. Each tar- willing creatures you can see within range
get must make a Constitution saving throw. have resistance to one damage type of your
On a failed save, it contracts a disease of choice: acid, cold, fire, lightning, or thunder.
your choice described in the contagion spell.
Mass Protection from Evil and Good
Mass Dominate Person 4th-level abjuration
7th-level enchantment Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 100 feet Components: V, S, M (holy water or pow-
Components: V, S dered silver and iron, which the spell con-
Duration: Concentration, up to 1 minute sumes)
You attempt to beguile up to 12 human- Duration: Concentration, up to 10 minutes
oids you can see within range. They must For the duration, you and up to eight will-
succeed on a Wisdom saving throw or be ing creatures you choose that are within
charmed by you for the duration. This spell range are protected against certain types of
is otherwise identical to dominate person. creatures: aberrations, celestials, elementals,
At Higher Levels. When you cast this fey, fiends, and undead.
spell using a 8th-level spell slot, the duration The protection grants several benefits.
is concentration, up to 10 minutes. When you Creatures of those types have disadvantage
use a 9th-level spell slot, the duration is con- on attack rolls against the target. The target
centration, up to 1 hour. also cant be charmed, frightened, or pos-
sessed by them. If the target is already
Mass Jump charmed, frightened, or possessed by such a
creature, the target has advantage on any
3rd-level transmutation
new saving throw against the relevant effect.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a grasshoppers hind Memory Read
leg) 4th-level divination
Duration: 1 minute Casting Time: 1 action
Up to 8 creatures you can see within Range: 10 feet
range have their jump distance tripled until Components: V, S, M (a small piece of linen
the spell ends. cloth woven with a few threads of gold,
worth at least 10 gp)
Duration: Concentration, up to 1 minute

81
You may read the memory of a single Mindkiller
target that you can see within range. You
7th-level enchantment
experience the memory in far less timeone
Casting Time: 1 action
hour of memory takes you only one round to
Range: 300 feet
experiencebut with full intensity. The tar-
Components: V, S, M (a gemstone worth at
get experiences the speeded-up memory at
least 1,000 gp)
the same time as you do.
Duration: Special
An unwilling target may make a Wisdom
You completely suppress the personality
saving throw. If the target is deliberately try-
of a single humanoid, turning its body into a
ing to keep that memory a secret or suppress
mindless automaton. It follows your tele-
it, it gets advantage on the saving throw.
pathic orders, as long as you are within 300
Casting this spell causes you mental
feet.
drain. You take 2d6 psychic damage.
You can force the target to perform any
sort of task that it normally could. You can
Merchants Glamer force it to speak, although its voice will be
3rd-level illusion nearly inflectionless. You can also use your
Casting Time: 1 action action to see and hear through the targets
Range: 10 feet senses. You can make the target engage in
Components: V, S, M (a tuft of wool) combat or use its class abilities, including
Duration: 24 hours spells, but it requires your full concentration;
You make material goods that are for sale you can take no other actions while com-
appear to be much finer than they actually manding the target.
are. You may control the target for a number
If one of these altered items is touched of days equal to twice your spellcasting abil-
with a piece of iron, it has a 25% chance of ity modifier. At any point during that time,
instantly reverting back to normal. you may dismiss the spell and let the targets
mind reassert itself. The target will know
Metal Shape that you have controlled it and will remem-
ber what actions you have forced it to do. In
5th-level transmutation
addition, this spell can be broken with a
Casting Time: 1 action
greater restoration or remove curse.
Range: Touch
If you allow the spell to continue, then
Components: V, S, M (lead, which must be
when it expires, the creatures personality
worked into roughly the desired shape of the
dies and body die. In addition, you must
metal object)
make a Constitution saving throw or take
Duration: Instantaneous
5d6 psychic damage.
You touch a piece of metal of Medium
size of smaller and form it into any shape
that suits your purpose. You can attempt to Mirage
create an object with moving parts or a sharp 4th-level illusion
edge, but there is 25% chance that it will not Casting Time: 1 action
come out correctly. Range: 60 feet
Components: V, S, M (seven drops of water)

82
Duration: 6 hours target to make one Intelligence saving throw
You create an elusive mirage on the hori- to negate the spell.
zon that beckons convincingly but never gets This spell also can be dispelled through
any closer. It occupies no more than a 45 use of the remove curse or dispel magic spell.
arc, vertically or horizontally, and always
appears fuzzy and indistinct. Mistaken Missive
All creatures who are capable of seeing it
2nd-level transmutation
when you cast the spell must make a Wis-
Casting Time: 1 action
dom saving throw; if they fail, they see the
Range: Touch
mirage. The creatures do not need to be fac-
Components: V, S, M (three drops of ink)
ing the mirage; a creature that is facing away
Duration: Permanent
will still see a flicker in the corner of its eye.
You cast this spell on up to ten pages of
If the mirage depicts something very de-
text. Over the course of a week, the text will
sirable, anyone failing the first saving throw
slowly change.
must make a second one or feel compelled to
On the first day, it will become faint, as if
head towards the vision for the duration of
the writer was running out of ink. On the
the spell. Creatures who are immune to be-
second through fourth days, the words be-
ing charmed cannot be affected by this spell.
come gibberishthe text is aligned in groups
of letters and punctuation, but nearly all the
Mirage of Despair words are meaningless. On the fifth day, the
4th-level illusion letters have become real words, but the sen-
Casting Time: 1 action tences make no sense. On the sixth day, and
Range: 60 feet thereafter, the message is coherent but con-
Components: V veys the exact opposite of the original mean-
Duration: 6 hours ing.
You affect one target in range that you
can see. That target must make a Wisdom Moon Rune
saving throw. If it fails, it sees everything
2nd-level illusion
around it in the worst possible light. Allies
Casting Time: 1 action
look hateful or even become monsters, a
Range: Touch
beautiful garden appears dying and covered
Components: V, S, M (metallic ink)
in rot, a tranquil pool looks covered in slime
Duration: Permanent
and filled with dead fish.
You write up to seven nonmagical runes
The target becomes frightened of the
on any surface. This mark remains invisible
most horrific-looking thing for the duration
until conditions you specify during the cast-
of the spell. If that object is removed from the
ing of this spell. The condition can be any-
targets sight for more than ten minutes, the
thing: a specific time of day or year, when
target will become frightened of something
moonlight (or light from a certain phase of
else. The target will also become increasingly
the moon) illuminates the runes, or when the
paranoid during this time.
surface is touched by a member race, sex, or
An ally of that target may attempt to talk
class, and so on.
the target out of the delusion, allowing that

83
The rune is permanent; when the condi- Mordenkainens Defense Against Ly-
tion goes away, so do the runes, but they
reappear the next time the condition is met. canthropes
The runes can also be read by someone 4th-level abjuration
casting see invisible or true seeing. Casting Time: 1 action
At Higher Levels. When you cast this Range: Touch
spell with a spell slot of 3rd level or higher, Components: V, S, M (a crushed moonstone
you can increase the number of runes you worth at least 30 gp)
can write by seven for each spell slot above Duration: 1 minute
2nd. You or one willing creature you touch has
resistance to a lycanthropes bite or claw at-
tacks, and advantage when making a Consti-
Moonbow
tution saving throw to resist contracting ly-
5th-level conjuration
canthropy.
Casting Time: 1 action
Range: Self
Components: V, S, M (a thread woven out of Mordenkainens Defense Against
cobweb) Beasts
Duration: Concentration, up to 1 minute 3nd-level abjuration
You create a glowing crystalline bow or Casting Time: 1 action
crossbow with a thin beam of silver light as Range: Touch
the bowstring. When you draw the bow- Components: V, S, M (a feather, a bit of fur, a
string back, a silvery arrow coalesces, ready dead insect, or a scale)
for you to fire. If you Duration: 1 minute
When you fire an arrow, it does 2d10 + You or one willing creature you touch has
your spellcasting ability modifier in piercing resistance to the natural attacks of one kind
damage plus 1d10 radiant damage on a hit. of beast: avians, mammals, insects and
Against undead, it does an additional 3d10 arachnids, or reptiles. The resistance is effec-
radiant damage and outlines the undead tive against normal, giant, and dire versions
with pale, flickering moonlight that acts of those creatures.
identically to faerie fire.
Streams a trail of glowing motes of moon-
light behind the arrow. The motes cast dim Mordenkainens Defense Against
light to a radius of 5 feet and continue to do Slime
so for the duration of the spell. 3rd-level abjuration
At Higher Levels. If you cast this spell Casting Time: 1 action
with a slot of 6th level or higher, it inflicts an Range: Touch
additional 1d10 radiant damage for each slot Components: V, S, M (a bit of mold)
level above 5th. Duration: 1 minute
You or one willing creature you touch has
resistance to the natural attacks of fungal
plant creatures and all types of oozes.

84
Music of the Spheres Nap
4th-level enchantment 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Touch
Components: V, S, M (three ribbons, one, Components: V, S, M (a piece of pillow stuff-
four, and nine inches long that made from ing, a feather, and a pebble)
fine silver thread and worth 100 gp each) Duration: 1 hour
Duration: Concentration, up to 10 minutes One willing creature you touch takes a
Utterly beautiful cosmic music begins short rest which as refreshing as a long rest.
playing around you. All creatures within A creature can only be affected by this spell
range become so distracted by the music and once every 24 hours. Creatures that are im-
must make a Wisdom saving throw or be at mune to exhaustion cannot be affected by
disadvantage on all attacks against you, and this spell.
at all attempts to resist any affect that would
charm them. Nature Call
Conjuration cantrip
Mystic Rope Casting Time: 1 action
3rd-level conjuration Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 300 feet Duration: Concentration, up to 1 hour
Components: V, S, M (a rope made of braid- You summon fey spirits that take the
ed hairs from a nightmare or a pegasus) form of beasts and appear in unoccupied
Duration: 10 minutes spaces you can see within range. Choose one
You create a magical, 100-foot long rope. of the following options:
You can mentally move the rope (it moves One beast of challenge rating 1/8.
with a speed of 20 feet). The rope has two Two beasts of challenge rating 0.
functions, climbing and entangling, and each Each beasts is also considered fey, and it
round you may choose which function you disappears when it drops to 0 hit points or
wish to use. when the spell ends. The summoned crea-
Climbing. The rope can climb up walls tures are friendly to you and your compan-
or cliffs, and secure and knot itself. It can ions. Roll initiative for the summoned crea-
also form a loop and hoist or lower weights tures as a group, which has its own turns.
up to 500 pound. You can command the rope They obey any verbal commands that you
to unknot and return to you. issue to them (no action required by you). If
Entangling. You can throw the rope you dont issue any commands to them, they
(range of 30 feet), or command it to move on defend themselves from hostile creatures,
its own. The rope will attack, using your but otherwise take no actions.
spell attack modifier. On a hit, it grapples the At Higher Levels. You summon twice as
target (escape DC equal to your spell save many creatures when you reach 5th level,
DC), and the target is restrained until the three times as many when you reach 11th
spell ends or you retract the rope. level, and four times as many when you
reach 17th level.

85
what dimmer than the light produced by the
Natures Charm faerie fire spell. You may control the light
from as far as 20 feet away.
5th-level enchantment
Casting Time: 1 action
Range: Self (30-foot radius) Needlestorm
Components: V, S 4th-level transmutation
Duration: 24 hours Casting Time: 1 action
You cause one natural place to exert a Range: 100 feet
special fascination to all creatures other than Components: V, S, M (a pine needle)
yourself and those native to the area. Any Duration: Instantaneous
creature who enters the area must make an One pine tree, cactus, or other needle- or
Intelligence saving throw to leave; otherwise, spine-bearing plant within range releases its
it will make up excuses as to why it wishes needles in a deadly barrage. All creatures
to stay. A creature will fight fiercely if some- within 10 feet (for a plant under ten feet in
one attempts to make it leave the area, but height) or 30 feet (for a plant over ten feet)
will otherwise remain there peacefully. must make a Dexterity saving throw or take
4d12 piercing damage.
Nectar At Higher Levels. If you cast this spell
with a slot of 5th level or higher, it inflicts an
3rd-level conjuration
additional 1d12 piercing damage for each
Casting Time: 1 action
slot level above 4th.
Range: Touch
Components: V, S
Duration: 1 round Nerve Dance
You milk a living flower and squeeze 6th-level necromancy
out up to a quart of nectar. This nectar is Casting Time: 1 action
mildly alcoholic and tastes of the plant from Range: 100 feet
which it was produced, and is generally con- Components: V, S, M (a six-inch strand of
sidered to be on par with decent wine. red spider silk and a torch)
The nectar can be bottled; it will last for a Duration: Concentration, up to 1 minute
week before spoiling. You hold your hand out and three glow-
ing red streamers shoot out. Each of these
Nchasers Glowing Globe streamers wraps around a target of your
choice within range, using your spell attack
3rd-level evocation
modifier to hit.
Casting Time: 1 action
On a hit, they wrap around a target,
Range: Touch
grappling it (escape DC equal to your spell
Components: V, S, M (a globe of high-
save DC), and must make a Wisdom saving
quality colored glass)
throw. The creature takes 7d6 psychic dam-
Duration: Permanent
age and is incapacitated due to incredible
You fill the globe with a flickering light,
pain for 1 minute on a failed saving throw, or
much like the one created by continual flame.
half as much damage and is incapacitated for
However, you can control the intensity of the
the next round on a successful one.
light, making it as bright as a torch to some-

86
Nightscar Duration: Instantaneous
You bring forth a blast of dark energy
3rd-level illusion
from the Negative Plane, sending it to a
Casting Time: 1 action
point you choose within range, at which
Range: 90 feet
point expands in a burst. Each creature in a
Components: S
20-foot radius sphere centered on that point
Duration: 1 week
must make a Dexterity saving throw. A crea-
You place a magical mark on a creature
ture takes 6d6 necrotic damage and have its
which can only be seen by you, that creature,
speed reduced to half for 1 minute on a
and up to seven other individuals named by
failed saving throw, or half as much on a
you when you cast the spell. It can also be
successful one and have its speed reduced by
seen by someone casting see invisible or true
5 feet.
seeing. The mark remains on the target and
At Higher Levels. When you cast this spell
visible to those who can see it no matter
using a spell slot of 5th level or higher, the
what efforts are made by that creature to
damage increases by 1d6 for each slot level
hide the mark, including attempting to mask
above 4th.
it with clothing, illusions, or shapeshifting.

Nymphs Beauty Nystuls Radiant Baton


3rd-level evocation
7th-level enchantment
Casting Time: 1 action
Casting Time: 1 action
Range: Self
Range: Self (30-foot radius)
Components: V, S, M (a crystal prism, which
Components: V, S, M (a nymphs tear)
shatters when you cast the spell, and seven
Duration: Concentration, up to 10 minutes
small silver rods, which can be reused)
You become blindingly beautiful. Any
Duration: Concentration, up to 1 minute
humanoid within range who can see you
You summon a slender baton made of
must make a Constitution saving throw or
glowing, colored light, drawn directly from
become blinded. A lesser restoration spell will
the Elemental Plane of Radiance. You have
be needed to remove this effect.
proficiency in using it and on a hit it does
If you remove your clothing or are al-
2d8 + Strength modifier in radiant damage.
ready naked, any creature who sees you and
In addition, it has an extra affect which de-
who is not blinded takes 10d8 psychic dam-
pends on what color you chose it to have
age.
when you cast the spell:
This spell can be used by both men and
Red Baton. The target takes an addi-
women and affects both men and women
tional 2d8 fire damage.
equally.
Orange Baton. The target takes an
additional 2d8 poison damage.
Nystuls Blacklight Burst Yellow Baton. The target takes an ad-
4th-level evocation ditional 2d8 thunder damage.
Casting Time: 1 action Green Baton. The target takes an addi-
Range: 100 feet tional 2d8 acid damage.
Components: V, S, M (a bit of dirt from a Blue Baton. The target takes an addi-
ghouls grave) tional 2d8 lightning damage.

87
Indigo Baton. The target takes an ad- Obedience
ditional 2d8 force damage.
6th-level enchantment
Purple Baton. The target takes an ad-
Casting Time: 1 action
ditional 2d8 psychic damage.
Range: Touch
At Higher Levels. When you cast this spell
Components: V, S, M (a golden circlet, neck-
using a spell slot of 4th level or higher, the
lace, or bracelet worth at least 1,000 gp)
damage increases by 1d8 radiant and 1d8
Duration: Permanent
color-specific damage for each slot level
You place the circlet, necklace, or bracelet
above 3rd.
on an aberration, dragon, humanoid, giant,
or monstrosity with an Intelligence of 5 or
Oathbinding more, and then cast the spell. The creature
5th-level enchantment (ritual) makes a Wisdom saving throw. On a failure,
Casting Time: 10 minutes the creature is bound by the circlet and can-
Range: Touch not remove it.
Components: V While wearing the circlet, you may issue
Duration: 1 year orders to the creature. If the creature refuses
You or one willing creature you touch the order, you may activate the circlet. For
vows to behave in a certain way for the each round the circlet is activated, the crea-
length of the oath and, if it breaks its vow, to ture suffers 1d10 psychic damage and is
perform a certain act of contrition, which stunned due to incredible pain. You may
must be feasibly possible and not be suicidal deactivate the circlet at any time.
in nature. Because this spell only affects will- You may choose to remove the circlet at
ing creatures, it is effective on creatures that any time. A dispel magic, remove curse, or wish
are immune to being charmed. spell also will remove it. Finally, at every
If the creature breaks its vow, even un- midnight, the creature, if it is awake, can
knowingly, it takes 1d10 psychic damage. If make a new saving throw at disadvantage.
the creature then fails to perform the chosen On a success, the creature can remove the
act of contrition within 1 week, it takes 5d10 circlet and is freed.
psychic damage, and its hit point total is re-
duced by that amount, until it performs the Obolds Brightness
act of contrition.
6th-level evocation
Breaking the vow and performing the act
Casting Time: 1 action
of contrition does not end the spell. You may
Range: 150 feet
choose to end the spell early by using an ac-
Components: V, S, M (a scrap of fur and a
tion to dismiss it, and a remove curse, greater
tangle of wire)
restoration, or wish spell also ends it.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell
A thick cloud appears, seeping up from
using a spell slot of 7th level or higher, the
the ground, in a location you choose within
spell lasts until it is ended by one of the
range. It glows white and is shot through
spells mentioned above.
with sparks, which are actually tiny bolts of
lightning. The cloud consists of ten 10-foot
cubes, which you can arrange as you wish.

88
Each cube must have at least once face adja- Range: 30 feet
cent to the face of another cube. Components: V, S
The clouds area is heavily obscured, All Duration: Special
creatures in the area must make a Dexterity You magically resize one mundane outfit
saving through or take 6d6 lightning damage or suit of armor to fit you or another creature
on a failed saving throw, or half as much on within range you can see.
a successful one, each round that the creature When the wearer removes the outfit or
ends its turn in the cloud. armor, it reverts to its normal size.

Odeens Magic Cloud Orison


Evocation cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (30-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Special
You create a cloud that fills a five-foot The most basic prayers that an acolyte
cube at any point within range. You can learns, orisons are used to hone the
freely move the cloud at a speed of 40 feet by spellcasting ability of priests. You create one
concentrating on it; when you stop concen- of the following effects within range.
trating, it drifts on the wind. When you cre- You cause mundane pain and nausea
ate the cloud, you choose one of three op- to lessen for up to 1 hour, or heal one crea-
tions: ture other than yourself of 1d4 hit points of
Misty Cloud. You direct the cloud to damage.
cover a small area on the ground, typically You bless a meal (food to be shared by
around an object or creature. The clouds up to four individuals), and roll a d4. Add
area is lightly obscured. that number to any saving throw to avoid
Storm Cloud. You create a personal being poisoned by that meal or drink.
storm cloud directly over a target. At the be- One candle cannot be extinguished by
ginning of your round, you may use a bonus any means for as long as you hold it.
action to direct a lightning bolt to strike the You offer up a quick prayer along the
target. The target may make a Dexterity sav- lines of give me strength! or dont let me
ing throw, or take 1d6 lightning damage on a fail! The GM secretly rolls 2d20 and records
failed save, or no damage on a successful the better of the two rolls. At some point dur-
one. ing the next hour, you may choose to replace
Rainbow Cloud. The cloud emits an- your roll with that roll, for good or for ill.
ywhere up to five small, pretty rainbows. You cause one creature you see within
This is primarily designed to impress view- range to gain a +1 to their attack or saving
ers. throw for the next minute.
You cause one creature you see within
Odeens Magic Tailor range to suffer a -1 penalty to its attack or
saving throw for the next minute.
Transmutation cantrip (ritual)
Casting Time: 1 minute

89
Otilukes Fire and Ice the duration increases by an extra day for
each slot level above 3rd.
8th-level evocation
Casting Time: 1 action
Range: 300 feet Otilukes Siege Sphere
Components: V, S, M (a pinch of phospho- 7th-level evocation
rous and a small quartz crystal) Casting Time: 1 action
Duration: Instantaneous Range: Touch
Two bright streaks of energy, one red and Components: V, S, M (a pinch of diamond
one blue, flash from your pointing finger to a dust)
point you choose within range. The red Duration: 10 minutes
streak explodes in a 20-foot-radius sphere You create a large, bolder-sized unbreak-
centered on that point; a split-second later, able sphere of force that can be fired from a
the blue streak explodes. Each creature with- catapult or trebuchet (and thus uses that
in that radius must make a Dexterity saving siege equipments range). You designate
throw. A creature takes 6d6 fire damage and what form you wish the sphere to take:
6d6 cold damage, and then 3d6 bludgeoning Crystal Shards. The sphere splinters
damage due to the resultant shock wave on a apart while 30 feet above the target. All crea-
failed save, or half as much damage on a tures in a 20-foot radius beneath it must
successful one. make a Dexterity saving throw. A creature
At Higher Levels. When you cast this spell takes 10d6 force damage on a failed saving
using a spell slot of 8th level or higher, the throw, or half as much damage on a success-
fire and cold damage increases by 1d6 for ful one.
each slot level above 7th. Liquid Fire. The sphere shatters on
impact, spraying sticky fire in a 30-foot radi-
Otilukes Orb of Containment us. All creatures in that area must make a
Dexterity saving throw. A creature takes 6d6
3rd-level evocation
fire damage on a failed saving throw, or half
Casting Time: 1 action
as much damage on a successful one; all
Range: 60 feet
creatures also take 2d6 fire damage each
Components: V, S, M (a diamond worth at
round for 2d8 rounds. The sticky fire also
least 100 gp, which is shattered when the
sets all combustibles on fire.
spell is cast)
Wrecking Ball. The sphere becomes as
Duration: 1 day
hard as adamantine and twice as heavy. It
You create a container made of pure mag-
does 8d8 bludgeoning damage. Objects and
ical force, which forms around a substance of
buildings take twice as much damage.
your choice, up to one pound. The container
is completely unbreakable and inside of it,
the object is held in stasis so it doesnt age. Ottos Chime of Release
When the spell ends, the contents inside the 1st-level transmutation
orb are released. Casting Time: 1 action
At Higher Levels. When you cast this Range: Self (30-foot radius)
spell using a spell slot of 4th level or higher, Components: V, S, M (a small brass chime)
Duration: 1 round

90
You gently ring the chime and magical Duration: Concentration, up to 1 minute
vibrations issue forth. These vibrations in- You point to a spot within range and
stantly release any form on nonmagical bind- begin humming. All aberrations, beasts,
ings on a single individual you can see with- dragons, monstrosities, oozes, and plants
in range: ropes are untied, chains and shack- with an Intelligence of 1 to 4 that are in a 20-
les are loosened, stocks are opened, gags are foot-radius of that spot must make a Wisdom
removed, bridles and saddles are unbuckled, saving throw. Creatures that are actively be-
and so on. ing hostile, either to you or to something
else, have advantage on that roll.
Ottos Drums Creatures who fail hear the soothing hum
and become calm. They stop what they doing
4th-level enchantment
in order to hear the sound and will show no
Casting Time: 1 action
fear or aggression unless you or your com-
Range: Self (100-foot radius)
panions attack them first. In addition, those
Components: V, S, M (a pair of miniature
creatures will be at disadvantage on saving
bronze drums)
throws to resist being charmed.
Duration: Concentration, up to 10 minutes
This spell is used to rally or demoralize
troops. You choose which effect you wish to Pain
use. Necromancy cantrip
Drums of Despair. The sound of op- Casting Time: 1 action
pressively loud war drums fills the area. All Range: Touch
creatures within that area, except for allies Components: V, S
you designate, must make a Wisdom saving Duration: 1 minute
throw. A creature who fails is filled with One creature you touch is wracked by
dread and despair and be at disadvantage on horrific pains. For the duration of the spell,
all saving throws for the duration. In addi- that creature is at disadvantage on attack
tion, whenever an affected creature rolls a 20 rolls and ability checks.
when rolling to attack, that creature must At the beginning of each of its turns, the
reroll. creature may make a Constitution saving
Rousing Anthem. The sound of throw, ending the effect on a success.
rhythmic, encouraging drums fills the area.
All allies you designate are at advantage on Phantom Arms and Armor
all saving throws for the duration. In addi-
3rd-level illusion
tion, whenever an affected creature rolls a 1
Casting Time: 1 action
when rolling to attack, that creature may re-
Range: Touch
roll.
Components: V, S, M (a small piece of
mithral worth at least 10 gp)
Ottos Soothing Vibrations Duration: 1 hour
2nd-level enchantment You or one willing creature you touch
Casting Time: 1 action gains semi-illusory armor and weapon of
Range: 100 feet your choice, which can look like anything
Components: V you wish. Until the spell ends, the targets

91
base AC becomes 15 + its Dexterity modifier. or higher spell slot, it can fly at the same
The weapon, regardless of its appearance, speed at which it can runyou may choose
does 2d6 + its Strength or Dexterity modifier if it appears to have wings or not.
in force damage.
Pillar of Borogar
Phantom Plow 5th-level transmutation
Evocation cantrip Casting Time: 1 action
Casting Time: 1 minute Range: 100 feet
Range: Self (50-foot line) Components: V, S, M (a small cylinder of
Components: V, S flame)
Duration: Instantaneous Duration: Permanent
You create a deep furrow in the ground, You point at a spot within range and a 10-
suitable for planting, that extends from your foot-wide pillar of earth, stone, or clay erupts
feet to up to 50 feet away. It will not work on from the ground. You can raise or lower it at
earth that is consecrated or under a long- will to a maximum height of 100 feet, at a
term spell. rate of 30 feet. You can choose to have it be
You create additional furrows when you 20 feet wide with a maximum height of 50
reach 5th level (2 furrows), 11th level (4 fur- feet.
rows), and 17th level (8 furrows). If crushed against a roof, it causes 2d8
bludgeoning damage and may eventually
Phantom Steed break through the roof. The pillar is vertical
and cannot be grown horizontally or diago-
3rd-level illusion (ritual)
nally.
Casting Time: 1 minute
At Higher Levels. When you cast this
Range: 10 feet
spell with a spell slot of 6th level or higher,
Components: V, S
you may create another pillar for each spell
Duration: 8 hours
slot above 5th.
You create a semi-illusory horse that can
only be ridden by one person you designate.
This steed is smoke-colored and has blank Pit
white eyes, and makes no noise when it 4th-level transmutation
walks. It comes with a bridle and saddle that Casting Time: 1 action
appear to be made of pale leather. Range: 100 feet
The phantom steed is an object that has Components: V, S, M (a moles claw)
AC 18, 20 hit points, a Strength of 20, and a Duration: Instantaneous
speed of 60. A pit 20 feet deep and 20 feet across ap-
At Higher Levels. When you cast this pears at a point you indicate within range.
spell with a higher spell slot, the steed gains This doesnt work on natural or worked
additional abilities. When cast with a 4th- stone. If you cast this spell directly under-
level spell slot, it is not slowed down by dif- neath or in front of a creature, that creature
ficult terrain. When cast with a 5th-level spell may make a Dexterity saving throw to avoid
slot, it can walk and run on water as if it falling. Those who fall in take 2d6 bludgeon-
were dry ground. When cast with a 6th-level ing damage from the fall.

92
Pool of Deeds Possess
7th-level divination 5th-level necromancy (ritual)
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: 500 feet
Components: V, S, M (a handful of colored Components: V, S, M (a bowl or stick of in-
powder) cense and a figurine of the being to be pos-
Duration: 24 hours sessed)
You turn a pool of water that is anywhere Duration: Concentration, up to 1 hour
from 1 foot to 30 feet in diameter as a story- You release your soul from your body
teller. It shows, in images only, the deeds of and possess another humanoid or beast. That
any one person you name, living or dead. creature must make a Charisma saving
You must name which deeds you wish to see throw to resist. If it fails, you take over its
(i.e., the deeds must be publically known), body.
but the pool will show even unknown de- The target becomes incapacitated and
tails. It will show the event in realtime. If unconscious. While in control of this body,
there are details that the named person does you have resistance to all forms of damage
or did not want known, you must make a DC except for psychicinjuries your body takes
18 Intelligence check to reveal them. will appear, in reduced form, on your actual
body. You may use the target bodys
Poison Strength, Dexterity and Constitution but you
retain your own Intelligence, Wisdom, and
6th-level necromancy
Charisma. You do not have access to the tar-
Casting Time: 1 action
gets knowledge, memories, class features, or
Range: Touch
proficiencies.
Components: V, S
If the body you are in drops to 0 hit
Duration: Permanent
points, the possession ends and you must
You dose a creature you touch with an
make a Charisma saving throw. You take 6d6
extremely potent toxin. The creature is poi-
psychic damage on a failed saving throw, or
soned for 1 day and must make a Constitu-
half as much on a successful one. You may
tion saving throw. On a success, the creature
choose to end the possession at any time.
is unaffected. On a failure, the creature takes
A target is immune to your attempts to
1d6 poison damage every hour for 24 hours,
possess it for 24 hours after succeeding on
and its hit point total is reduced by that
the saving throw or the possession ends.
amount. If the creatures hit point total is
reduced to 0 by this effect, the creature dies.
The creatures hit point maximum will be Power Word Banish
restored once it is no longer poisoned and 9th-level conjuration
has taken a long rest. Casting Time: 1 action
At Higher Levels. When you cast this Range: 30 feet
spell with an 8th-level or higher spell slot, Components: V
the poison does 1d10 damage every hour. Duration: Instantaneous
You utter a word of great power that
forces one elemental, fiend, or celestial that

93
you can see within range to immediately re- Duration: 1 week
turn to its home plane. Up to 250 pounds of raw food will remain
perfectly preserved for one week. This spell
Power Word Blind does not work on cooked food, nor does it
prevent the food from being eaten during
8th-level transmutation
this time; it merely keeps it from rotting or
Casting Time: 1 action
going moldy.
Range: 30 feet
This spell can also be used to preserve a
Components: V
corpse in preparation for being raised; a week
Duration: Instantaneous
of preservation counts only as one day for
You point to one creature you can see
the purposes of the raise dead spell.
within range. If the creature you choose has
At Higher Levels. When you cast this spell
50 hit points or fewer, it goes permanently
using a spell slot of 3rd level or higher, you
blind. If it has up to 100 hit points, it goes
can preserve an additional 50 pounds for
blind for 1 day. If it has more than 100 hit
each slot level above 2nd.
points, the spell has no effect.
All creatures within 10 feet of the creature
you pointed out are permanently blinded if Prismals Handy Mirror
they have 25 hit points or fewer, or are 2nd-level conjuration
blinded for 1 day if they have up to 50 hit Casting Time: 1 action
points. Range: 60 feet
Components: V, S, M (a shard of glass)
Power Word Sleep Duration: 1 hour
You create a floating mirror that is 4
7th-level enchantment
square feet; you may pick its length and
Casting Time: 1 action
height. When you cast this spell, and on each
Range: 60 feet
subsequent turn, you can use a bonus action
Components: V
to move the mirror up to 60 feet or to angle
Duration: 10 minutes
or turn it.
You pick a point within range. All crea-
The mirror is an object that has AC 12
tures within a 20-foot radius that have 30 or
and 10 hit points. If broken, razor-sharp
fewer hit points fall asleep instantly. Crea-
shards explode outward and all creatures
tures with a greater number of hit points
within 20 feet must make a Dexterity saving
may make a Wisdom saving throw or fall
throw. A creature takes 1d10 piercing dam-
asleep. A sleeping creature will stay asleep
age on a failed saving throw or half as much
until the spell ends, the sleeper takes dam-
on a successful one.
age, or someone uses an action to shake or
At Higher Levels. When you cast this
slap the creature awake.
spell using a spell slot of 3rd level or higher,
the mirror can be another square foot each
Preservation slot level above 2nd.
2nd-level abjuration (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pinch of salt)

94
Prismals Pictograph onto a flat surface or in the air within 10 feet
of you. It is two-dimensional, outlined in
7th-level transmutation
faint blue light, and covers an area of up to
Casting Time: 1 action
10 square feet. You can zoom in and out up
Range: 30 feet
to 10 magnification.
Components: V, S, M (an empty ink well, a
feather pen, and a surface on which to write)
Duration: Until dispelled Prophecy
You turn one creature or object in range 6th-level divination (ritual)
that you can see into a full-color, two- Casting Time: 1 hour
dimensional image on the surface you have Range: Self
provided. The creature or object is reduced Components: V, S, M (a plant with halluci-
to 12:1 scale; it must be able to fit on the writ- natory properties or a hallucinatory drug,
ing surface in its reduced form for the spell which is burned during the casting of the
to work. An unwilling creature may make a spell, and a crystal worth at least 1,000 gp)
Charisma saving throw to avoid the effect. Duration: 10 minutes
You decide whether the creature is to re- You enter a long trance and get a vision
main animate (in which case, it counts as of the future, which describes an important
restrained, although it still can move slowly event that shall occur at some point in the
about its canvas in a stilted manner), or if it near future. It may be vague and open to
to become a still picture. If you choose to al- interpretation. In addition, the DM will se-
low it to remain animate, it can see and hear, cretly roll a d10. On a roll of 1, the vision will
but cannot speak, attack, or cast spells. If you be completely false.
choose for the creature to become a still pic- If you touch another creature while cast-
ture, the creature is put in stasis. In both cas- ing this spell, then the prophecy will be
es, the creature does not age, eat, drink, about an event that directly concerns that
sleep, or breathe. Inanimate objects remain in creature.
the picture indefinitely. If you attempt to cast this spell more than
A trapped creature may make a new sav- once about a single event, you will receive
ing throw each day. On a success, this effect the same visions.
ends and the creature is freed. A dispel magic, At Higher Levels. If you cast this spell
remove curse, or wish spell can also end this using an 8th- or 9th-level spell slot, you can
effect. attempt to divine a prophecy that concerns
an area as large as a kingdom. The DM will
Projected Magnification secretly roll a d10. On a roll of 1, the vision
will be completely false; on a roll of 2-5, you
4th-level divination
will receive no vision at all.
Casting Time: 1 action
Range: 10 miles
Components: V, S, M (a shard of glass) Protective Amulet
Duration: Concentration, up to 10 minutes 1st-level abjuration (ritual)
You pick a distant object or place you can Casting Time: 1 hour
see or are aware of that is within range. An Range: Touch
image of that object or place is then projected

95
Components: V, S, M (an item of jewelry that Dexterity saving throw. A creature takes 5d6
costs 50 gp per level of the spell it is de- necrotic damage on a failed save, or half of
signed to protect against) much damage on a successful one, each
You enchant an amulet with the ability to round that the creature ends its turn in the
protect the wearer from a specific spell that storm and for one round afterwards.
you know how to cast and that allows for a
saving throw. Rain of Terror
When the wearer is attacked by that spell
7th-level conjuration
and fails the saving throw, the amulet ab-
Casting Time: 1 action
sorbs the magic and shatters, protecting the
Range: Touch (1-mile radius)
wearer.
Components: V, S
Duration: Concentration, up to 6 hours
Quench the Spirit You draw a magical rune on the ground.
8th-level necromancy An unusually dark, cursed storm develops
Casting Time: 1 action over the next half-hour (if a storm is already
Range: 200 feet present, the spell takes place immediately).
Components: V, S, M (a humanoids finger You choose the nature of the rain from the
bone) following: ash, bats, blood and bits of flesh,
Duration: Instantaneous centipedes, fish, lumps of gelatinous slime,
You point the finger bone at a creature putrid black, yellow, or red water, salaman-
within range. That creature must make a ders, small birds, small lizards, small snakes,
Charisma saving throw or take 6d12 +30 spiders, toads, or worms. If the rain consists
psychic damage. of living creatures, only around half of the
A humanoid killed by this spell rises at the animals will survive the fall. None of these
start of your next turn as a zombie that is animals are capable of harming anyone.
permanently under your command, follow-
ing your verbal orders to the best of its abil- Rainshield
ity.
Abjuration cantrip
Casting Time: 1 action
Rain of Blood Range: Self
5th-level necromancy Components: V, S
Casting Time: 1 action Duration: 1 hour
Range: 150 feet You create an invisible, slightly convex
Components: V, S, M (a vial of fresh blood) barrier about three feet in diameter to appear
Duration: 1 minute no higher than five feet above your head.
A storm of sticky, life-leeching, brilliant This protects you from normal rainfall and
red blood appears in a location you choose light hail, but not from magical non-water-
within range. The area of the storm consists based rains. It will protect you from other
of up to ten 10-foot cubes, which you can sorts of falling liquids.
arrange as you wish. Each cube must have at With concentration, you may angle the
least once face adjacent to the face of another rainshield to help protect you from wind-
cube. Each creature in the area must make a blown rain.

96
Rarys Replay C Wa Wi A sickly yellow beam of enervating ener-
gy springs from your finger towards a crea-
5th-level divination (ritual)
ture within range. Make a ranged spell attack
Casting Time: 1 minute
against the creature. On a hit, the creature
Range: Self (10-foot radius)
takes a level of exhaustion. This cannot bring
Components: V, S
the target past the 5th level exhaustion
Duration: Concentration, up to 1 hour
You read the residual psychic impres-
sions in a room or area. Typically, you can Ray of Paralysis
only read the most recent events, but a high- 3rd-level necromancy
ly-emotional event, especially one that is also Casting Time: 1 action
very unusual or violent, leaves psychic ener- Range: 60 feet
gies that can be picked up for months or Components: V, S
years afterwards. The event is played back Duration: Concentration, up to 1 minute
perfectlyyou see, hear, smell, and feel the A green beam of enervating energy
events perfectly. shoots from your finger towards a creature
The event that is replayed for you is done within range. Make a ranged spell attack
so in real-time, so the replay takes as long to against the creature. On a hit, the creature
complete as the original event, to a maxi- becomes paralyzed.
mum of one hour. At the end of each of the creatures turns,
it make a Constitution saving throw against
Rastors Mystical Spy the spell. On a success, the spell ends.
4th-level divination
Casting Time: 1 action Read Object
Range: Touch 3rd-level divination
Components: V, S, M (a copper brooch) Casting Time: 1 action
Duration: 6 hours Range: Touch
You cast this spell on a copper brooch Components: V, S, M (rare incense worth at
and give it to another creature to wear. As least 50 gp)
long as that creature is wearing the brooch, Duration: Instantaneous
you can use your action to see and hear any- You hold an item and learn the current or
thing that creature is seeing and hearing. most recent owners race, class or profession,
This spell only works if the creature is active- and alignment. In addition, roll a d6. On a
ly wearing the brooch (it wont work if the roll of 1-4, it also reveals the last event that
creature merely has the brooch on its person) happened to the owner while he still had the
and is within five miles of you. object in its possession, if that event had
some emotional importance. It does not re-
Ray of Fatigue veal that persons name, age, or anything
else about him or her.
1st-level necromancy
Casting Time: 1 action
Range: 30 feet Reed Staff
Components: V, S 1st-level transmutation
Duration: Instantaneous Casting Time: 1 action

97
Range: Touch For the duration, you or one creature you
Components: V, M (a splinter of wood) touch gains advantage on saving throws to
Duration: 1 minute resist magical spells.
You turn a normal blade of grass into a
magical quarterstaff that does 1d10 bludg- Restore Earth
eoning damage. If anyone other than you
3rd-level conjuration
touches the staff, it turns back into grass.
Casting Time: 1 action
Range: Touch
Renew Deposit Components: V, S, M (a piece of clay with
9th-level transmutation (ritual) iron filings in it, which is shaped to resemble
Casting Time: 6 hours the original structure of the object to be re-
Range: Touch paired)
Components: V, S, M (a seed of the same Duration: Concentration, up to 1 minute
type of material to be renewed worth at least You may touch a damaged structure or
10,000 gp) object made of earth, stone, or clay that is too
Duration: Special large to use mending on. Each round that you
This spell is typically granted by gods of remain in contact with the object, you heal
the earth, wealth, or dwarven gods. You 2d10 hit points.
cause a normally nonrenewable mineral re- At Higher Levels. When you cast this
source to slowly grow back. You place a spell with a 4th-level or higher spell slot, you
seed in the empty vein and then must let it heal an additional 1d10 hit points per slot
grow; if it is interrupted before it has regrow, level above 3rd.
the spell ends.
Return to Earth
Time to
Metal Regrow 4th-level necromancy
Base metal and semiprecious gem- Casting Time: 1 action
20 years Range: Self (30-foot radius)
stones (iron, copper, quartz, citrine)
Components: V, M (a pinch of dust)
Previous metal and fancy gem-
Duration: Instantaneous
stones (silver, gold, amethyst, to- 40 years
paz) All corporeal undead within 30 feet of
you that have fewer than 50 hit points must
Very rare metal, very valuable gem- make a Constitution saving throw. An un-
stones (mithral, adamantine, black 100 years
dead takes 5d10 force damage on a failed
opal, diamond)
saving throw, or half as much on a successful
one. If an undead is reduced to 0 hit points, it
Resist Magic crumbles into dust.
5th-level abjuration
Casting Time: 1 action Revenance
Range: Touch 2nd-level abjuration
Components: V, S, M (a piece of string, a Casting Time: 1 action
block of wood, and an unlit candle) Range: Touch
Duration: 1 minute Components: V, S, M (a pinch of dust)

98
Duration: 1 hour Components: V, S, M (a ball of clay and a bit
One undead creature you touch is grant- of string, wire, or natural fiber)
ed a measure of resistance. It has advantage Duration: Concentration, up to 10 minutes
when making saving throws against being You call into being the head, torso, and
turned or against spells specifically designed arms of an enormous humanoid being that
to harm or control undead. appears to be made of the same substance as
the ground from which it rose. It is bald and
Right of Might lacks all facial features save a mouth. You
may use your action to direct its attack. It is
7th-level transmutation
capable of turning completely around but
Casting Time: 1 action
cannot leave the area from which it rose.
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes COLOSSUS
You become larger, more powerful, and Gargantuan construct, unaligned
far more commanding. Armor Class: 20 (natural armor)
Hit Points: 310 (20d20+100)
Your size double in all dimensions and
Speed: 18 (20,000 XP)
your weight is multiplied by eight, and you
STR DEX CON INT WIS CHA
increase in size by one category. Your
28 (+9) 8 (-1) 20 (+5) 1 (-5) 5 (-3) 1 (-5)
Strength increases by 1d6 and can increase to
Damage Immunities: poison
22. Your clothing and equipment enlarge Damage Resistances: bludgeoning, piercing, and
with you and your weapons do an additional slashing damage from nonmagical weapons
1d4 damage, plus your new Strength modifi- Condition Immunities: blinded, charmed, deaf-
er. You also gain advantage on Strength ened, frightened, petrified, poisoned, prone,
checks and Strength saving throws. stunned, unconscious
You become outlined in a faint but mes- Senses: truesight 120 feet (blind beyond this ra-
merizing aura, which gives you the ability to dius)
make powerful commands. You can magical- Languages:
ly influence up to twelve creatures of your Challenge:
choice that you can see within range and that Siege Monster. The colossus deals double dam-
age to objects and structures.
can hear and understand you. Creatures that
cant be charmed are immune to this effect. ACTIONS
This suggestion must me no more than one
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft.,
or two short sentences and must be reasona- one target. Hit: 48 (6d12+9) bludgeoning
ble and non-suicidal in nature. Each target
may make a Wisdom saving throw to resist.
This part of right of might works like the spell Rising Rot
mass suggestion. 5th-level necromantic
Casting Time: 1 action
Rising Colossus Range: 60 feet
9th-level conjuration Components: V, S, M (a handful of mold
Casting Time: 1 action spores)
Range: 200 feet Duration: Instantaneous

99
You hold up your hand a thin beam of Rusting Grasp
sickly green-brown light shoots out and
4th-level transmutation
strikes one living, corporeal creature within
Casting Time: 1 action
range you can see. That creature must make
Range: Touch
a Constitution saving throw each round. The
Components: V, S, M (the antenna or a scale
creature takes 1d8 poison damage and 1d8
from a rust monster)
necrotic damage on a failed saving throw, or
Duration: Concentration, up to 1 minute
half as much damage on a successful one.
You touch a ferrous metal or alloy and
These effects continue until the target has
cause it to rust. This inflicts 4d10 acid dam-
successfully save three times, although they
age each round to an inanimate object such
do not have to be consecutive.
as an iron wall. Magical metallic objects take
At Higher Levels. If you cast this spell
half damage.
with a 7th-level or higher spell slot, it inflicts
If you touch either metal armor or a metal
2d8 poison damage and 2d8 necrotic damage
shield, it takes a permanent and cumulative -
each round.
1 penalty to the AC it offers. Armor reduced
to AC 10 or a shield that drops to a +0 bonus
Resist Turning is destroyed. If you touch a metal weapon,
3rd-level abjuration the weapon takes a permanent and cumula-
Casting Time: 1 action tive -1 to the damage it deals. If the penalty
Range: Touch drops to -5, the weapon is destroyed. Touch-
Components: V, S ing metallic weapons and armor in combat
Duration: 1 minute requires you to make an attack using your
For the duration, one undead creature spell attack modifier.
you touch gains advantage on saving throws You may use this to attack a metallic crea-
to resist magical spells, if it did not already ture, such as an iron golem or a gorgon. The
have this ability. creature may make a Constitution saving
throw. The creature takes 4d10 acid damage
Ritual Strength on a failed roll, or half as much damage on a
successful one.
Abjuration cantrip (ritual)
Casting Time: 1 minute
Range: Touch Sacred Guardian
Components: V, S 1st-level abjuration
Duration: 1 hour Casting Time: 1 action
You or one willing creature you touch Range: Touch
meditates, drawing on an inner strength to Components: V, S, M (a rose petal)
banish weariness. While this spell is active, Duration: 24 hours
the target is immune to exhaustion. You touch a willing creature. For the
This spells duration increases when you spells duration, if that creature is ever in
reach 5th level (6 hours), 11th level (12 danger, you are mentally warned and given
hours), and 17th level (1 day). a mental image of the situation. This works
no matter how far away that creature is, but
will not inform you of its location.

100
17-19 Topaz (500 gp)
Sacred Strike 19 Fire opal or yellow sapphire (1,000 gp)
4th-level necromancy 20 Jacinth or ruby (5,000 gp)
Casting Time: 1 action
Range: Self
Components: V, S, M (two drops of unholy Sand Shroud
water and one of your hairs) 5th-level evocation
Duration: 1 minute Casting Time: 1 action
You create a whip of magical force that is Range: 30 feet
always silent. It has a range of 10 feet and Components: V, S, M (a lump of dried mud
you use your spell attack modifier to strike. or clay, which is crumbled during the cast-
On a hit, it inflicts 2d8 + your spellcasting ing)
ability modifier in force damage and 1d8 Duration: Instantaneous
necromantic damage. If the target is a living Sand or loose soil or gravel opens up un-
creature, it must also make a Constitution der an non-living, inanimate object that is
saving throw. If it fails, you heal a number of Large-sized or smaller and swallows it up
hit points equal to the necromantic damage instantly, burying it to a depth of 60 feet. The
inflicted and the target is wracked by terrible ground above it looks completely undis-
pains. The target is at disadvantage to all turbed.
rolls on the following round. You may also cast this spell on an undead
or construct. The creature may make a Dex-
Sand Gems terity saving throw to avoid being buried. If
it fails its roll, it is buried, but can dig its way
8th-level transmutation (ritual)
out eventually.
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a handful of sand) Sand Sword
Duration: Permanent 3rd-level transmutation
You turn a handful of sand into 2d4 cut Casting Time: 1 action
and polished gemstones. Roll d20 to deter- Range: Self
mine the type and value. The transformation Components: V, S, M (a pound of sand or
is permanent and the gemstones continue to dry dirt)
radiate magic. Duration: Concentration, up to 1 minute
The sand or dirt you hold becomes a
d20 Gemstone. sword of a type of your choice. You may use
1-4 White agate or tiger eye (10 gp) the sword or give it to someone else to use. It
5-8 Chalcedony or citrine (50 gp) deals damage as normal weapon of that type.
However, it is immune to spells that affect
9-12 Moonstone or sardonyx (50 gp)
metal.
13-14 Amber or coral (100 gp)
Red or red-brown garnet, spinel, or Sap
15-16 tourmaline (100 gp)
2nd-level conjuration
Casting Time: 1 action

101
Range: 30 feet comes choked with seaweed, turning it into
Components: V, S, M (a drop of tree sap) difficult terrain for both ships and swimmers
Duration: 1 minute for the duration of the spell.
You choose a point within range. Every-
thing within a 10-foot radius of that point is Scalding Spout
covered in sticky tree sap.
3rd-level evocation
The area becomes difficult terrain. In or-
Casting Time: 1 action
der to perform any action that is not purely
Range: 100 feet
mental or vocal in nature requires a DC 10
Components: V, S, M (an ounce of fresh wa-
Dexterity ability check first. Creatures in the
ter)
area lose their Dexterity bonus to AC.
Duration: Instantaneous
Winged creatures cannot fly. A creature un-
You hold of your hand and a gout of boil-
der the effects of a freedom of movement spell
ing water shoots forth at a target you choose
is unaffected by this spell.
within range. Make a ranged spell attack to
hit. On a hit, you inflict 3d10 bludgeoning
Sarcophagus of Death damage and 2d10 fire damage to the target.
5th-level evocation At Higher Levels. When you cast this
Casting Time: 1 action spell using a spell slot of 4th level or higher,
Range: 60 feet the spell does an additional 1d10 fire or
Components: V, S, M (a fragment of a sar- bludgeoning damage, your choice, for each
cophagus) slot level above 2nd.
Duration: 10 minutes
A coffin-shaped rectangle of force forms Scalesnare
around one target you can see within range.
6th-level transmutation
That target must make a Dexterity saving
Casting Time: 1 action
throw to avoid being trapped inside.
Range: 30 feet
The sarcophagus is completely airtight
Components: V, S, M (a live snake)
and cannot be broken from the inside. On the
Duration: 1 day
outside, it is a physical object that has AC 20
You throw a snake at a target. Make a
and hit points equal to your hit point maxi-
ranged spell attack to hit. On a hit, the snake
mum. If it drops to 0 hit points, the spell
turns into a magical, grappling tentacle that
ends.
restrains the target (escape DC equal to your
spell save DC).
Sargasso The snake is an object with AC 15, hit
4th-level transmutation points equal to your hit point total; if it drops
Casting Time: 1 action to 0 hit points, the spell ends. The snake is
Range: 300 feet immune to bludgeoning, piercing, and slash-
Components: V, S, M (a small amount of ing damage from nonmagical weapons.
seaweed and live brine shrimp)
Duration: Concentration, up to 1 hour Scapegoat
You choose a point within range. The ar-
5th-level enchantment
ea within a 100 foot radius of that point be-
Casting Time: 1 action

102
Range: Touch injury or insult to you or to an allied crea-
Components: V, S, M (goat hair and a small ture, by that creatures smell. This spell does
stone) not work on celestials, elementals, fiends, or
Duration: Concentration, up to 10 minutes undead.
You touch the target, who must make a You may only cast this spell at the site of
Charisma saving throw. On a failure, all oth- the insult or injury. You can follow the scent
er creatures within 20 feet of the target that even if the quarry swims or flies. The only
have an Intelligence of at least 5 believe that way to throw you off the trail is to use tele-
the target is responsible for whatever trou- portation magic, although you can pick up
bles are plaguing them. They are allowed to the trail again from the other side of the tele-
make an Intelligence saving throw to come to port.
their senses. This saving throw is at disad-
vantage if they already have reason to dislike Screen
or distrust the target.
8th-level illusion (ritual)
Scatterspray Casting Time: 1 minute
Evocation cantrip Range: Self (30-foot radius sphere)
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: 8 hours
Components: V, S You protect an area from divination,
Duration: Instantaneous much the same as a nondetection spell, and at
You point to any group of small, unse- the same time create a programmed illusion of
cured items (each of which may be no larger sight and sound that is detected by anyone
than a hens egg), within range, which must using divination magic to spy on that area.
be piled together in an area of no more than You determine the contents of the illusion,
1 square foot, and cause them to fly off in all but once you set it, you cant change the illu-
directions. The DM must decide if the items sion.
are hard or sharp enough to cause damage. If
so, all creatures within 20 feet must make a Sea Sight
Dexterity saving throw or take 1 to 1d4
1st-level divination
points of either bludgeoning or piercing
Casting Time: 1 action
damage, depending on the weight and type
Range: Touch
of item that is scattered.
Components: V, S
Duration: Concentration, up to 1 minute
Scent of Vengeance You or one willing target you choose can
2nd-level transmutation see through water to a range of 100 feet, no
Casting Time: 1 action matter how dark or murky it is, as if it was
Range: Self crystal clear. This works whether the target is
Components: V, S, M (a token once pos- already in the water or on land looking in.
sessed by the quarry)
Duration: 1 week Seal of Destiny
You gain the ability to unerringly track
7th-level abjuration
any living creature that has directly caused
Casting Time: 10 minutes

103
Range: 100 feet Secret Page
Components: V, M (1 ounce of your blood)
1st-level transmutation (ritual)
Duration: Permanent
Casting Time: 1 minute
You seal a creature or object against any
Range: Touch
sort of divination that would reveal its desti-
Components: V, S, M (powdered herring
ny, fate, or role in epic events.
scales and the essence of a will owisp)
Duration: Permanent
Seal Mouth You touch a piece of paper or a page in a
2nd-level enchantment book that has writing on it, and the writing
Casting Time: 1 action changes to something completely different,
Range: 30 feet of your choice. You may speak a command
Components: V, S word to see the original text. A true seeing
Duration: 1 hour spell will reveal the original text.
You target a creature within range that is
capable of speech. That creature must make a Secret Signs
Wisdom saving throw. On a failure, that
Divination cantrip
creature cannot say anything insulting, criti-
Casting Time: 1 action
cal, or otherwise defamatory or disparaging
Range: Self
about youif the target tries, its lips seal
Components: S
shut. You can end this spell at any time, and
Duration: 1 round
a remove curse is also effective.
You make a particular gesture, place an
object in a certain way, or give someone a
Searing Song meaningful look and convey a single thought
4th-level evocation or idea of up to 10 words in length to one
Casting Time: 1 action recipient within 30 feet of you who can see
Range: Special you.
Components: V
Duration: Instantaneous See Through Other Eyes
You sing a deadly song. This can have
2nd-level divination
one of two different effects:
Casting Time: 1 action
You shout the song. It forms a line of
Range: 400 feet
solid air aimed at one target within 60 feet.
Components: V, S
That creature may make a Dexterity saving
Duration: Concentration, up to 1 minute
throw. It takes 4d10 bludgeoning damage on
You can look through the eyes of any liv-
a failed saving throw, or half as much dam-
ing creature within range. You do not have
age on a successful one.
to see the creature in order to choose it; you
You touch a creature, and the songs
merely have to know where it is. You have
vibrations melt the creatures flesh. You use
no ability to control the creature, nor can you
your spell attack modifier to hit. On a hit,
hear through its ears.
this inflicts 5d10 acid damage.
Although this is a dangerous song, deaf-
ness does not protect against it.

104
Seek Teleporter Seven-Eyes
3rd-level divination 7th-level abjuration
Casting Time: 1 reaction, which you take Casting Time: 1 action
when someone you can see has teleported Range: Self
away. Components: V, S, M (seven gemstones
Range: Self worth at least 50 gp, on which bless has been
Components: V, S cast; these gems are not consumed by the
Duration: Instantaneous casting)
You discern the destination of another Duration: Concentration, up to 1 minute
individual who used spells such as teleport, You conjure seven magical orbs that float
dimension door, or arcane gate. about your head in a ring five feet in diame-
ter. For the duration, you have advantage on
Seeking all Wisdom (Perception) ability checks that
rely on sight, you gain 360-degree vision,
3rd-level evocation
and you gain truesight with a range of 60
Casting Time: 1 action
feet.
Range: Touch
Each eye has two additional abilities:
Components: V, S
First, you can use your action to use one eye
Duration: 10 minutes
can cast a spell as if you were using a 7th-
You touch an arrow, slingstone, handaxe,
level spell slot. Secondly, the eyes can protect
or other object that is fired or thrown at a
you from an attack, without you needing to
target. This object then will invariably hit the
use an action. Each eye can only be used
first creature it is aimed at, even traveling
once to either attack or defend once and then
around corners to get to its target and past its
vanish. The seven eyes are as follows:
normal range. It cannot pass through solid
Eye of the Mind. If you are attacked
obstructions.
by a spell that would charm or paralyze you,
At Higher Levels. When you cast this
you can choose to have the eye absorb that
spell with a 3rd-level or higher spell slot, you
spell. You can also use the eye to cast charm
may enchant one additional missile for every
person.
spell slot above 2nd.
Eye of the Sword. If you are attacked
by a physical melee or ranged weapon, you
Segojans Armor can choose to have the eye take the blow it-
1st-level abjuration self. You can also have the eye cast magic mis-
Casting Time: 1 action sile.
Range: Touch Eye of the Mage. If you are attacked
Components: V, S, M (an armful of grasses by a spell that inflicts acid, cold, fire, force, or
and roots) lightning damage, you can choose to have
Duration: 12 hours the eye absorb that spell. You can also use
You gather together an armful of grasses the eye to cast lightning bolt.
and roots which are magically woven to- Eye of Venom. If you are attacked by
gether into a suit of armor. This armor pro- anything that inflicts poison damage or the
vides AC 14 + the wearers Dexterity bonus. poisoned condition, you can choose to have
the eye absorb the poison. You can also use

105
the eye to cast poison spray, using your level In this form, the creature can move
to determine the damage. through a space as narrow as 1 inch wide
Eye of the Soul. If you are attacked by without squeezing, has resistance to bludg-
anything that inflicts necrotic damage, you eoning, piercing, and slashing damage from
can choose to have the eye absorb the dam- nonmagical weapons, has advantage on Dex-
age. You can also use the eye to cast inflict terity (Stealth) ability checks, can take the
wounds. Hide action as a bonus action when in dim
Eye of Artifice. If you are attacked by light or darkness, can levitate up to 100 feet,
an affect from a rod, staff, wand, or ring, you and is immune to falling damage. Finally, the
can choose to have the eye absorb the dam- creature can move through other creatures
age. You can also use the eye to cast dispel and objects as if they were difficult terrain,
magic. and takes 1d10 force damage if it ends its
Eye of Stone. If you are attacked by an turn inside an object.
effect that can petrify you, you can choose to
have the eye absorb the effect. You can also Shadow Play
use the eye to cast hold person.
5th-level divination (ritual)
Casting Time: 1 minute
Shadow Blink Range: 30 feet
5th-level conjuration Components: V, S, M (a candle)
Casting Time: 1 action Duration: Concentration, up to 3 hours
Range: 200 feet You place a lit candle in the middle of a
Components: V, S room that is no larger than 30 feet by 30 feet,
Duration: Concentration, up to 1 minute and cast this spell. The shadows projected by
You gain the ability enter a shadow and the candle transform into the shadows of the
move from inside it to inside another shad- rooms previous occupants, which them si-
ow within 60 feet. Both shadows must be at lently act out the events of those creatures.
least the same size as you. You must use 5 This spell does not replay the actions of un-
feet of movement to enter a shadow. You can dead, constructs, celestials, or fiends.
use this transportation ability once per round At Higher Levels. When you cast this
for the duration. spell with a 6th-level or higher spell slot, the
shadows will speak in whispering tones, re-
Shadow Dance peating the words that the rooms previous
occupants said.
3rd-level transmutation
Casting Time: 1 action
Range: Touch Shadowcat
Components: V, S, M (a cobweb that has 5th-level illusion
been touched by moonlight) Casting Time: 1 action
Duration: 1 minute Range: 30 feet
You or one creature you touch is trans- Components: V, S, M (a black pearl worth at
formed into a translucent, insubstantial least 100 gp and a cats claw)
shadow. Duration: Concentration, up to 1 hour

106
You create a cat made of semi-solid shad- You place an invisible rune on a single
ow. You have full telepathic control over it inanimate object. Thereafter, you can concen-
and can use your action to see, hear, and trate for a minute and learn direction and
speak through it. While seeing through the distance to that object, even if its on another
cats eyes, you have darkvision to 60 feet. plane; you can also tell if the object is han-
The cat is an object that has AC 15, a dled by another creature. If the rune is dis-
speed of 40, hit points equal to your hit point pelled or the item is destroyed, you will be
maximum, and has immunity to bludgeon- instantly alerted.
ing, piercing, and slashing damage from The rune will be revealed if a detect magic
nonmagical weapons. If it drops to 0 hit or true seeing spell is cast on the item. If this
points, the spell ends. It can move through a happens, you will be instantly alerted. Final-
space as narrow as 1 inch wide without ly, an object with this spell on it acts as an
squeezing, has the Stealth skill using your associated object for purposes of teleporta-
proficiency bonus and has advantage on tion.
Dexterity (Stealth) ability checks, can take the
Hide action as a bonus action when in dim Shape Wood
light or darkness. Finally, the cat can move
3rd-level transmutation
through other creatures and objects as if they
Casting Time: 1 action
were difficult terrain, and takes 1d10 force
Range: Touch
damage if it ends its turn inside an object.
Components: V, S, M (a handful of sawdust)
The cat cannot attack but otherwise has the
Duration: Instantaneous
attributes of a normal cat (Monster Manual,
You touch a wooden object of Medium
pg. 320).
size and form it into any shape that suits
your purpose. The object you create can have
Shadowstrike up to two hinges and a latch, but finer detail
4th-level evocation isnt possible.
Casting Time: 1 action
Range: Self Shark Bolt
Components: V, S
2nd-level evocation
Duration: 1 round
Casting Time: 1 action
You gain the ability to harm a creature by
Range: 300 feet
striking at its shadow. The shadow is treated
Components: V, S, M (a pinch of salt, three
as if it has AC 8 + the creatures Dexterity
sharks teeth, and an ounce of water.
modifier.
Duration: Concentration, up to 1 minute
You create a three-foot long, glowing
Shandarils Tracer amber-brown shark out of magical force. The
5th-level divination shark swims with a speed of 60 and attacks
Casting Time: 1 action one target you can see within range. It uses
Range: Touch your spell attack modifier to attack and on a
Components: V, S, M hit, it inflicts 2d6 piercing damage. It will
Duration: Permanent continue to attack the chosen target for as
long as you concentrate on it; you may use a

107
bonus action to redirect it to attack a differ- keys are illuminated as well If any of the re-
ent creature. vealed devices are enchanted, they glow ru-
The shark is an object that has AC 16 and by instead. This spell is blocked by 1 foot of
20 hit points. If it drops to 0 hit points, the stone, 1 inch of common metal, a thin sheet
spell ends. of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this
spell with a slot of 3rd level or higher, you Shout
create one additional shark per spell slot
4th-level evocation
above 2nd level.
Casting Time: 1 action
Range: Self (30-foot cone)
Sharptooth Components: V, M (a drop of honey, a drop
1st-level transmutation of citric acid, and a small cone made from
Casting Time: 1 action horn)
Range: Touch Duration: Instantaneous
Components: V You shout, releasing an ear-splitting
Duration: 1 minute noise. Each creature in a 30-foot cone must
This spell can only be cast upon a crea- make a Constitution saving throw. A crea-
ture with a bite attack. For the duration, one ture takes 5d10 thunder damage on a failed
creature you touch deals +1 damage with its saving throw, or half as much damage on a
bite attack. successful one, and is deafened for 10
minutes. A creature made of inorganic mate-
Shellskin rial such as stone, crystal, or metal has dis-
advantage on this saving throw.
4th-level transmutation
All objects and structures take double
Casting Time: 1 action
damage.
Range: Touch
At Higher Levels. When you cast this
Components: V
spell using a spell slot of 5th level or higher,
Duration: 1 minute
the damage increases by 1d10 for each slot
One willing creatures skin is altered to
level about 4th.
become a chitinous substance that grants AC
16 and provides resistance to piercing attacks
from nonmagical weapons. Simbuls Skeletal Deliquescence
8th-level transmutation
Shoondals Seeking Casting Time: 1 action
Range: Touch
3rd-level divination
Components: V, S
Casting Time: 1 action
Duration: 1 week
Range: Self (20-foot radius)
You touch a living creature, which must
Components: V, S, M (a key, which is con-
make a Constitution saving throw. If the sav-
sumed by the spell)
ing throw fails, all of the creatures bones
Duration: 1 round
turn to jelly for the duration.
You cast this spell and all locks, fasten-
The boneless creature can breathe, speak,
ings, bolts, clasps, and so on within range are
and perceive, but its move is reduced to 5
illuminated in brilliant gold. In addition, all

108
feet and it can perform no other actions. The Sinister Surroundings S Wa Wi
creature also gains resistance to bludgeoning
2nd-level illusion
weapons but vulnerability to piercing weap-
Casting Time: 1 minute
ons.
Range: Self (2-mile radius)
When the spell expires, the creatures
Components: V, S
bones grow back to normal.
Duration: 1 month
At Higher Levels. When you cast this
The land within the radius around you
spell with a 9th-level spell slot, the duration
becomes grim and dismal-feeling for the du-
increases to 1 month.
ration. The areas appearance is not masked
in anyway; it merely becomes foreboding
Simulate Skill and gloomy. Non-evil creatures are at disad-
4th-level necromancy vantage when saving against being fright-
Casting Time: 1 action ened while in this area.
Range: Touch
Components: V, S, M (a magnet and a piece Siren Song B Wa
of mirror)
4th-level enchantment
Duration: 24 hours
Casting Time: 1 action
You touch a corpse that has been dead for
Range: 300 feet
no less than 12 hours. For the spells dura-
Components: V, S, M (a large conch shell
tion, you gain proficiency with all skills,
and a pint of water)
tools, and weapons that were known to that
Duration: Concentration, up to 10 minutes
creature in life. You use your own proficien-
You choose one humanoid target within
cy modifier when the stolen skills.
range that you can see. That target hears
haunting, beautiful music and must make a
Singing Stone B Wisdom saving throw or become over-
3rd-level transmutation whelmed with the need to find the source.
Casting Time: 1 action As the music is illusory, it has no actual
Range: Touch source and so the target will wander aimless-
Components: V, S, M (a small metal chime) ly.
Duration: Permanent The target will ignore all distractions and
You hum, sing, or play a short tune or will attempt to walk through any obstacle
recite a poem (one that can be sung in less that isnt an obvious danger. If the targets
than a minute) into a stone. Thereafter, companions keep him from finding the
whenever if the stone is sharply tapped or source of the music, the target will fight
completely immersed in water, it plays the them.
tune; if it remains immersed, it will repeat it
every ten minutes. Skip Day C S Wa Wi
The stone will capture music from no one
9th-level evocation
other than yourself.
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous

109
You and up to 8 others within range are Duration: Permanent
instantly transported 24 hours into the fu- You place a special seat in the center of a
ture. Unwilling people may make a Charis- building of no more than 1 million square
ma saving throw to resist. To outsiders, it feet (a castle and environs) and remain seat-
appears that you simply disappear. ed in it the entire time you cast this spell.
You appear in the exact spot you disap- Prior to casting this spell, you must also walk
peared in. If there is something in that spot, every inch of the building, over and over
you appear within 5 feet of it. There is no again, for an entire month.
guarantee that this area will be any safer This spell causes the building and its im-
than the one you left. mediate surroundings to rise into the air.
When you sit in the chair, you may move the
Skull Watch C Wi building upwards to a maximum height of
1,500 feet, or have it fly at a speed of 10 feet.
2nd-level necromancy
If this spell is successfully dispelled, the
Casting Time: 1 action
building will float gently downwards for 30
Range: Touch
seconds and then plummet the rest of the
Components: V, S, M (the skull of a human-
way. If it falls more than 200 feet, the castle is
oid)
destroyed and everything inside and under-
Duration: 1 day
neath it is killed.
You cast this spell while holding a hu-
manoids skull, then let go. The skull contin-
ues to float in mid-air, facing the same direc- Skyhook
tion you had originally pointed. The skull 2nd-level evocation
has truesight out to 90 feet and is blind be- Casting Time: 1 action
yond that. If any creature enters its field of Range: 100 feet
vision within 90 feet, it releases a piercing Components: V, S, M (a metal fishhook)
shriek that can be heard up to a quarter-mile Duration: 1 hour
away; at the same time, you are telepathical- You create a solid hook of force that hov-
ly alerted. ers immovably in midair. You may choose to
Once placed, the skull does not move and make the hook visible or invisible to every-
cannot see behind it, so it can be sneaked up one else but you.
upon and moved from behind. The hook can support up to 30 tons of
If you have multiple skull watches, you weight and can be used as a handhold or as
cannot tell which one has been triggered the base of a pulley system. It is too small to
simply through the mental alert. be stood on, but it can hold the ropes that
hold a platform. The hook cannot be harmed,
Skycastle although flying creatures that collide with it
take 1d8 bludgeoning damage.
9th-level transmutation (ritual)
Casting Time: 10 minutes
Range: Touch Skylight Blade
Components: V, S, M (a richly-appointed 6th-level evocation
chair, sofa, or other form of seating worth at Casting Time: 1 action
least 10,000 gp) Range: Self

110
Components: V, S magic cannot be affected. You must word the
Duration: Concentration, up to 1 minute suggestion in such a manner to make it
You create a silent, weightless, magical sound reasonable. The creature may make a
four-foot-long sword made out of moonlight Wisdom saving throw to resist. If you or an
or sunlight, your choice. Only you may use ally are also using the spell dream on the tar-
it, and it cannot be dropped. You use your get, the target has disadvantage on the sav-
spell attack modifier to hit. On a hit, it does ing throw.
2d8 + your spellcasting attribute modifier in
radiant damage. Against undead, it does Smite
2d12 + twice your spellcasting attribute mod-
8th-level evocation
ifier in radiant damage. This weapon does
Casting Time: 1 action
not leave visible wounds, except on undead;
Range: 30 feet
with them, their substance visibly boils away
Components: V, S
at the weapons touch.
Duration: Instantaneous
If you use a moonlight blade, this spell does
You pick any point within range and
2d12 + twice your spellcasting attribute mod-
shout out your gods wrath. All creatures
ifier in radiant damage to shapechangers as
within 20 feet of that point must make a
well as undead.
Constitution saving throw; you may choose
If you use a sunlight blade, anyone hit by
to exempt your allies, if they are in that area.
this sword must make a Constitution saving
The affected creatures are smote by an in-
throw or be blinded for 1 minute.
tense, obviously divine light.
In addition, on a successful hit, the target
A creature takes 12d6 lightning damage
must make a saving throw using its
and is blinded and poisoned for 24 hours on
spellcasting ability modifier or lose the abil-
a failed saving throw, or half as much dam-
ity to cast spells the following round. If the
age and is blinded and poisoned for 1 hour
target does not have the ability to cast spells,
on a successful one.
this has no effect.

Smoke Shape
Sleepwalking
Transmutation cantrip
4th-level enchantment
Casting Time: 1 action
Casting Time: 1 minute
Range: Touch
Range: 100 feet
Components: V, S
Components: V, S, M (the crushed petal of a
Duration: Concentration, up to 1 minute
blue lotus flower and a drop of honey)
You may shape masses of smoke, mist, or
Duration: Concentration, up to 1 hour
fog into any shape you want, although you
You target one sleeping creature within
will be incapable of fine detail. Once you
range; you do not have to see the creature for
have created the desired shape, you may
this spell to work, but you do need to know
give it a gentle push or blow hard on it, pro-
that its there. You plant a magical sugges-
pelling it in one direction with a speed of 30
tion in that creatures mind (identical to the
feet. You can only affect a cloud of smoke up
type made when you cast suggestion). Crea-
to Large sized. A strong wind will rapidly
tures that cant be charmed are immune to
dissipate the shape.
this effect; likewise, creatures asleep due to

111
Snapdragon You start singing a well-known and
mindless travelling song that has many vers-
3rd-level transmutation
es. All living creatures within range that can
Casting Time: 1 action
hear and understand you must make a Wis-
Range: 100 feet
dom saving throw or begin singing along.
Components: V, S, M (a snapdragon blos-
Neither you nor singing creatures are unable
som)
to take offensive actions, cast spells, or using
Duration: 1 minute
any magic items (unless they would help
You pick a point within range. All flower-
with the song). A creature may make a new
ing plants within 20 feet of that point tempo-
saving throw, at disadvantage, every minute,
rarily awaken and become carnivorous. A
to end this effect.
creature that ends its turn within that area
must make a Dexterity saving throw. The
creature takes 5d6 piercing damage on a Soul Anchor
failed saving throw, or half as much on a 7th-level enchantment
successful one. Casting Time: 1 action
The animated flowers also spit pollen. Range: Touch
This causes disabling sneezing and choking Components: V, S
while in that area. All creatures have their Duration: Permanent
movement reduced to 10 feet. You tie the targets life force to a particu-
lar building, an estate, or another place with
Snare a clearly-defined border, unless the target
succeeds at a Wisdom saving throw. While
3rd-level transmutation
this spell is in effect, the target cannot leave
Casting Time: 1 action
that place unless you or the buildings owner
Range: Touch
(if that is not also the target) grant permis-
Components: V, S, M (a snakeskin and a sin-
sion, or a dispel magic or remove curse spell is
ew from a large animal)
successfully cast on the target.
Duration: Until triggered
If the target attempts to leave, the area
You create a snare or simple trap that is
outside the border becomes difficult terrain,
almost completely undetectable without the
and the target takes 1d10 force damage each
use of magic. In order to locate it, a searcher
time it ends its turn outside the designated
would need to make an Intelligence (Insight)
place.
check with a DC of 25.
At Higher Levels. When you cast this
spell with a 5th-level or higher spell slot, the Speak with Water
DC increases to 30. 4th-level transmutation
Casting Time: 1 action
Song of Compulsion Range: Self (30-foot radius)
Components: V, S
3rd-level enchantment
Duration: 10 minutes
Casting Time: 1 action
You imbue a body of water (or Medium-
Range: 60 feet
to Large-sized section of water) with limited
Components: V
sentience and the ability to communicate
Duration: Concentration, up to 1 hour

112
with you. You can question the water as to use innate spellcasting. It otherwise identical
the events in the spells area within the past to a normal creature of its type.
day, gaining information about creatures and
objects that have entered the water or drunk Sphere of Adaptation
from it.
7th-level abjuration
Casting Time: 1 action
Special Effects Range: Touch (20-foot radius)
1st-level transmutation Components: V, S
Casting Time: 1 action Duration: 24 hours
Range: Self (10-foot cube) A glistening, transparent globe forms
Components: V, S, M (a represented of the around one creature you touch and moves
desired effect) with that creature. Other creatures may re-
Duration: Permanent main within the sphere as well if they stay
You create a physical effect of a visual, close to the target.
auditory, olfactory, gustatory, or tactile na- The globe contains a self-renewing sup-
ture in a 10-foot cube. This effect can take ply of air and allows no inanimate objects in
nearly any form but cannot be harmful or (it does not prevent undead or constructs
debilitating. For instance, you can create from entering). Creatures within the sphere
haunting music that plays on repeat or when are immune to gasses and respiratory attacks
a creature enters the area, the scent of pine and can breathe underwater or even in a
trees or lemons in a room, make the floor or vacuum.
walls feel spongy, or so on. At Higher Levels. If you cast this spell
with a 8th-level or higher spell slot, the dura-
Spectral Beast tion increases to 1 week.
6th-level illusion
Casting Time: 1 action Spirit Mask
Range: Self 1st-level abjuration
Components: V, S, M (a bit of tooth, fur, Casting Time: 1 action
scale, or other body part from the creature Range: Self
you wish to create) Components: V, S
Duration: 1 minute Duration: Concentration, up to 10 minutes
You create a slightly glowing, ghostly You catch a minor spirit and wrap a part
beast or monstrosity that has a challenge rat- of your soul around it and let it go. While
ing 6 or lower that erupts from your chest under the effects of this spell, all attempts to
and bounds towards a target. The creature is use a divination spell on you are misdirected
translucent and utterly silent. to the spirit instead.
You must use your action to direct its
attack; without direction, it will simply stand Spirit of Flame
listlessly. It cannot be charmed, frightened,
6th-level conjuration
incapacitated, paralyzed, petrified, stunned,
Casting Time: 1 action
or being rendered unconscious, and it is im-
Range: Self
mune to exhaustion. It cannot cast spells or
Components: V, S

113
Duration: Concentration, up to 1 minute Spring
You gain the ability to enter a flame of at
3rd-level transmutation
least Small size and move from inside it to
Casting Time: 1 action
another flame within 1 miles. You must use 5
Range: 30 feet
feet of movement to enter the fire, and you
Components: V, S, M (a small forked stick,
take no damage from it. You instantly know
which is thrust into the ground)
the location of all fires within 1 miles. You
Duration: 24 hours
appear in a spot of your choice within 5 feet
You create a temporary freshwater spring
of the destination fire, using another 5 feet of
that flows at a rate of 2d6 gallons per minute;
movement. If you have no movement left,
if the area is overly arid, then it only produc-
you appear within 5 feet of the fire you en-
es 1d4 gallons per minute.
tered. You can use this transportation ability
once per round for the duration. You must
end each turn outside a tree. Squeaking Floor
At Higher Levels. When you cast this Abjuration cantrip
spell with a higher-level spell slot, you in- Casting Time: 1 action
crease the range. When you use a 7th-level Range: 30 feet
spell slot, you increase the range to 5 miles. Components: V, S, M (a rusty iron hinge)
When you use an 8th-level spell slot, you Duration: 1 hour
increase the range to 10 miles. When you use A 5-foot-square area of floor squeaks
a 9th-level spell slot, you increase the range loudly if anything that weighs more than 3
to 20 miles. pounds passes over it.
The duration of the spell increases at 5th-
level (3 hours), 11th-level (8 hours), and 17th-
Splinter Wood
level (24 hours).
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet Starharp
Components: V, S 6th-level abjuration
Duration: Instantaneous Casting Time: 1 action
You cause a wooden object, including Range: Self (10-foot radius)
trees, of Medium-size or smaller to violently Components: V, S, M (one of your tears and
explode. All creatures within 30 feet must a tiny harp, carved out of wood, bone, or
make a Dexterity saving throw. A creature ivory)
takes 3d6 piercing damage on a failed saving Duration: 1 minute
throw, or half as much on a successful one. If You softly hum or sing a song and a blue-
the wooden object is held by a creature (such white, glowing image of a harp, surrounded
as a spear or quarterstaff), the creature who by little stars of twinkling radiance, that
is holding it may not attempt to make a sav- floats in mid-air just above you.
ing throw to avoid damage, but must make a All creatures within 10 feet of you are
Constitution saving throw or be blinded for 1 freed from one effect of being charmed,
minute due to flying splinters (if the creature frightened, incapacitated, or stunned, or it
is wearing something over its eyes, such as a will restore one level of exhaustion. In addi-
full-face helmet, it is immune). tion, each round, if you choose to, you may

114
concentrate on a creature within range, and Components: V, S, M (a lightning rod or a
that creature regains 30 hit points. You may branch from a which has been struck by
continue to concentrate on that individual lightning at least once)
for multiple rounds, or you may pick a dif- Duration: 12 hours
ferent target. You cause a horrendous thunderstorm to
develop over the course of half an hour and
Sticks to Snakes rage for 12 hours. Rain falls at the rate of 1/2
inch per hour.
4th-level transmutation
Once every 10 minutes, you may direct a
Casting Time: 1 action
lightning bolt to hit a target of your choice. If
Range: 60 feet
the target is a living being, it may make a
Components: V, S, M (a piece of snakeskin)
Dexterity saving throw. The target takes 4d8
Duration: 1 minute
lightning damage on a failed saving throw,
You transform 2d6 sticks into either con-
or half as much on a successful one.
strictor snakes (Monster Manual, p.320) or
poisonous snakes (p.334), with a 50% chance
of either. They will fight under your direc- Succor
tion. 8th-level conjuration (ritual)
At Higher Levels. If you cast this spell Casting Time: 1 hour
with a 7th-level or higher spell slot, the sticks Range: Touch
turn into giant constrictor snakes (p.324) or Components: V, S, M (gemstones totaling at
giant poisonous snakes (p.327) instead.. least 5,000 gp, which are consumed in the
casting of the spell)
Stone Tell Duration: Until triggered
You enchant a specially-prepared object,
5th-level transmutation
such as a statuette, a gemstone, etc., and give
Casting Time: 1 action
it to a willing creature; you also must tell that
Range: Self (30-foot radius)
creature the items command word). When it
Components: V, S
speaks the command and breaks or crushes
Duration: 10 minutes
the item, that creature, along with everything
You imbue a Medium- or Large-sized
it is carrying, is instantly teleported to your
rock with limited sentience and the ability to
home.
communicate with you. You can question the
water as to the events in the spells area Suffocate
within the past day, gaining information 7th-level necromancy
about creatures and objects that have come Casting Time: 1 action
close to the rock. Range: Self (30-foot radius)
Components: V, S, M (a silk bag studded
Storm with black opals worth at least 5,000 gp)
Duration: Concentration, up to 10 minutes.
8th-level evocation (ritual)
You draw the breath out of all creatures
Casting Time: 10 minutes
in range. Each creature in range must make a
Range: Self (10-mile radius)
Constitution saving throw to resist. On a
failure, the creature begins to suffocate.

115
Sunbolt Sustain Fire
4th-level evocation Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (a small sunstone Components: V, S
worth at least 10 gp) Duration: Special
Duration: Instantaneous One nonmagical fire that is no larger than
You hurl a mote of pure sunlight at a a Large bonfire is slowed and consumes its
creature or object within range. Make a fuel at one-tenth its normal rate, while still
ranged spell attack against the target. On a giving off the normal amount of heat and
hit, the target takes 4d10 radiant damage, light.
and the target and all creatures within 20 feet
must make a Constitution saving throw or be Swim
blinded for 1 minute.
1st-level transmutation
If the creature has the trait Sunlight Sensi-
Casting Time: 1 action
tivity or Sunlight Hypersensitivity, they
Range: Touch
must succeed on a second Constitution sav-
Components: V, S, M (a piece of pumice
ing throw or take double damage.
stone)
Duration: 1 hour
Sunscorch Two willing creatures you touch has ad-
3rd-level evocation vantage on Strength (Athletics) ability checks
Casting Time: 1 action and Dexterity (Acrobatics) ability checks
Range: 60 feet made while swimming, and gains a Swim
Components: V, S speed of 40 feet.
Duration: Instantaneous At Higher Levels. When you cast this
An intense blast of heat and light ema- spell with a 2nd-level or higher spell slot,
nates from your hand, forming a narrow you may cast this spell on two additional
beam that curves around obstacles and creatures for each slot level above 1st.
moves to follow its target, which it strikes
unerringly. Talons Skitmaster
It deals 2d10 fire damage and 2d10 radi-
4th-level illusion
ant damage. If the creature is wearing metal
Casting Time: 1 action
armor or a shield, or holding any metal item
Range: Self (10-foot radius sphere)
that is larger than Small, then it takes an ad-
Components: V, S, M (a pound of sand)
ditional 1d10 fire damage as the sun heats
Duration: 3 hours
the metal up to unbearable temperatures.
You draw a square of sand no greater
At Higher Levels. When you cast this
than 20 feet by 20 feet, and tell a story. This
spell with a 4th-level or higher spell slot, it
spell creates illusions of the creatures and
does an additional 1d10 fire or radiant dam-
objects in the story, which move and act ac-
age per slot level above 3rd.
cording to your narration. At the same time,
you are covered in shadowsyou do not

116
disappear, but your body (although not your Duration: 1 hour
voice) is put in the background. You touch an item or object of Large size
The creatures are slightly translucent and or smaller. For the duration, the object is
are obviously illusions. They cannot move immune to getting wet from natural water,
past the sandy line and are completely in- such as rainfall. This spell offers no protec-
substantial and silentyou must produce tion from water-based attacks or spells. Full
the voices and sound effects. However, you immersion in water breaks the spell.
can direct the illusions to appear to interact
with living creatures and physical objects, if Tame Animal
you wish.
5th-level enchantment
If you stop narrating the story or per-
Casting Time: 1 action
forming actions (including singing or addi-
Range: Touch
tional spellcasting) that enhance the story,
Components: V, S
take a break longer than 15 minutes, or step
Duration: Permanent
beyond the boundary of the sandy line, the
You aid a beast in some way, such as by
spend ends.
freeing it from a snare or defending it from a
If you cast a spell such as enthrall while
predator, and then cast this spell. The crea-
using this spell, the targets are at disad-
ture may make a Wisdom saving throw. If it
vantage on their saving throws.
fails, it will permanently become charmed by
you. It will see you as a trusted ally.
Talons Soundmaster Depending on the nature of the creature,
4th-level illusion it may or may not decide to follow you. If it
Casting Time: 1 action doesnt, it will remember you the next time it
Range: Touch sees you and still consider you a friend.
Components: V, S, M (an ivory cube at least Any action that removes the charmed
1 inch square) effect from the creature will instantly end
Duration: 24 hours this spell. How it reacts depends on how
You record up to six sounds that you, well you treated it.
personally have heard. The sounds can be as
soft or as loud as you wish, but can never be Tasirins Haunted Sleep
so loud as to cause harm. Each sound can be
5th-level enchantment
no more than 1 round in length.
Casting Time: 1 action
At any point during the spells duration,
Range: Touch
you may firmly press one of cubes sides and
Components: V, S
it will release the sound. Each sound can on-
Duration: Concentration, up to 1 hour
ly be called forth once.
One creature you touch must make a
Wisdom saving throw or fall into a deep
Talons Waterproof sleep. The creature cannot be awoken from
Abjuration cantrip this sleep except by using the spells dispel
Casting Time: 1 action magic, lesser restoration, or remove curse. Crea-
Range: Touch tures that cant be charmed are immune to
Components: V, S M (a drop of water)

117
this effect. If the creature is already asleep, it Range: Self (120-foot radius)
makes the saving throw at disadvantage. Components: V, S, M (a pinch of desiccated
While the target is asleep, you may pro- tissue from a telepathic or psionic creature)
ject images and emotions into the its mind. Duration: Concentration, up to 1 minute
The subject will then have dreams or night- You can broadcast your thoughts, emo-
mares based on those images. The exact re- tions, or instructions to all creatures you
sults are up to the DM, depending on the choose within range who can understand
content of the dream. your language. This is one-way communica-
You may also place a suggestion into the tion; the recipients cannot speak back.
targets mind. The creature may make a
Wisdom saving throw to resist. It will then Teleport Object
follow the suggestion when it awakens.
3rd-level conjuration
Casting Time: 1 action
Tattoo of Power Range: Touch
6th-level evocation (ritual) Components: V, S
Casting Time: 1 hour Duration: Instantaneous
Range: Touch You may teleport a Small-sized inanimate
Components: V, S, M (tattoo inks worth 10 object weighing 1 pound or less to any loca-
gp per spell level and a needle, all of which is tion on the same plane as you. The destina-
consumed in the casting of this spell) tion you choose must be familiar to you, and
Duration: Until triggered your familiarity with the destination deter-
You tattoo a spell onto a willing crea- mines whether the object arrives their suc-
tures skin. While you cast this spell, you also cessfully. The DM rolls 1d100 and consults
cast the spell you wish to tattooyou may the table.
use a higher-level spell slot when casting that
spell, if you wish. The creature may release Similar Off On
Familiarity Mishap Area Target Target
the spell at any time by touching it and
Permanent
speaking a command word. This causes the circle 01-100
tattoo to disappear and that spell to be cast.
Associated
Each tattoo takes up two square inches object 01-100
per level. Up to two spell levels can be tat-
Very
tooed on a neck, up to four levels can be tat- 01-05 06-13 14-24 25-100
familiar
tooed on an arm, up to six levels can be tat-
tooed on a leg, and up to ten levels can be Seen
casually 01-33 34-43 44-53 54-100
tattooed on the chest or back.
No more than four different tattoos of Viewed once 01-43 44-53 54-73 74-100
power can be placed on a single individual at
a time. This spell otherwise acts exactly as the
teleport spell.
Telepathic Broadcast At Higher Levels. When you cast this spell
5th-level evocation with a spell slot of 4th level or higher, you
Casting Time: 1 action double the weight of the item you can send

118
for each spell slot above 3rd. (2 pounds with the duration expires, or the hawk is slain, it
a 4th-level slot, 4 pounds with a 5th-level reverts back to an arrow and falls.
slot, 8 pounds with a 6th-level slot, 16 If you cast this spell on a magical arrow
pounds with a 7th-level slot, 32 pounds with (except for an arrow of slaying), the hawk re-
a 8th-level slot, and 64 pounds with a 9th- tains the magical properties. For instance, if
level slot.) cast on an arrow +1, the hawk gains +1 to
attack and damage.
Tenfold Ironguard At Higher Levels. When you cast this
spell with a 3rd- or 4th-level spell slot, the
7th-level abjuration
arrow transforms into an eagle. When you
Casting Time: 1 action
cast this spell with a 5th-level or higher spell
Range: Touch
slot, the arrow transforms into a giant eagle.
Components: V, S, M (a handful of iron fil-
ings and a drop of aqua regia)
Duration: Concentration, up to 10 minutes Tentacles
You and up to seven other willing targets 6th-level transmutation
become completely intangible to metal items. Casting Time: 1 action
A target is immune to bludgeoning, piercing, Range: Self (10-foot long tentacles)
and slashing damage from nonmagical me- Components: V, M (a dried octopus tentacle)
tallic weapons. It can pass through metal Duration: Concentration, up to 1 hour
bars, gates and the like as if they were diffi- Two 10-foot-long greenish tentacles grow
cult terrain (a creature takes 1d10 force dam- out of your body. You may use them as addi-
age if it ends its turn inside a metal struc- tional arms. They grant you one additional
ture). attack: you may use the tentacles to wield
Each target may specify one metal object weapons, using your proficiency bonus, or to
that they are holding while you cast this slam an opponent, using your spell attack
spell. The target will be able to continue modifier.
holding that item for the duration. If that If you use them to slam, they inflict 2d6 +
item is a container of some sort, it can con- your Strength modifier in bludgeoning dam-
tinue hold other metal items inside of it. age, and if the creature is your size or small-
er, it is grappled (escape DC equal to your
Tensers Hunting Hawk spell save DC) and restrained until the grap-
ple ends. You may only grapple as many
2nd-level transmutation
creatures as you have available tentacles. At
Casting Time: 1 action
the beginning of each of your turns, you con-
Range: Touch
strict, inflicting an additional 1d6 bludgeon-
Components: V, S, M (a hawks wing feath-
ing damage as long as the creature is re-
er)
strained.
Duration: Concentration, up to 1 minute
Each tentacle has AC 11 + your Dexterity
You touch an arrow, which is then fired
modifier and 8 hit points. Damage inflicted
from a bow. As soon as it leaves the bow, the
on a tentacle does not harm you.
arrow turns into a hawk (Monster Manual,
At Higher Levels. When you cast this
p.330). The hawk will then attack. You may
spell with a 7th-level or higher spell slot, you
use a bonus action to direct its attack. When

119
grow an additional tentacle for each spell slot Thiefs Lament
higher than 6th level.
3rd-level abjuration
Casting Time: 1 action
Tentacle of Withering Range: Self (30-foot cube)
6th-level transmutation Components: V, S, M (a silver key)
Casting Time: 1 action Duration: 1 hour
Range: Self You ward an area against mundane
Components: V, S, M (a small bone and a thievery. All creatures who enter the area are
piece of rubber) at disadvantage when using thieves tools,
Duration: Concentration, up to 1 minute when attempting a sneak attack, and when
One of your arms transforms into a wrig- using Sleight of Hand or Stealth.
gling gray tentacle with sticky suction cups. At Higher Levels. When you cast this
You can use this tentacle to pick up objects spell with a higher-level spell slot, you in-
with ease. The tentacle is 30 feet long. crease its duration. When you use a 5th-level
If you strike someone with this tentacle, it spell slot, the duration increases to 12 hours.
does 1d6 + your Strength ability modifier in When you use a 7th-level spell slot, the dura-
bludgeoning damage, plus 2d8 necrotic tion increases to 24 hours. When you use a
damage. In addition, the DM rolls on the fol- 9th-level spell slot, the duration increases to
lowing table to determine hit location and 1 week.
the effect that has:
Thornwrack
d8 Body Part Effect
That limb is paralyzed until
5th-level transmutation
the end of your next turn. If Casting Time: 1 action
its an arm, you cannot hold Range: Touch
1-6 Limb a weapon or shield in that Components: V, S
hand. If its a leg, you must Duration: Concentration, up to 10 minutes
make a DC 15 Dexterity You touch a creature and cause long,
check or fall prone. painful thorns to grow out of its flesh, pierc-
The creature is blinded or ing the skin from the inside. A thorn takes 1
7-8 Head deafened until the end of round to grow and inflicts 1d4 + your
your next turn. spellcasting ability modifier in piercing
damage each round. After each minute, the
creature must make a Constitution saving
On a successful hit, you may choose to
throw or fall unconscious from the pain.
grapple that creature (escape DC is equal to
your spell save DC). As long as the grapple
remains in effect, that target is restrained. At Throbbing Bones
the start of each of your turns, you inflict an 5th-level necromancy
additional 2d8 necrotic damage. Casting Time: 1 action
Range: 30 feet
Components: V, M (a small bone that you
snap in half)
Duration: Concentration, up to 1 minute

120
You choose one target you can see within throw. A creature takes 1d6 lightning dam-
range. That creatures bones begin to throb age and 1d6 thunder damage and is deaf-
and pulsate. Plants, oozes, and other crea- ened for 1 minute on a failed saving throw,
tures that do not have bones (or that only or takes half as much damage and is deaf-
have cartilage or an exoskeleton) are immune ened for 1 round on a successful one.
to this spell. At Higher Levels. When you cast this
The pain the creature suffers due to this spell using a spell slot of 3rd level or higher,
spell causes it to be at disadvantage for all the damage increases by 1d6 lightning and
attack rolls and ability checks, and its speed 1d6 thunder damage for each slot level above
is reduced by 10 feet. In addition, the target 2nd.
must make a Constitution saving throw each
round. The creature takes 1d10 bludgeoning Timed Stasis
damage on a failed saving throw, or half as
7th-level transmutation (ritual)
much on a successful one.
Casting Time: 10 minutes
Range: Touch
Thump Components: V, S, M (a platinum spring
Evocation cantrip worth at least 500 gp)
Casting Time: 1 reaction, which you take Duration: Special
when another creature attacks you You touch an inanimate object and it put
Range: Touch in stasis. The object can be handled, moved,
Components: V, S, M (a fan, book, rolled-up or carried, but it cannot be damaged,
scroll, or other non-weapon object you can opened, or otherwise affected in any way,
hold in one hand) even by yourself.
Duration: Concentration, up to 1 minute This spell lasts for as long as you wish, up
You smack a hostile, attacking creature to for 1 month, plus a number of months
with the item you are holding on the head, equal to your spellcasting ability modifier.
face, or hand, forelimb, or paw while berat- You may use an action to dismiss the spell at
ing it, using an unarmed attack or your spell any time.
attack modifier to hit. The creature must
make a Wisdom saving throw or be stunned Timelessness
for 1 round.
9th-level transmutation
Casting Time: 1 action
Thunderball Range: Touch
2nd-level evocation Components: V, S, M (a gemstone worth at
Casting Time: 1 action least 1,000 gp and a cylinder of obsidian,
Range: 60 feet both of which are crushed in the casting)
Components: V, S M (an amber rod) Duration: 1 month
Duration: Instantaneous You touch a creature, who, if unwilling
An explosion of lightning and crash of must make a Wisdom saving throw. If it
thunder erupts for a point you choose within fails, that creature is removed from time. You
range. All creatures within 20 feet of that may declare while casting the spell how long
point must make a Constitution saving

121
you want this state to continue, up to 1 around objects, be directed into a mold and
month. then allowed to harden, etc. This version of
A creature that has been removed from the spell has a duration of 1 minute.
time is paralyzed, does not age, and does not Transmute Sand to Stone.
need to eat, drink, breathe, or sleep. It is im- Nonmagical sand in the area no more than 10
mune to all forms of damage and all condi- feet deep transforms into sandstone for the
tions. spells duration. This is otherwise identical to
A creature under the effect of this spell the transmute mud to rock version of this spell.
can only be freed by casting a wish. Transmute Snow to Stone.
Nonmagical snow or ice in the area no more
Touch of the Styx than 10 feet deep can be transformed into a
soft, porous white rock such as soapstone or
7th-level enchantment
talc, or into chalk. This is otherwise identical
Casting Time: 1 action
to the transmute mud to rock version of this
Range: Touch
spell.
Components: V, S
Transmute Stone to Sand.
Duration: Instantaneous
Nonmagical rock of any type, including
One creature you touch must make an
gemstones, is transformed into an equal vol-
Intelligence saving throw or completely for-
ume of sand. This is otherwise identical to
get the events of the previous 24 hours. The-
the transmute rock to mud version of this spell.
se memories are forever gone and can only
Transmute Stone to Snow. Non-
be retrieved by the use of a wish spell.
magical stone of any type is transformed into
an equal volume snow. This is otherwise
Transmute Bone to Steel identical to the transmute rock to mud version
6th-level transmutation of this spell.
Casting Time: 1 action
Range: Touch
Trick
Components: V, S, M (steel filings and pow-
5th-level illusion
dered bone)
Casting Time: 1 action
Duration: Permanent
Range: 100 feet
You touch a dead skeleton or any object
Components: V, S, M (a ball of wax)
made out of bone and give it the tensile
Duration: 1 hour
strength and durability of steel. If you touch
You switch your appearance and the
a skeleton, you may then animate it as a
sound of your voice with one creature of
skeleton. The undead skeleton then has AC
similar size and shape within range that you
17.
can see: you look like that creature and it
looks like you. The creature makes an Intelli-
Transmute Rock gence saving throw to resist, but at disad-
This are new variants of the spell transmute vantage if it is unaware of you.
rock that appears in the Elemental Evil Players
Companion, pg.22.
Flowstone. You cause normal rock to
flow like thick syrup, allowing it to move

122
True Name If the original fire reduced an object to
ashes, and some of those ashes have blown
6th-level divination
away, then this spell will restore the item
Casting Time: 1 action
with gaps.
Range: 30 feet
Because rust is a form of oxidation, the
Components: V, S, M (a potion of mind read-
black flame will reverse the effects of rust,
ing, which you must consume while casting
tarnish, and corrosion on metal.
this spell)
Duration: Instantaneous
You target a celestial, fey, fiend, or other Vaporize
creature within range that has a hidden true 8th-level transmutation
name. That creature must make a Charisma Casting Time: 1 action
saving throw. On a failure, you learn that Range: 100 feet
creatures true name. Components: V, S, M (a bit of ash and spit-
At the same time, you must make an DC tle)
15 Intelligence saving throw. If you fail, the Duration: Instantaneous
creature you targeted learns your name and You pick a point within range. All rock,
appearance. earth, stone, metal, crystals within a 20-foot
radius cube that is centered on that point
Unburn vanish, turned into a dense, billowing fog
that eventually evaporates.
7th-level transmutation
Creatures made of rock, earth, metal, or
Casting Time: 1 action
crystal must make a Constitution saving
Range: 30 feet
throw. A creature takes 10d10 force damage
Components: V, S, M (a small vial of water)
on a failed saving throw, or half as much on
Duration: Permanent
a successful one.
You cast this spell on anything that has
been burned within the last 24 hours. It con-
jures of a hand-sized black flame that radi- Venomdust
ates cold and shadow, which proceeds to 3rd-level evocation
unburn the burnt material, taking it back Casting Time: 1 action
to its pre-fire state. Anyone who touches this Range: Touch
flame will take 1 point of cold damage. It will Components: V, S
not reverse burn damage to living creatures Duration: 1 month
and will not restore hit points lost to fire You create an ounce of highly toxic dust,
damage. If a living creature died due to fire which you can sprinkle on objects (or parts
damage, this spell will remove the burns of an object) that are no larger than to 1
from the corpse, but will not restore the crea- square foot. The venomdust adheres to the
ture to life. material and cannot be blown or washed off.
Like normal fire, this black flame spreads It stays potent for 1 month.
and grows, consuming all burnt items until A creature that touches an object with
24 hours have passed or it runs out of burnt bare hands or thin gloves must make a Con-
material to consume. stitution saving throw. The creature takes
6d10 poison damage and is poisoned for 1

123
hour on a failure, or no damage but is poi- ing of this spell must share the same lan-
soned for 1 hour on a success. guage.
At Higher Levels. When you cast this
Venomous Blade spell with a spell slot of 5th level or higher,
you may create an additional two stones for
2nd-level transmutation
each slot above 4th level.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of poison) Wail of the Banshee
Duration: Special 6th-level necromancy
You magically cover one bladed weapon Casting Time: 1 action
or three projectile or thrown weapons with . Range: Self (30 feet radius)
This poison remains effective for three suc- Components: V, S, M (a lock of hair from an
cessful strikes on a blade, or for one use each evil female elf)
on a missile. Duration: Instantaneous
Each blow inflicts an additional 2d6 poi- You cry out loudly and up to 12 living
son damage, and the target must make a creatures within range you can see must
Constitution saving throw or be poisoned for make a Constitution saving throw. A crea-
1 minute. ture drops to 0 hit points on a failure, or
At Higher Levels. When you cast this takes 3d6 psychic damage on a success.
spell with a 3rd-level or higher spell slot, you
may use the blade for one additional strike, Warning Shout
or poison one additional missile, for each slot
Evocation cantrip
level above 2nd.
Casting Time: 1 action
Range: Self
Vision Stone Components: V, S
4th-level divination Duration: Instantaneous
Casting Time: 1 minute You can shout a single word (such as
Range: Touch Help! or Orcs!), which is magically am-
Components: V, S, M (the gemstone to be plified loud enough to be heard a half-mile
enchanted, which must be worth at least 50 away. You must be outside to cast this spell.
gp each), an eyelash, and a tooth from any
creature) Watching Shadow
Duration: Until triggered
4th-level divination
You enclose a telepathic message in one
Casting Time: 1 action
to five gemstones and set the circumstances
Range: 500 feet
under which the message will be revealed.
Components: V, S
When a creature holds a vision stone in the
Duration: 1 round
criterion is met, the message is transmitted
You create a mobile shadow that sends
telepathically to that creature. The message
you visual information in a way similar to an
can be 50 words long or a one-minute vision.
arcane eye. You can direct it to move along
All vision stones created with a single cast-
walls and the floor with with a speed of 60
feet, and can pass through a crack as narrow

124
as 1 inch without squeezing. You may use creature ends its turn in the webbing, the
your action to change the shadows shape. creature must make a Constitution saving
throw. The creature takes 3d10 cold damage
Weapon of the Earth on a failed saving throw and has its Strength
reduced by 1; the creature takes half as much
1st-level transmutation
damage on a successful check and does not
Casting Time: 1 action
lose Strength. Lost Strength returns after the
Range: Touch
creature takes a long rest.
Components: V, S, M (a chink of iron ore)
Duration: 1 minute
You pick up a chunk of rock and turn it Weapon Shift
into a one-handed melee weapon of your 2nd-level transmutation
choice. While it is made of stone, it inflicts Casting Time: 1 action
damage as a normal weapon of its type; it is Range: Touch
immune to effects that target metal. Components: V, S
Duration: 1 minute
Weapon Return You change one hand-held, nonmagical
weapon into an entirely different one that
3rd-level transmutation
you are proficient in. The weapons material
Casting Time: 1 action
remains the same (you cannot turn a wooden
Range: Touch
club into a steel sword). You cannot give this
Components: V, S
weapon to anyone else to use.
Duration: 1 minute
You touch a throwing weapon; you may
use this weapon or give it to someone else to Whip of Flame
use. When it is thrown, it will instantly re- 3rd-level evocation
turn to the throwers hand and can be used Casting Time: 1 action
again the following round. Range: Self
Components: V, S, M (a lump of charcoal)
Web of Shadows Duration: 1 minute
You create a ten-foot long, flaming line of
6th-level conjuration
magical force, which you can use as a whip.
Casting Time: 1 action
You use your spell attack modifier to attack.
Range: 100 feet
On a hit, it does 4d10 fire damage. It can also
Components: V, S, M (a piece of spider web)
be used to set combustibles alight.
Duration: 12 hours
You fill an area 40 cubic feet with shad-
ow-grey, intangible strands of force that re- Whispers
sembles a giant spider web. The webbing is 2nd-level divination
almost invisible. It requires a DC 18 Investi- Casting Time: 1 action
gation check to locate them. Once created, Range: 300 feet
these webs cannot be harmed by any Components: V, S
nonmagical attacks. Duration: Concentration, up to 10 minutes
Any creature who enters the web has its You direct the breezes to carry the sounds
movement slowed to 10 feet. Each round a of distant conversation to you. You can hear

125
what any speaking creature you can see Dragonfly Wings. These wings grant
within range. the bearer the ability to hover.
Eagle Wings. These wings grant the
Wingbind bearer the ability to make a dive attack. If
you dive at least 30 feet straight towards a
5th-level evocation
target and then hit it with a melee weapon
Casting Time: 1 action
attack, the attack deals an additional 1d10
Range: 400 feet
damage to the target.
Components: V
Duration: Concentration, up to 1 minute
You create a web of force that wraps Wolfjaws
around the wings and body of any one flying 2nd-level transmutation
creature within range. The creature is grap- Casting Time: 1 action
pled (escape DC equal to your spell save DC) Range: Self
and restrained as long as the grapple re- Components: V, S, M (a wolfs tool)
mains. Duration: 1 minute
You transform your hand into a pair of
Wing Gifting powerful, wolf-like jaws. You use your spell
attack modifier to attack. On a hit, you inflict
4th-level transmutation
2d8 + your Strength modifier in piercing
Casting Time: 1 action
damage and, if you choose, the target is
Range: 100 feet
grappled (escape DC equals your spell save
Components: V, S
DC). Until this grapple ends, the target is
Duration: 1 hour
restrained and you cant bite another target.
One willing creature you touch gains a
At the beginning of each of your turns, you
pair of wings. The creatures flying speed is
inflict an additional 1d8 piercing damage for
double your walking speed, and the creature
as long as the grapple remains in effect.
gains one additional ability, depending on
the type of wing:
Butterfly Wings. These wings grant Wyvern Watch
the bearer the ability to flutterthe bearer 2nd-level evocation
moves in an erratic fashion. While in the air, Casting Time: 1 action
any creature targeting the bearer with a me- Range: 120 feet
lee or missile weapon attack are at disad- Components: V, S
vantage to do so. Duration: 12 hours
Dragon Wings. These wings grant the You create a cloud of mauve smoke in
bearer a wing buffet attack, which can be roughly the shape of a wyvern, which you
used as a bonus action. This attack has a set to guard an area. If a creature of Small
reach of 10 feet and inflicts 1d4 + the bearers size or larger approaches within 10 feet, the
Strength modifier, and that creature must wyvern strikes and the creature must make a
make a Strength saving throw, with a DC Dexterity saving throw or be paralyzed for 1
equal to 8 + the bearers Strength modifier, or minute.
fall prone.

126
As soon as a creature has succumbed to Zone of Deception
the wyverns attack, or when 12 hours has
2nd-level enchantment
passed, the wyvern will dissipate.
Casting Time: 1 action
Range: 60 feet
Year Stealing Components: V, S
8th-level necromancy (ritual) Duration: 10 minutes
Casting Time: 1 hour You create a magical zone that guards
Range: 1 mile against the truth in a 15-foot-radius sphere
Components: V, S, M (the blood of the in- centered on a point of your choice within
tended victim, a glass screen, and a black range. Until the spell ends, a creature that
candle) enters the spells area for the first time on a
Duration: Permanent turn or starts its turn there must make a Cha-
You take the blood and use it to inscribe risma saving throw. On a failed save, a crea-
ritualistic runes on the screen, all the while ture cant speak the truth while in the radius.
holding the lit candle. At the end of the cast- You know whether each creature succeeds or
ing, the creatures whose blood you are using fails on its saving throw.
must make a Constitution saving throw. The An affected creature is aware of the spell
creature takes 6d6 necrotic damage and your and can thus avoid answering questions to
age is reduced by a number of years equal to which it doesnt want to lie. Such a creature
half the amount of damage inflicted. If the can hint at the truth as long as the bulk of its
creature takes enough damage to kill it, it statement is a lie.
will look as though it died of old age.

127
Mass Protection from Evil 3rd Level
Abjuration and Good Mystic Rope
Mordenkainens Defense Nectar
0th-Level (Cantrip) Against Lycanthropes Restore Earth
Banish Dazzle Thiefs Lament Teleport Object
Death Prayer
Hold Portal 5th Level 4th Level
Rainshield Favor of the Ocean Winds Bands of Sirellyn
Ritual Strength Fireward Dimensional Anchor
Squeaking Floor Resist Magic Everfull Quiver
Talons Waterproof Iron Maiden
6th Level
1st Level Mass Protection from Ener- 5th Level
Fire Aura gy Blessed Abundance
Protective Amulet Starharp
Sacred Guardian 6th Level
Segojans Armor 7th Level Conjure Divine Minion
Spirit Mask Breath of Life Moonbow
Seal of Destiny Horn of Plenty
2nd Level Seven-Eyes Web of Shadows
Agras Ambush Sphere of Adaptation
Elude Blow Tenfold Ironguard 7th Level
Exorcisms Conjure Beast Spirits
Favor of Good Luck 9th Level Cyclone Chariot
Fireproof Ancient Curse Rain of Terror
Preservation Elminsters Effulgent
Revenance Epuration 8th Level
Chariot of Sustarre
3rd Level Glass Storm
Amulet
Favor of Amelioration Conjuration 9th Level
Glyph of Warding (new var-
Black Blade of Disaster
iant) 0th-Level (Cantrip) Call
Impenetrable Falsehood Eriks Quills Estate Transference
Mordenkainens Defense Legerdemain Mage Tunnel
Against Beasts Liquid Orb Power Word Banish
Mordenkainens Defense Nature Call Rising Colossus
Against Slimes Thump
Resist Turning
1st Level
4th Level Hail of Stone Divination
Chant
Guardian Weapon 2nd Level 0th-Level (Cantrip)
Guardian Seal Empathy
Create Campsite
Hiding Place Idea
Prismals Handy Mirror
Ilyykurs Mantle Secret Signs
Sap
Invisibility Purge Thunderball

128
1st Level 8th Level 6th Level
Assess Value Divine Truth Obedience
Compass
Death Candle 7th Level
Detect Metals and Minerals Endless Dance
Detect Harmony
Enchantment Legal Thoughts
Detect Secret Passages and Mass Dominate Person
Portals 0th-Level (Cantrip) Mindkiller
Fire Truth Distraction Nymphs Beauty
Sea Sight Power Word Sleep
1st Level Soul Anchor
2nd Level Alert Vigil Touch of the Styx
Death Recall Animal Animosity
Detect Charm 8th Level
Ground Trace 2nd Level Call of Despair
See Through Other Eyes Bliss Disbelief
Whispers Immurks Distraction
Intensify Sensation 9th Level
3rd Level Nap Bad Medicine
Astral Awareness Ottos Soothing Vibrations Chain Madness
Isoldes Answer Zone of Deception
Know Customs
Read Object 3rd Level
Seek Teleporter Anesthesia Evocation
Shoondals Seeking Animal Trick
Comfort 0th-Level (Cantrip)
4th Level Hibernation Bigbys Bookworm Bane
Memory Road Song of Compulsion Call Upon Faith
Projected Magnification Darssons Cooling Breeze
Rastors Mystical Spy 4th Level Disarm
Vision Stone Blessed Forgetfulness Fiery Eyes
Watching Shadow Despair Flashpuff
Fire Charm Hailstone
5th Level Music of the Spheres Handcandle
Converse Ottos Drums Helping Hand
Glyph of Revealing Siren Song Odeens Magic Cloud
Rarys Replay Sleepwalking Scatterspray
Shadow Play Warning Shout
Shandarils Tracer 5th Level
Impending Permission 1st Level
6th Level Love Charm Beneficence
Prophecy Natures Charm Dancing Fire
True Name Oathbinding Diction
Scapegoat Frost Fingers
7th Level Tame Animal Ladder
Pool of Deeds Tasirins Haunted Sleep Magical Tether

129
2nd Level Chromatic Blade
Bigbys Dexterous Digits Draw Upon Holy Might
Illusion
Decastave Electric Bow
Fiery Fists Sand Shroud 0th-Level (Cantrip)
Fire Arrows Sarcophagus of Death Deepen Shadows
Firestaff Shadow Blink Haunting
Hurl Rock Telepathic Broadcast
Shark Bolt Thornwrack 1st Level
Skyhook Transmute Rock (new vari- Calders Starry Sky
Wyvern Watch ants) Color
Wingbind Creeping Darkness
3rd Level Elonias Glamer
Acid Lash 6th Level False Tracks
Archers Redoubt Catching Chain
Castigate Channel Flame 2nd Level
Darkbolt Lightning Curtain Beastmask
Dig Obolds Brightness Call Society
Dragon Breath Skylight Blade Circle of Privacy
Frost Whip Spirit of Flame Drawmijs Scent Mask
Javelin Echoes
Nchasers Glowing Globe 7th Level Leomunds Trap
Nystuls Radiant Baton Acid Storm Moon Rune
Otilukes Orb of Contain- Ballants Stonesplit Sinister Surroundings
ment Biting Shadow
Scalding Spout Bolt of Glory 3rd Level
Seeking Flame Harvest Conceal Item
Sunscorch Hovering Road Dire Charm
Venomdust Otilukes Siege Sphere Doomhound
Whip of Flame Encrypt
8th Level Fools Speech
4th Level Crown of Angels Merchants Glamer
Animate Flame Gunthers Kaleidoscopic Nightscar
Bigbys Force Sculpture Strike Phantom Arms and Armor
Chant Heartseeker Phantom Steed
Control Temperature Hornungs Random Dis-
Hurl Thunderbolt patcher 4th Level
Ice Blade Lightning Storm Fools Gold
Lightning Shield Otilukes Fire and Ice Instant Audience
Nystuls Blacklight Burst Smite Mirage
Searing Song Succor Mirage of Despair
Shadowstrike Storm
Shout 5th Level
Sunbolt 9th Level False Vision
Death Pact Lorloveims Creeping Shad-
5th Level Harp of War ow
Ballants Stonestrength Heart Call Shadowcat
Bestow Enchantment Skip Day Talons Skitmaster

130
Talons Soundmaster Deathmasters Vial Orison
Trick Possess Phantom Plow
Rain of Blood Smoke Shape
6th Level Rising Rot Sustain Fire
Spectral Beast Throbbing Bones
1st Level
8th Level 6th Level Adhesion
Screen Animate Blood Arrowflight
Arrow of Bone Augment Artistry
Dead Mans Eyes Drawmijs Breath of Life
Graft Ease Labor
Necromancy Major Curse Erase
Nerve Dance Favor of the Earth
0th-Level (Cantrip) Poison Filths Bane
Bloodbridge Wail of the Banshee First Strike
Pain Fist of Stone
7th Level Gift of Speech
1st Level Breath of Death Hair
Blood Bond Corpse Host Laerals Cutting Hand
Exterminate Suffocate Reed Staff
Fertility Secret Page
Ray of Fatigue 8th Level Sharptooth
Lifeblend Special Effects
2nd Level Longevity Swim
Ancestral Blessing Mass Contagion Weapon of the Earth
Skull Watch Quench the Spirit
Year Stealing 2nd Level
3rd Level Banish Blight
Bestow Curse (new variants) 9th Level Body Blades
Curse Tablet Body Link Cook
Ray of Paralysis Energy Drain Deeppockets
Heart of Stone Drawmijs Light Step
4th Level Drawmijs Swift Mount
Agitate Wounds Drenals Stone Flame
Bone Seize Fang Fist
Burning Blood Transmutation Favor of Serendipity
Chilling Scythe Favor of Ill Luck
Cursed Image 0th-Level (Cantrip) Frostfire
Enervation Allergy Field Grassdart
Kiss of Torment Alter Instrument Mistaken Missive
Return to Earth Blacksteel Ottos Chime of Release
Sacred Strike Candletrick Scent of Vengeance
Simulate Skill Copy Splinter Wood
Druidcraft (new variants) Tensers Hunting Hawk
5th Level Handfang Venomous Blade
Animal Transfer Leaf into Dagger Wolfjaws
Break Limb Odeens Magic Tailor

131
3rd Level Hard Water Vaporize
Amanuensis Magnetism
Bearhug Mass 9th Level
Blossom Metal Shape Ivy Siege
Boon of Fortune Pillar of Borogar Renew Deposit
Drought Spring Skycastle
Entomb Timelessness
Farspeaker 6th Level
Lightning Rod Age Animal
Mass Jump Curse of Lycanthropy
Sand Sword Distort Life
Shadow Dance Dusts of Death
Shape Wood Earthmaw
Singing Stone Imbue with Purpose
Snapdragon Ironwood
Snare Laughing Water
Weapon Return Scalesnare
Weapon Shift Stone Tell
Tattoo of Power
4th Level Tentacles
Adamantine Mace Tentacles of Withering
Alter Path
Barrier Reaver 7th Level
Control Vapor Amorphous Blob
Create Darkenbeast Duo-Dimension
Darssons Potion Glassteel
Depress Resistance Gullship
Drawmijs Instant Exit Intensify Nature
Favor of the Flying Horse Prismals Pictograph
Glassee Right of Might
Holy Flail Timed Stasis
Log to Lizard Transmute Bone to Steel
Needlestorm
Pit 8th Level
Rusting Grasp Airboat
Sargasso Alter Beast
Shellskin Circle of Blindness
Speak with Water Crystalbrittle
Sticks to Snakes Evolve
Wing Gifting Khelbens Blackstaff
Laerals Invisible Blade
5th Level Magic Susceptibility
Age Object Power Word Blind
Battletide Sand Gems
Cloud of Purification Simbuls Skeletal Deliques-
Cloud of Putrefaction cence
Force Shapechange Unburn

132

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