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Table of Contents Credits
Authors: Ken Carcas, Justyn Johnston,
Table of Contents 3 Luke Monroe
Legal/Credits 3 Layout: Ken Carcas
A Quick and Dirty Primer 4 Editing: Justyn Johnston
Why the new spellcasting system? 4 Proofreading: Eric Gunty, Alex Szenczy
Adapting a Spellcasting Class … 5 Cover Design: Ken Carcas, Luke Monroe
Modified Character Creation Rules 5 Cover Image: William Michael Harnett
Cantrips 7 (1884 to 1892)
Spellcasting 7 Internal Art: Jason Adams (Commissioned)
Official WotC Core & Expansion Spells 8 WotC Art Packs
What is a Mana Link? 9 Prism (Free Photo)
Quantity of Mana Production 9 Common Domain Sources
Establishing a Mana Link 10 Clip Art Place
Limitations/Establishing Mana Links 10 (http://www.ClipArtPlace.com)
Optional Rule - Establishing a Mana Link 11 Mana Symbols: Jason Adams
Concentration on Mana Links 10 http://www.facebook.com/jayandrewadams
Movement vs. Mana Links 10 Gavrosh Stevenson
https://www.facebook.com/gav.stevenson.9
Effects vs. Mana Links 11
Tapping Mana / Established Mana Links 11 Maps: Dyson Logos (www.DysonLogos.com)
Mana Pool (Drawing Mana) 12 Spell Lists: Inspired by Isabel Beis
Excess Mana vs. Mana Burn 12 (Spectrum of Magic –
Colorless Mana 12 DMsGuild)
Mana Burn 12 Ravnica Guild Signets:
Effects / Excessive Mana Burn Damage 13
Optional Rule: Desperation Casting 13
Fil Kearney - Artwork copyright
New Feature: Personal Attunement 14 used with permission.
New Feature: Joint Attunement 15 http://www.filkearney.com/
Rules for Summoning Creatures 15 Optional Rule: Establishing a Mana Link:
Summoning Cost Table 17 Ian ???
Minions by Color and CR 17 (DMGuild Reviewer)
Example of Advanced Arcana in play 19 M:tg Concepts: Used with permission from the
Suggested Props 23 fine folk at WotC
Spell Lists By Color 25 Special Thanks: Our heart-felt thanks to Lysa
New Dual-Colored Guild Spell Lists 33 Chen for getting this through …
Grimoire: New Ravnica Spells 34 You’re a Legend!
Laboratory: New Magic Items / Location 53
- Guild Specific Magic Items 54 Legal
- Spell and Magic Item Stat Blocks 72 DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
- Universal Magic Items 79 Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers
- Locations around Ravnica 101 League, all other Wizards of the Coast product names, and their
Labor Dispute: Tier 1 adventure 108 respective logos are trademarks of Wizards of the Coast in the
From Below: Tier 2 adventure 116 USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is
Bibliography 128 protected under the copyright laws of the United States of
Guild Spell List (Player Handouts) 130 America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written
Advertisements / Bios 160 permission of Wizards of the Coast.
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Formerly of the Selesnya Conclave
A Quick and Dirty Primer on Currently Seeking Employment-Ask for me
Mana is in everywhere and in everything. I'll probably be pulling a plow. I'd rather not.
The lowliest goblin street hustler wielding
meager mind magic on a hapless mark in
the darkest corners of the city and the
loftiest angel with their inscrutable goals and
Why the new
sense of inflexible rightness are all made
from it, warts to wings. Sure, the scholars, spellcasting system?
mages, and assorted spellslingers across
Ravnica love to classify it, quantify it, and With the long-awaited release of a Magic:
sort it into neat little categories to try and The Gathering (M:tg) setting into the
pretend they understand the very substance Dungeons & Dragons (D&D) franchise, the
of the universe. expectation of a spell system to suit the new
setting was a given … or so many of us
They can do some amazing things - I’ve thought.
seen the dead rise, demons pulled from the
depths of wherever they come from and Many magic players who also play and love
made to dance to the tune of Rakdos Dungeons & Dragons have waited with
revelers, and armies laid to waste with a bated breath for this day to officially arrive.
gesture and a cross word. Ten thousand We say officially as there have been
years of study, research, and intellectual unofficial attempts over the years by the
espionage combined with a not so subtle fanbase to duplicate an M:tg style setting
cold war between the Ten Guilds will get into D&D, complete with a spell system to
you pretty far. match. And even with the constant cries
from the fanbase for the powers-that-be to
Whether you believe your power comes adopt those systems and release a setting,
from faith, blood, bargain, or study, it those cries, though probably heard, were
doesn’t matter. As my master used to say, never taken up … until now.
“… no matter how thin you slice it, it’s still
bologna …”. Mana drives us, defines us, With the release of Guildmasters’ Guide to
and if you play your cards right, it can allow Ravnica, many now realized that their long-
you to bend the very stuff of creation to your awaited dreams had finally arrived. Upon
will. opening the book, many also had those
dreams dashed with the long-awaited new
But always keep to the two key rules of spell system nowhere to be seen.
magic, and you can go far in this amazing
city we call home. First is keep your hubris Guildmasters’ Guide to Ravnica may
in check - it’s the number one killer of replicate the M:tg setting faithfully into the
apprentice magicians besides feral D&D 5e universe but a new spell system,
housecats. Never bite off more than you can faithful to the M:tg setting, as well as one
chew. The second rule is never invoke that can fit into the D&D universe, is what is
anything bigger than your head. That should needed to truly make many M:tg and D&D
be self-explanatory. fans happy.
Go with peace,
Adapting a Spellcasting
Class to using Mana
D&D classes capable of casting spells will
choose two colors during character creation, a
Primary and a Secondary color, as their main
means of spellcasting. Most of the colors will be
related to a Ravnican Guild (as present in
Guildmasters’ Guide to Ravnica) of which they
are members. The spell lists (located below) for
their Primary and Secondary colors replace
their traditional class spell list.
Modified Character
Creation Rules
Player characters in Guildmasters’ Guide to
Ravnica will almost always be associated
with a Guild, with a few exceptions, one
namely being that the player has chosen for
their character to go guildless.
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All Spellcasters: • There are no changes to Paladin at
• Instead of choosing spells from your character creation, save as those
class list within the PHB, your spell list stated above.
instead consists of the spells from the • The Paladin Smite ability is still
mana colors your character is proficient powered by spell slots, per the PHB pg.
with (see the individual Player Handout 85.
Guild Spell Lists towards the end of the
publication) Rogue
• All spellcasters automatically add the (Arcane Trickster Subclass, PHB, pg. 97)
summon minion (universal) spell to their • Instead of being limited to the spell
spell list (see page 15). It is always schools as listed in the PHB, you
prepared and does not count against instead learn spells from your chosen
your spells known, or in the cascade of two colors of mana.
wizards, your number of prepared
spells. Sorcerer
• Spells granted by your Guild • There are no changes to the Sorcerer
background, as mentioned in at character creation, save as those
Guildmasters’ Guide to Ravnica, or stated above.
class feature is still added to your spells
known as stated in the rulebooks and Warlocks
publications. As part of the benefit of • Eldritch blast is always available to
belonging to a Guild, you are able to Warlocks, no matter what colors they
cast them using Colorless mana specialize in. It comes as a part of your
(Colorless Mana, page 11) instead of Pact.
their normal mana color.
Wizard (School Specialist, PHB pg. 115)
As spells have been reclassified by color
Cleric rather than by school, the following
• There are no changes to Cleric suggestions for specializations are made by
character creation, save as those state guild based on their associated colors:
above. • Azorious Senate (White/Blue)
Abjuration, Evocation, Illusion,
Druid Enchantment, Divination
• There are no changes to Druid • House Dmir (Blue/Black) Illusion,
character creation, save as those Enchantment, Necromancy, Abjuration,
stated above. Divination
• Cult of Rakdos (Black/Red)
Fighter Necromancy, Evocation,
(Eldritch Knight Subclass, PHB, pg. 74) Transmutation, Conjuration
• Instead of being limited to the spell • Gruul Clans (Red/Green) Evocation,
schools as listed in the PHB, you Conjuration, Abjuration
instead learn spells from your chosen • Selesnya Conclave (Green/White)
two colors of mana. Conjuration, Evocation, Transmutation
• Orzhov Syndicate (White/Black)
Ranger Evocation, Necromancy
• There are no changes to Ranger • Izzet League (Blue/Red) Divination,
character creation, save as those Evocation, Illusion, Abjuration
stated above. • Golgari Swarm (Black/Green)
Evocation, Necromancy, Conjuration,
Paladin Transmutation
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• Boros Legion (Red/White) Abjuration, Innate Racial Spells
Evocation, Transmutation • Spells gained from racial features do
• Simic Combine (Green/Blue) not require mana - these ‘spells’ make
Abjuration, Conjuration, Divination, use of the innate mana that is a part of
Transmutation your racial being.
Spellcasting
The player prepares the list of spells according
to the rules of their base spellcasting class, with
the exception that the character is limited to only
their chosen Primary and Secondary color
spell list.
and Expansion Spells The creators believe and agree that some Core
and Expansion spells may be classified as
It’s always a concern of creators when it comes
to writing rules that may conflict or outright Universal and fit into 2 or more schools of
change those rules presented in official WotC magic. If DM’s believe or players suggest that a
Core and Expansion rulesets. In this case, our particular spell should belong to multiple
concern was with changing the entire list and schools, say teleport should be available to all
descriptions relating to the official Core and schools, who are we to disagree with how you
Expansion spells. choose to run your game.
In addition, with many creators introducing their Should it be considered that the Core or
own works containing spells onto the DMsGuild, Expansion spells should belong to multiple
the ability of this works to accommodate those schools, the following should be applied:
spells falls outside the scope of this publication. If the spell is turned from a mono-color spell to a
dual-color spell, the mana required to cast that
After much deliberation, it was decided to keep it spell should be divided as evenly as possible so
simple for all concerned and maybe explore this as to allow 2 or more colors to be used.
in some future expansion of Advanced Arcana. Preference should be given to the Primary color
the spell originated from.
In an attempt not to confuse the system, the
following is adopted when using Advanced Example: For the spell arcane lock, the
Arcana alongside the official Core and following applies:
Expansion spells from WotC and creator spells • In the spell lists (see below), the spell is
within the DMsGuild: listed as a Blue spell, but your group
believes it should also belong to White as
• All spell descriptions are as per the books well.
or individual publications. • The spell in the Core 5e rules is 2nd level.
• All sections pertaining to schools of magic, • Therefore, the spell requires 1 x Blue mana
casting times, range, components, and and 1 x White mana (plus the spell slot) to
duration are as listed within the books and cast.
publications.
Example: For the spell destructive wave, the
The following is added to each spell: following applies:
• Beside the line ‘# level (and) school’, the • In the spell lists (see below), the spell is
color of mana associated with the spell is listed as both a Black and White spell.
• The spell in the Core 5e rules is 5th level.
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• Therefore, the spell requires either 3 x publication to see what we have accomplished
Black mana and 2 x White mana (plus the and make a ruling that applies fairly to your
spell slot) to cast or 3 x White mana and 2 x table. Again, the creators will visit this in a future
Black mana (plus the spell slot) to cast. expansion of Advanced Arcana.
Example: For the spell gate, the following If in doubt, the ruling of the DM for the game
applies: should always apply.
• In the spell lists (see below), the spell is
listed as a color available to all (BWGRU).
• The spell in the Core 5e rules is 9th level.
• Therefore, the spell requires a combination
What is a Mana Link?
For a spellcaster to be able to cast a spell
of 2 or more colors of mana (plus the spell
(arcane) or create a miracle (divine), they
slot) to cast (i.e. BBBBBWWWW,
require access to the environment they are
RRRRRWWWG, BBWWGGRRU, etc.)
standing on or have a connection or affinity with.
To gain access, they must concentrate on
When it comes to ‘At Higher Levels.’, consult
creating (or will to happen) a link from
the spells present within this
themselves to the environment and colors of
choice. Doing this creates a mystical
grounding and connection from the
spellcaster to the surrounding
environment. This grounding and
connection are what’s called a Mana
Link.
Quantity of Mana
Production
How much mana can an environment
produce?
There is no maximum to the number of Mana • Being within 1-mile of a land type but
Links a spellcaster can establish but the contact with the land mass is being blocked
spellcaster must, if they so desire, use their by:
Bonus action on each new round to establish a • A spell force considerable enough to
new Mana Link. be considered to have a disrupting
effect.
• Standing on a high concentration of a
Limitations on Establishing mineral content such as lead, mithral
and adamantium.
•
Mana Links •
Temporal distorting barrier.
Godly intervention.
Spellcasters are mortal and cannot attempt to Where any of the above occur, it may be still
establish a Mana Link with an environment on possible to Establish a Mana Link but the
the other side of the planet; there are limitations spellcaster would be required to be closer to the
on how far a land can be before being source for this to happen.
considered too far to effectively establish a
secure Mana Link. The following should prevent a spellcaster from
establishing a secure Mana Link:
In addition, environmental and physical factors
that fall outside of the spellcasters can prevent • Not being within 1-mile of land mass
them in establishing a secure Mana Link. associated with a particular color.
• A spell force considerable enough to be
Use the following as a guideline within your considered to have a nullifying effect.
game; the DM’s decision as to what limitations • Godly Prevention (though the DM may
apply within their game is always final. rule that the spellcaster is of a high
enough level to cancel this effect for
The following should always allow a secure spells up to a certain level (i.e. 5th level
Mana Link: and down).
( 10 )
No; a spellcaster does not have to concentrate
Optional Rule for to maintain one or more Mana Links.
( 11 )
spellcasters Mana Link with the ocean
•
(Blue mana) to be lost.
Falling unconscious (knocked out, sleep
Mana Pool
by spell effect, etc.)
• Maintaining a Mana Link beyond what
the body can stressfully handle (beyond
(Drawing Mana)
To cast a spell, a spellcaster must not only have
the spellcasters level x 1-minute established Mana Links with the environment
restriction). around them, but they must also have mana
• Fail a saving throw where an opponent within a Mana Pool from which to Draw from to
spellcaster uses a mind-affecting spell power their spells.
that forces the spellcaster to drop their
Mana Links (i.e. suggestion)
Spellcasters build up a tolerance to stored mana
within their Mana Pool over time. The maximum
size of a spellcasters Mana Pool is equal to
Tapping Mana from twice the spellcasters level + the spellcasting
attribute modifier (round up). You may have
Established Mana Links multiple colors of mana in your Mana Pool, but
the total number of mana may not ever exceed
your maximum limit (see Excess Mana vs.
With an established link, Tapping mana into the Mana Burn below).
spellcasters Mana Pool is an easy act. Once
anytime during the spellcasters turn, the Once stated, X mana from those Mana Links
spellcaster can use a Free action state that they flows into the spellcasters Mana Pool ready for
wish to Tap X number of Mana Links, where X use as the spellcaster dictates, whether this is
equates to the number of Mana Links the for the casting of spells, summoning creatures or
spellcaster wishes to gain mana from. At the end the activation of items.
of that Free action, X mana flows from those
Mana Links into the spellcasters Mana Pool, As a Bonus action, the spellcaster may dump
ready for later use. (empty) their entire Mana Pool, thereby
preventing any possible Mana Burn damage
from occurring.
Excess Mana
vs. Mana Burn
Once at any time during a character's turn, when
they choose to Tap mana from an established
Mana Link to fill their spellcasters Mana Pool,
the possibility exists that the spellcaster
overestimates how much mana is required and
Taps their Mana Links for more mana than their
Mana Pool can hold.
( 12 )
Mana Burn. The damage taken is on a 1:1 ratio, from which the Mana Burn damage is taken (see
with 1 excess mana resulting in 1 point of Mana Burn Damage Type below).
damage. This excessive mana damage is
unpreventable, is of the appropriate damage If the combat ends and a spellcaster wishes to
type relating to the color (see Mana Burn maintain mana in their Mana Pool, they continue
Damage below) and must be taken from the to take mana burn each round.
spellcasters hit points only (not from temporary
hit points).
Mana Burn Damage Type
See Effects of Excessive Mana Burn Damage Mana Color Mana Burn
below if the spellcasters hit points drop to zero
or below as a result of damage from excessive
Damage Type
mana.
Black Necrotic
•
found as part of loot caches).
A character can only attune to one item
Summoning Creatures
Summoning creatures and having those
of its type (guild locket, signet, creatures fight for you, as well as defend you
cluestone, etc.) at any one time. from potential harm forms a major component
• Only one character or NPC can ever within the Magic: The Gathering universe. Any
attune to a magic item bearing this tag. player familiar with the game has come to
Once the magic item is attuned to its recognize that surviving to win usually involves
owner, nothing short of death can break summoning creatures and allies to help in
the attunement. Unless stated, should overcoming one’s opponent. This creature
the original owner of the magic item die, summoning element is also represented within
the magic item loses all powers and this spell casting system.
reverts to its mundane non-magic item
state. These items can become magical
To help facilitate this summoning mechanic, it is
again but only by the respective guilds
essential that all spellcasters have access to a
(items must be returned back to the
commonly recognized way of summoning a
guild to be reenchanted).
creature, commonly known as minions, into
• Magic items of this nature fall outside combat when and if required. To do this, all
the Core D&D 5e mechanics, allowing spellcasters who utilize mana as their power
for more than 3 magic items to be source for spellcasting now have access to the
attuned at any one time. summon minion (universal) spell (see below).
Minions able to be summoned are determined
by the following factors:
New Feature:
Joint Attunement
Certain guild-related locations require a member
to gain Joint Attunement to the location to gain
access to the locations feature and/or activate a
feature within the location. Joint Attunement is
only available to guild members of the same
guild and usually restricts other non-guild
members from gaining access to the locations
and the features they contain.
( 15 )
• Spellcasters current character level The summoned minion appears as per the
(level) determines the Challenge Rating relevant creature statistics listed within the
(CR) of the minion to be summoned. Monster Manual (MM). The minion appears with
• The mana cost required to summon a all equipment and enough ammunition as stated
minion is relevant to the spellcaster's on page 11 of the MM. The summoned minion
level and the CR of the minion to be will use whatever additional equipment is made
summoned. available to it to meet any instructions given.
• The summoned minion is determined by
the use of what available mono-color Unless otherwise noted, the summoned minion
mana is used to summon that particular suffers from Summoning Sickness which
minion. prevents it from taking actions on the turn it is
• You may only summon minions of a summoned. The summoned minion’s initiative
color that you are able to cast and have falls on the turn directly before the spellcaster
an affinity with. that summoned the minion and will continue to
• All spellcasters who use mana to power act on that turn unless the situation changes.
their spells automatically have and
constantly know the summon minion The summoned minion obeys any verbal
(universal) spell. commands that the spellcaster issues (no action
• The summon minion (universal) spell required). The summoned minion will continue to
does not count as part of a spellcasters follow all previous instructions unless those
daily spells and is always considered instructions cannot be followed, at which time it
prepared by the spellcaster and ready to will defend itself but otherwise take no further
use. action.
All factors presented above are represented in The summoned minion will continue to follow
the summon minion (universal) spell, orders and instructions given to it until one of the
Summoning Cost Table and the Minions by following situations occur:
Color and CR Table as shown below.
• Duration of the spell ends: Once the
Summon Minion (Universal) duration has expired, the minion disappears
1 level conjuration
st back through the rift at the end of the
Casting Time: 1 Action minion's turn. The minion disappears back
Range: 10 feet through the rift with whatever equipment it
Components: V, S was carrying when it was summoned. The
Duration: 1 minute minion leaves behind (drops to the ground,
etc.) any equipment given to it or that it
acquired during the period it was
This spell creates a rift and summons a minion
summoned.
from the Shadow Realm to serve and protect the
spellcaster for a short duration. The minion • Minion Dies: Once a minion’s hit points
drop to zero or less unless specified, the rift
summoned is dependent on the spell slot, mana
cost and monster CR, as shown in the momentarily appears at the beginning of
Summoning Cost Table below. the minion’s turn, causing the minion to
immediately disappear.
• If a spellcaster loses consciousness or
By expending a spell slot of the appropriate level dies: Should this occur, if the spellcaster is
and an amount of colored mana equal to the not conscious or its hit points raised to
level of the slot expended, a spellcaster can above zero, and so becomes conscious, at
summon a minion under their control. The type the beginning of the minion’s turn, a rift
of minion is dependent on the color of mana momentarily appears causing all minions
used to summon the creature. The summoned under the spellcaster’s control to disappear.
minion is completely loyal to the spellcaster and
• Spellcaster dismisses the minion: The
will obey any command, up to and including
spellcaster can dismiss minions under its
fighting to the death. The summoned minion is
control any time before the minion dies or
friendly to you and your companions.
the spell duration ends. This dismissing of a
minion or group of minions does not require
( 16 )
an action to do so (Free action). Once this
occurs, the rift momentarily appears 3 Banshee, Flameskull,
causing those dismissed minions to Shadow Demon,
disappear. 4 Cambion, Vampire
At Higher Levels: When you cast this spell Spawn, Wraith
using higher spell slots and expend mana 5 Chasme, Drider, Vrock
equivalent to the spell slot used, you are able to
summon higher CR creatures according to the 6
table below.
Blue 0 Crab, Hawk, Owl
Summoning Cost Table ¼ Apprentice Wizard, Sprite,
Winged Kobold
½ Reef Shark, Steam Mephit
Spell Mana Cost MInion CR / Merfolk (CR ⅛)
slot (by Color) (maximum) Giant Eagle,
1 Hunter Shark, Intellect
1st 1 1/8 2 Devourer, Nothic
Blue Dragon Wyrmling,
2nd 2 ¼ 3 Water Weird, Yuan-Ti
Malison
3rd 3 ½ Lamia
Water Elemental,
4th 4 1 4 Mezzoloth, Giant Shark
5 Mage, Wyvern, Invisible
5th 5 2 Stalker
6
6th 6 3
Green 0 Awakened Shrub, Badger,
7th 7 4 Lizard
¼ Giant Frog, Pixie, Panther
8th 8 5 Ape, Black Bear,
½ Lizardfolk
Dryad, Myconid Adult,
9th 9 6
Tiger
1 Green Dragon Wyrmling,
Minions by Color and CR Rhinoceros, Druid
2 Owlbear, Phase Spider,
Winter Wolf
Color CR Summonable Girallon, Lizard(folk)
Minions by CR 3 King/Queen, Troll
Earth Elemental, Hill
Black 0 Crawling Hand, Hyena,
4 Giant, Triceratops
Rat
Mammoth
¼ Dretch, Skeleton, Zombie
5
Hobgoblin, Shadow,
½ Gazer
6
Ghoul, Quasit, Specter
1 Ghast, Minotaur Skeleton, Red 0 Giant Fire Beetle, Goat,
2 Black Dragon Wyrmling Badger
Hell Hound, Hook Horror, ¼ Apprentice Wizard,
Wight Goblin, Scout
( 17 )
½ Gnoll, Orc, Worg
1 Goblin Boss, Giant Eagle, Note: DMs should feel free to add, subtract or
Brass Dragon Wyrmling change those minions listed above to suit their
Gnoll Pack Lord, Ogre, table, their campaign, and their player's
2 Saber-Tooth Tiger roleplaying style.
Hell Hound, MantiCore,
Minotaur
3 Orc War Chief, Red
Dragon Wyrmling,
4 Hobgoblin Devastator
Fire Elemental, Half-
Dragon (Red) Veteran,
5 Young Remorhaz
Chimera, Cyclops
( 18 )
way home when he gets ambushed by a
Example of thug in a side street not far from his home.
( 19 )
As the thug hits the ground, he rolls into an he uses as cantrips use Colorless mana to
attack stance, lunging at Vladamir with the bring their familiar nature into effect. Again
remaining dagger, scoring another hit to the he forgoes his Bonus action to Establish a
arm, this time for 4 slashing damage. Again, Mana Link. Having the ready mana
he’s surprised as the hit does no apparent available (2 x Black mana), he also forgoes
damage. his Free action to Tap the Established
Mana Links for mana. Knowing his ‘parting
End of Round: Vladamir has 2 Mana Links gift’ would be a cruel reminder, Vladamir
(1 x Black source, 1 x Red source) with 8 Draws 1 Black mana from his Mana Pool
hit points and 1 remaining temporary hit and as Colorless mana, casts acid splash at
point. Vladamir has 1 Black mana in his the thug. The thug, prone and at a
Mana Pool. There is 1 thug alive on full hit disadvantage from the grease within his
points. area, fails to dodge the splash, copping the
bubble of acid to his upper torso, neck, and
Round 3: The thug wins initiative. face for 6 acid damage.
Deciding that his luck may actually be
against him, especially against a spell- The thug, now barely alive, uses the
chucking mage, he turns and makes a run opportunity to scramble the short distance
for it. Using his Movement action, he moves to the corner and disappear from sight.
30ft then expends the Dash action to move
another 30ft, placing him near the end of the End of Round: Vladamir has 2 Links (1 x
street some 60ft from his original starting Black source, 1 x Red source) with 8 hit
position. points and 1 remaining temporary hit point.
His Mana Pool has 1 Black mana
Vladamir, not wanting his assailant to get remaining. There is 1 thug alive but
away, and having the required Links to seriously injured.
perform his spells, he forgoes his Bonus
action and doesn’t Establish another Mana Round 5: Vladamir wins initiative.
Link. He uses his Free action to Tap the Although seeing that he could pursue the
Established Mana Links for 1 Black mana assailant if he wished, he knew his ‘acidic
and 1 Red mana, transferring that mana to parting gift’ would leave a permanent
his Mana Pool. During his Action, Draws 1 reminder and make the thug think twice
Red mana from his Mana Pool and casts should he come upon a lone ‘victim’ again.
grease its maximum range, landing beneath With a satisfying smirk, Vladamir decides to
the feet of the thug, sending the thug sliding let him go and continues on his merry way.
and falling to the ground, impacting against As he gets a short distance away, now
the wall for a minor 2 bludgeoning damage. satisfied that he is out of danger, Vladamir
drops his Established Mana Links and
End of Round: Vladamir has 2 Links (1 x drains his Mana Pool of the 1 remaining
Black source, 1 x Red source) with 8 hit Black mana, thus preventing any
points and 1 remaining temporary hit point. unnecessary Mana Burn from extended
His Mana Pool has 2 Black mana contained Established Mana Links and excess
within. There is 1 thug alive with minor mana within his Mana Pool.
wounds.
The thug comes to his feet and makes good
Round 4: Vladamir wins initiative. The his escape, vowing an act of silent revenge
thug by this time knows he’s in trouble and on Vladamir, but for another time.
pleads for surrender. Vladamir is willing to
let him go but not before leaving him with a End of the Encounter: Vladamir has no
parting memento. Deciding this time to cast Established Mana Links, his Mana Pool is
a cantrip, it doesn’t matter what color mana
( 20 )
empty, and he still has 8 hit points as his 1 campfire in a small clearing just off the side
remaining temporary hit point fades away. of the road.
Fast Forward to One Year Later … Vladamir begins the combat with no
Established Mana Links and an empty
Mana Pool.
Although his time has mostly been spent in
studies, Vladamir Tolomo has advanced Round 1: Using Group Initiative,
well within the cult. He has recently proven Vladamir and his comrades win initiative
his worth and has advanced in rank and and use the time to adopt a planned
renown enough to become a 3rd level defensive position with both fighters flanking
Wizard. Vladamir, placing him in the middle. Whilst
the fighters release a quick volley of arrows,
Vladamir now has 24 hit points (6 + 2 for taking down 2 of the goblins, Vladamir uses
Con at 1st plus 6 + 2 for Con per level his Bonus action to Establish a Mana Link
thereafter). with the distant mountains for 1 Red source.
As a Free action, he transfers 1 Red mana
Using the spell slots assigned to Wizards to his Mana Pool. As an additional Free
within the D&D 5e Core Rules (PHB, p113), action, he activates his rakdos locket
Vladimir’s spells consist of the following: magic item to Draw 1 Red mana from within
and transfers that Red mana to his Mana
HP: 24 (6+2 for Con mod at 1st level plus 6 Pool. Drawing a twin burst of mana and
+ 2 for Con mod per level thereafter) using his Action to cast scorching ray, he
Int: 16 (+3) targets 3 of the goblins with 1 ray each and
watches as all 3 go up in flames, inflicting
Cantrips: 3 known maximum damage on each of the
fire bolt, acid splash, chill touch unfortunate creatures.
1st Level: 10 known / 4 slots The cloaked figure urges on the attack as
Red: burning hands, hellish rebuke, witch the goblins continue to press forward. Each
bolt, grease, thunderwave, fighter takes minor wounds from slashing
Black: alarm, cause fear, false life, pro. damage from the goblins as the cloaked
good/evil, tenser’s floating disc figure releases an arrow at Vladamir, hitting
him in the shoulder for 4 piercing damage.
2nd Level: 2 known / 2 slots
Red: scorching ray End of Round: Vladamir has 1
Black: melf’s acid arrow Established Mana Link (1 x Red source).
His Mana Pool is empty. He has used the
Maximum Mana Pool Size: Level 3 (6) + mana ability from his rakdos locket magic
Int at +3 (3) = Max. Mana Pool of 9. item. Lastly, Vladamir has taken a minor
arrow wound resulting in 20 hit points
Magic Item: Rakdos Locket (see remaining. His 2 companion fighters have
Laboratory: New Magic Items for details) minor slash wounds. There is 1 cloaked
figure and 7 goblins remaining.
Whilst on a minor research mission for the
cult, Vladamir and his 2 fellow cult members Round 2: The cloaked figure and his
(both fighters), are ambushed by a large goblin band win initiative. The goblins
group of 12 goblins and a mysterious continue to press the attack, inflicting further
cloaked figure whilst they relax around a wounds on the fighters, one sustaining a
serious hit to the chest. As the cloaked
figure again let’s fly with another arrow,
( 21 )
hitting Vladamir in the leg for 3 piercing sees the sudden doubt come across the
damage, the cowl of the cloak slips back, faces of the goblins.
revealing the familiar sneering scarred face
of his assailant from over 12 months ago … The thug, partially blinded from an all-too-
it appears the thug can hold a grudge. familiar acid attack to the face, stumbles
back, attempting to retreat whilst leaving the
The fighters, dropping their bows and remaining goblins to their own fate. Whilst 4
drawing their longswords, do their best to of the goblins stand momentarily confused
hold the ground, but only manage to drop with their leader making a run for it, a
one of the attacking goblins. Vladamir draws couple of the other remaining goblins make
on his inner strength and decides on a a dash for the hills, only to be taken down
course of action. Calling on the fighters to by the fighters.
hold out, he uses his Bonus action to
Establish a Mana Link with the ground End of Round: Vladamir has 3
beneath his feet for a Black source. As a Established Mana Links (2 x Black
Free action, he Taps those Established sources, 1 x Red source) and 3 mana (1 x
Mana Links to transfer 1 Black mana and 1 Black mana and 2 x Red mana) in his
Red mana to his Mana Pool. During his Mana Pool. Vladamir currently has 17 hit
Action, Vladamir draws his dagger and, points. His 2 fighter companions are alive
pulling off an accurate throw, hits his but injured. There is 1 scarred thug
scarred ‘friend’ in the upper torso for 3 retreating and 4 goblins remaining.
piercing damage.
Round 4: Vladamir’s group wins the
End of Round: Vladamir has 2 initiative. The fighters, renewed with the
Established Mana Links (1 x Black source, sudden change of circumstance, push the
1 x Red source). His Mana Pool contains 1 fight to the remaining goblins but fail to
of each Black and Red mana. Lastly, due to score any vital hits. Vladamir, having now
the arrow sticking out of his leg, Vladamir expended his 2nd level spells (slots), now
has 17 hit points remaining. His 2 must rely on ingenuity and his lower spells
companion fighters are alive but injured. so as not to let the thug escape. Thinking
There is 1 scarred thug and 6 goblins quick, he decides to attempt to pull off a
remaining. risky spell and attack combination. Forgoing
his Bonus action to Establish a new Mana
Round 3: Vladamir’s party wins the Link, he Taps the existing Mana Links for
group initiative. The fighters dig deep for the 2 Black mana and 1 Red mana, transferring
strength required to continue but again only those to his Mana Pool. During his Action,
manage to drop one of the goblin attackers. he Draws upon 1 Black mana to cast
Vladamir knows that his fighter companions tenser’s floating disc, releasing it at its
won’t hold out for much longer and hopes maximum range of 30 feet, just in front of
his plan pays off. Using his Bonus action to the escaping thug. Being out of range by
Establish a Mana Link again with 1 Black 10ft, the disc immediately reverses direction
source, he uses his Free action to Tap on back to its owner, slamming into the thug on
those Mana Links to transfer 1 Red mana its return. The partially blinded thug
and 2 Black mana to his Mana Pool. During stumbles and falls on top of the disc, ending
his Action, he Draws the 2 Black mana prone and 10 ft closer to the mage than he
from the Mana Pool and casts melf’s acid intended.
arrow. Releasing the acidic arrow at the
thug, Vladamir scores the hit he was hoping The remaining goblins choose this moment
for and watches as the thug begins to sizzle to break ranks and run, luckily missing
from the spray of acid. With the thug now getting sliced by the fighters as they make
holding his face whilst screaming in pain, he their escape. The thug, still searing from the
( 22 )
burning acid, rolls off the disc and begins to available to the Collectable Card Game
blindly run in a random direction. (CCG).
Unfortunately, the 2nd round of acid
damage from the previously cast melf’s acid Land cards are used in the CCG to
arrow kicks in at the end of the round, just represent a mages link to mana and to
being enough to end the unlucky thug's life. represent when that mana is Tapped and
Drawn to provide mana to the mages Mana
End of Encounter: Vladamir has 3 Mana Pool. These cards are represented as
Links (2 x Black sources, 1 x Red source) Swamp (Black), Plains (White), Mountains
with 5 mana (3 x Red mana and 2 x Black (Red), Islands (Blue) and Forests (Green).
mana) still in his Mana Pool. Vladamir has As Colorless mana can comes from any
17 hit points remaining. His fighter color, you don’t need a card to represent it.
companions are alive but injured. There is 1
dead scarred thug and 4 lucky goblins on If you are not already a M:tg player who has
the run. ready access to Land cards, these cards
are easily available from your local gaming
With the ambush a complete failure, store. Most stores have these for sale as
Vladamir looks across at the now dead singles for a very cheap price. You will
thug, his face now disfigured beyond require at least the colors relating to your
recognition. As he sees to the healing of his chosen guild (i.e. the Cult of Rakdos would
valiant companions, he feels the ebb of his need both Swamp and Mountain Land
Mana Links fade and the residual mana cards).
within his Mana Pool drain back into the
earth beneath his feet. What follows are a few examples on how
you can use these easily available Land
All that and he still didn’t know who the thug cards with your Guildmasters’ Guide To
was … Ravnica combat encounters:
6th Level
Blade Barrier
Create Homunculus
XGE
Forbiddance
Globe of
Invulnerability
Guards and Wards
Heal
Heroes’ Feast
Planar Ally
Primordial Ward
XGE
( 32 )
New Dual-Colored Guild Spells
(Simic Combine)
(Gruul Clans) Alternate Reality
Instant Power Aversion
Forest Fire Pièce de Résistance
Devastation
( 33 )
Grimoire: New Ravnica Spells
The following 60 spells are new spells Allied Invasion
created for Advanced Arcana. They include (Selesnya Conclave Guild Spell)
both mono-color and the new dual-color 1st-level Transmutation (GW)
casting spells. Casting Time: 1 action
Range: 30 feet
The amount of mana used to cast each Components: V, S, M (a piece of white
spell is indicated in parentheses after the cloth)
level of the spell. +X indicates that the Duration: 1 round
expenditure of an additional amount of
Colorless mana can increase the overall Until the start of your next turn, whenever
effect of the spell. an ally within range of you makes a melee
attack, they can add +1 to one damage roll
Note: Just a reminder that as indicated for each ally within 10 feet of them.
above, those spells that can be found in the
D&D 5e Core rules and official WotC
I am here for you brother.
expansion books are treated as mono-color
casting requiring their color mana x the level
of the spell to cast (see Official WotC Core ~ Tribal proverb ~
and Expansion Spells above for more
details). Alternate Reality (C11)
(Simic Combine Guild Spell)
There are spells within the description 5th-level Illusion (GGUUX)
below that state (XYZ Guild Spell) just Casting Time: 1 action
above the spell level. These spells are also Range: 30 feet
listed in the New Dual-Colored Guild Spells Components: V, S, M (pinch of sapphire
page above. Although these spells have dust which is consumed upon casting)
been designed as guild-specific, as a way to Duration: X where X equals 1 round per
show the benefits of belonging to a guild, Colorless mana used in casting this spell
DM’s are encouraged alter this to suit their
game as they see fit. Target 2 separate creatures within range.
Exchange target creatures ACs for the
Where possible, if the spell presented here duration of this spell.
is a reskin of an actual M:tg card, that card
and the set it belongs to is listed below the If one or both target creatures are unwilling
title of the spell. targets of the spell, one or both unwilling
targets must make a Wisdom saving throw
The following indicates what type of mana to avoid the effect of the spell.
must be expended for each spell: B=Black,
U=Blue, G=Green, R=Red, W=White, and
The spell ends immediately if an unwilling
C=Colorless.
target makes a successful saving throw or if
either target creature dies before the spell
ends.
( 34 )
matter was that she now felt vulnerable Caster targets an area they can see within
Very vulnerable. range and creates a wall of bone 25 ft wide
x 10 ft high and a thickness of 5 foot (AC 12
and 10 hit points). Once the wall of bones is
Aversion reduced to zero hit points, the wall crumbles
(Sinister Sabotage - GoR) to dust.
(Simic Combine Guild Spell)
5th-level Abjuration (UUGGC) At Higher Levels: When cast using a spell
Casting Time: 1 reaction, which you take slot greater than 1st, the wall grows by 5ft
when you see a creature within 60 feet of wide x 2ft high, duration increases by 1
you casting a spell minute, it gains +1 to AC and +10 hit points
Range: 60 feet per spell slot used.
Components: V, S, M
Duration: Instantaneous Breaking a bone is one thing. Breaking a
wall completely made of the stuff? That’s
You attempt to disrupt a spell cast by a another thing entirely.
creature within range.
~ Ancient Ogre proverb ~
If the creature attempts to cast a spell of 3rd
level or lower, aversion counters that spell,
causing that spell to fail and have no effect. Bidding of Darkness
If the creature attempts to cast a spell of 4th 3rd-level Conjuration (Ritual) (BBB)
level or higher, make an ability check using Casting Time: 1 action
your spellcasting ability. The DC equals 10 Range: 30 feet
+ the spell’s level. On a success, aversion Components: V, S, M (strand of hair, a
counters that spell, causing the spell to fail fingernail, and some bone shavings)
and have no effect. Duration: 30 min per level of the caster
Additionally, if you successfully cast 1 x ghoul (MM, p148) rises up out of the
aversion, you regain one spell slot equal to ground within range of the spell. The ghoul
the level of the countered failed spell. If you is friendly to you and your companions. It
do not have a free spell slot, you gain one acts on its own initiative and obeys any
temporary, additional, spell slot of that level. verbal commands you give it (no action
This temporary spell slot disappears once required by you). If you don’t issue any
you take a Short rest. commands, the ghoul defends itself against
creatures hostile to it. The spellcaster can
As the caster focused on casting his spell, control 1 ghoul at 3rd level.
he had no idea that his mage opponent was
plotting her course of action as well. Not At Higher Levels: You can raise 1
only about stopping his spell … she was additional ghoul when you cast this spell
also going to steal it from him! using a spell slot of 5th, 7th and 9th level and
you can control 1 additional ghoul at 5th, 7th
Barrier of Bones (GoR) and 9th level. The mana cost increases by 2
1st-level Conjuration (Ritual) (B) Colorless mana each when cast at 5th, 7th
and 9th level.
Casting Time: 1 action
Range: 30ft “He who fears the darkness is a fool, for it
Components: V, S, M (a piece of bone) hides you; hides your location, hides your
Duration: 10 minutes per caster level (or face, hides your fear. Believe me, embrace
until dispelled) the dark.”
( 35 )
~ Jusjo, the sightless Seer ~ “Come to me my brethren and I will heal
your wounds, I will restore your health”
Brute Force ~ Denegar the Healer ~
(Giant Growth - M11)
1st-level Transmutation (G)
Casting Time: 1 action Creation of Pain
Range: Touch (Nin, the Pain Artist - CDR)
Components: V, S, M (twig of an oak tree) (Izzet League Guild Spell)
Duration: 1 round 3rd-level Evocation (URC)
Casting Time: 1 action
You touch one creature and it gains +3 to Range: 30 feet
attack and +3 damage rolls. The target Components: V, S, M (a pin)
creature also gains an increase of +3 to AC Duration: Instantaneous
against the next attack against it.
Choose a creature within range and
At Higher Levels: When you cast sacrifice a spell slot of 2nd level or
this spell using a spell slot higher. The creature must
of 3rd-level or higher, and make an Intelligence saving
every 2 spell levels throw; failure results in the
thereafter (5th, 7th, and creature taking 1d12
9th level), the spell psychic damage for each
duration increases by 1 sacrificed spell level. On
round. a success, the creature
takes half damage.
Before your very eyes,
the transformation took She reached deep. Deep
place. Yet you perceived into his mind. Swirling his
nothing. For true strength memories, swirling his
comes from within… and energies, swirling his being,
that sort of strength will kill you. into nothing but sheer despair.
( 36 )
Dark Buff Only the whites of his eyes showed as he
(Charnell Troll - GoR) waved and chanted, head facing skyward.
(Golgari Swarm Guild Spell) As he lowered his gaze, he pointed to a
4th-level Enchantment (BBGG) spot right next to me. Up out of the ground
Casting Time: 1 action rose not one but many summoned
Range: 30 feet monstrosities. My attention immediately left
Components: V, S the mage and was now squarely on my
Duration: 1 round newest challenge. The beasts of death.
It was like a lamb going to the slaughter. But The gift of self is the greatest gift of all. It will
with one minor difference. It was the lamb strengthen one. It will strengthen some. It
that was going to be doing the slaughtering! will strengthen all.
( 39 )
“Come to me so that I may feed on your commands you give it (no action required by
soul … and your flesh.” you). If you don’t issue any commands, the
summoned creature defends itself against
~ Garwon, the Dark Priest ~ creatures hostile to it.
Draw Raw
(Golgari Swarm Guild Spell) At Higher Levels: When you cast this spell
6th-level Enchantment (BBGGCC) using a spell slot of 5th level or higher, the
Casting Time: 1 action enchanted creature gains +1 to attack and
Range: 30 feet damage rolls, and +1 to AC, for every 2
Components: V, S, spell slots above 5th.
Duration: Concentration, up to 6 rounds
Looking around, she saw that they were
Select target creature within range that you outnumbered. Closing her eyes, Jezanara
can see. Whenever you use a Bonus action drew on the power of the land about her.
to tap mana directly from a Black or Green Her eyes flashed open as she pointed to her
mana source, target creature gains +2 to comrade, Elantar, attacking the horde of
AC, +2 to attack and +2 to damage rolls goblins. Suddenly, a new ally appeared. A
whilst the target remains within range. You giant hyena. Jezanara knew that given
may select a new target creature to be the enough time, and luck, they would soon
target of the spell at the start of each of your have their own ‘horde’.
turns.
Ebb and Flow
The spell ends if the target moves outside (Deafening Clarion - GoR)
the range and there isn’t another target to (Boros Legion Guild Spell)
select within range at the start of the 5th-level Evocation (WWRRC)
following turn, concentration is broken, or Casting Time: 1 action
the spell ends. Range: 30 feet
Components: V, S, M (pebble inscribed
It is the deep and the dark that sustains us, with yin-yang symbol)
that gives us power, that gives us strength. Duration: Concentration, up to 1 minute
~ Proverb of the Dark Order ~ When you cast this spell, choose one of the
following options:
Duplicity • Select target creatures within range that
(Boros Challenger - GoR) you can see; those creatures take 1d10
(Boros Legion Guild Spell) radiant damage or fire damage (your
5th-level Enchantment (WWRRC) choice).
Casting Time: 1 action • Select target creatures within range that
Range: 30 feet you can see; those creatures heal for
Components: V, S, M (a small mirror) 1d10 damage every time they deal
Duration: Concentration, up to 1 minute damage to a hostile creature.
Target one creature within range to enchant On your turn, you may use your action to do
with this spell. Whenever the enchanted one of the following:
creature attacks, a CR1 creature is • Deal 1d10 radiant damage or fire
summoned (Free action) into an unoccupied damage (your choice) automatically
space within 10 feet of the enchanted to all targets that took damage from
creature. The summoned creature is friendly this spell on the previous turn.
to you and your companions. It acts on its
own initiative and obeys any verbal
( 40 )
• Heal 1d10 hit points automatically to Range: 30 feet
all targets that were healed by this Components: V, S, M (a small colored
spell on the previous turn. bead)
Duration: 1 round
When rolling either damage or healing, roll a
single 1d10 and apply the result to all target Target 1 creature within range that you can
creatures. see. That creature makes an Intelligence
saving throw. On a failure, the target
Her opponents were left baffled for they did creature cannot attack until the start of the
not know how to see her; as damage targets next turn. On a success, the
healer, or as a damage dealer. What they creature is unaffected by this spell.
did know was that if they wanted to survive,
they best not spend too much time thinking At Higher Levels: When you cast this spell
it over. using a spell slot of 4th-level or higher, the
duration lasts for 1 extra round for each
Elementary Resistance spell slot used above 3rd. The mana cost
2nd-level Abjuration (RR) increases by 1 Colorless mana for every
Casting Time: 1 reaction, when an ally level cast above 3rd level.
within range is hit with an elemental energy
attack His arms hung limply at his side. He had no
Range: 30 feet idea why. Nor did he care. All he knew was
Components: V, S, M (a small piece of that right now, the only thing he should do,
charred wood) is do nothing at all.
Duration: Instantaneous
Fiery Rain
Target 1 creature within range that you can 1st-level Evocation (R+X)
see. This spell grants this target resistance Casting Time: 1 action
to the energy type it has just been attacked Range: 100 feet
with until the start of its next turn. Components: V, S, M (a pinch of sulfur)
Duration: Special
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the Each creature in a 20-foot-radius, a 40-foot-
target instead gains immunity to the energy high cylinder within range must make a
type it has just been attacked with, until the Dexterity saving throw. On a failed save
start of its next turn. The mana cost each creature takes Xd10 fire damage, or
increases by 1 Colorless mana for each half as much damage on a successful one,
spell slot above 2nd. where X equals the character level
(minimum 1) and the number of Red mana
Nothing upsets a mage more than seeing used when casting this spell.
you still alive after surviving her fireball.
For each d10 fire damage, a 5x5 area within
Encapsulated the area of effect is set ablaze and becomes
(Capture Sphere - GoR) difficult terrain for 1 round per X spent
3rd-level Enchantment (UUC) during the casting of the spell.
Casting Time: 1 action
At the start of a target creatures turn within
the area of effect, the target creature takes
( 41 )
X+1 damage where X equals the number of Foiled Vision
mana spent during the casting of the spell. (Quasiduplicate - GoR)
3rd-level Illusion (UUU)
“So you love the rain huh? Let’s see how Casting Time: 1 action
you feel when it’s raining fire then shall we.” Range: 30 feet
Components: V, S,
Fire Blade Duration: Concentration, up to 1 minute
3rd-level Transmutation (RRR)
Casting Time: 1 action Select one ally within range. You create an
Range: Touch illusory duplicate of that creature. Enemies
Components: V, S, M (metal shavings) that choose to attack this ally must roll
Duration: 1 round 1d20. On a result of 11 or higher, the
attacking creature can roll an attack roll as
normal. On a result 10 or lower, they attack
You touch a bladed weapon and that
and miss the illusory duplicate instead.
weapon gains +3 to attack and damage rolls
and deals an additional 3d6 fire damage on
a successful hit. At Higher Levels: When you cast this spell
using a spell slot of 4th-level or higher, you
can target one additional creature for every
‘She watched as the wizard closed his eyes,
2 spell slot levels above 3rd. The mana cost
muttered some words, and touched her
increases by 1 Colorless mana for every
sword. She could feel the power coursing
level cast above 3rd.
through it. Opening his eyes the wizard bid
her to “strike while the iron’s hot.” So she
did.’ “Those who say, ‘the only thing you should
fear is fear itself’ have not truly experienced
the fear of the dark.”
Fiery Sacrifice
5th-level Evocation (RRRRC) ~ Rueshar Shadow lord ~
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (tinder) Forest Fire
Duration: Instantaneous (Gruul Clans Guild Spell)
3rd-level Evocation (RGG)
Target 1 creature within range that you can Casting Time: 1 action
see. The target creature must make a Range: Self (30-foot cone)
Constitution saving throw or be wreathed in Components: V, S, M (tinder)
flames, taking 5d10 fire damage on a failed Duration: Concentration, up to 1 minute
save, or half as much damage on a
successful one. The fire damage ignores An intense fire bursts forth from you,
resistances. incinerating flammable objects.
The goblin ran. As fast as he could. A smile All creatures within a 30-foot cone must
crossed the young mage’s face. “You make a Constitution saving throw or take
needed to run faster.....and further” he 3d10 + your spellcasting modifier fire
whispered. Just then, he unleashed the fires damage on a failed save, or half as much
of hell on the hapless goblin. The stench of damage on a successful save. The spell’s
burning flesh surrounded him. “Perhaps I current area of effect is considered difficult
needed to be further away” he chuckled. terrain for everyone except you.
( 43 )
Incursion “What do you mean ‘it’s not my turn’? I’ll go
(Cult of Rakdos Guild Spell) whenever the hell I like!”
4th-level Conjuration (BBRR + X)
Casting Time: 1 action Instant Power
Range: 100 feet (Colossal Might – ARC)
Components: V, S (Gruul Clans Guild Spell)
Duration: Concentration, up to 1 minute 3rd-level Enchantment (RGC)
Casting Time: 1 action
You create a 20-foot by 20-foot misty cloud Range: 30 feet
(heavily obscured) from which 2 CR ’X’ Components: V, S, M (ginger root)
creatures (your choice) appear, where ‘X’ Duration: 1 round
equals the amount of Colorless mana used
to cast this spell. The conjured creatures Target one creature within range. That
are friendly to you and your companions. creature gains +2 to AC, +4 to attack and
They act on their own initiative and obey damage rolls. If the target creature attacks
any verbal commands you give them (no and reduces a creature to 0 hit points, any
action required by you). If you don’t issue excess damage spills over to another
them any commands, they defend creature within 5 feet of the target creature.
themselves against creatures hostile to
them. The caster can control 2 creatures at There was a silence, a stillness, that
7th level plus 2 additional creatures per couldn't be explained. Everyone was on
spell slot thereafter. edge. Then, suddenly and without warning,
it came crashing down with a thunderous
The thick fog came up out of nowhere, boom. ‘It’ was his warhammer. And the
making it impossible to see. What wasn’t ‘thunderous boom’? That was death.
impossible to see where the two creatures
that strode forth with strength and with
purpose from the fog. There was no turning
Intensify Weapons
back now. (Blade Instructor - GoR)
3rd-level Enchantment (WWW)
Casting Time: 1 action
Instant Burn Range: 30 feet
3rd-level Transmutation (RRR) Components: V, S, M (pinch of fairy dust)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet
Components: V, S, Target a creature within range. Whenever
Duration: Instantaneous target creature attacks, another creature of
your choice within 10 feet can add +1 to all
Target one creature within range. That attack and damage rolls until the start of
creature gets an Attack action and a your next turn. The +1 bonus cannot be
Movement action that can be taken on your applied to more than one creature each
turn. This Attack action and Movement round.
action granted by this spell is in addition to
any previous or yet to be taken Attack “It works a little like compound interest. Only
actions and Movement actions the creature better. And deadlier” he smiled.
may already have had or still has to come.
A creature that benefits from this spell’s
effects suffers one level of exhaustion at the
Interception
3rd-level Abjuration (WWW)
end of this turn.
Casting Time: 1 reaction, when a creature
with flying makes an attack
( 44 )
Range: 60 feet Components: V, S, M (a piece of
Components: V, S dried/petrified flesh)
Duration: Instantaneous Duration: Instantaneous
With a burst of wind from your outstretched Choose a target within range that you can
hands, you interrupt an attack from one see and make a ranged spell attack. If the
creature within range with flying, pushing it attack hits, target creature must make a
off balance as it attacks. Constitution saving throw against the
spellcasters DC; failure results in the target
Roll 1d6 and subtract this total from the taking 2d6 necrotic damage. The caster of
interrupted flying creature’s attack roll. You the spell gains hit points equal to the
may cast this spell after you know the damage dealt. Hit points gained through the
outcome of the attacking creatures attack use of this spell can come from the target’s
roll. temporary hit points first before their actual
hit points. Hit points gained through the use
“Is there anything that can match the power of this spell cannot go above the caster’s
of the wind? It can go anywhere. It can current maximum hit points.
influence anything. And all this without
being seen.” At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
~ Breklabar the Ancient Sage ~ necrotic damage increases by 1d6 for each
spell slot above 2nd. The mana cost also
Landslide increases by 1 Colorless mana for each
spell slot above 2nd.
3rd-level Abjuration (GGGC)
Casting Time: 1 reaction (whenever land is
tapped for colored mana by an opponent Cocking her head to the side, she could see
within range). it in his eyes. The last bit of life draining
Range: 30 feet from his body. She loved this part. Soon,
Components: V, S she would feel the vitality of his life,
Duration: 1 round sustaining hers.
You touch one target creature and all As part of casting this spell, the caster must
curses, conditions, and ailments end for that select a new target for the ranged attack. If
creature. Additionally, the target creature the caster cannot select a new target, the
can immediately roll up to 3 of its hit dice spell fails. The attacker must make a
and heal themselves for that many hit points Charisma saving throw. On a success, the
The hit dice do not get subtracted from their attack still targets you but you only take half
hit dice pool. damage. On a failure, the attacker must
either lose the attack or attack the new
As a Bonus action, you can target a new target you designate.
creature within 30 feet of you. That target
takes necrotic damage equal to the hit If the attack is a spell, you also gain the
points healed to the target creature you just ability to cast that spell as an Action at its
touched with this spell. lowest level on your next turn. If you fail to
cast this spell on your next turn, the spell
“Healing touch?” mused the cleric. “Well, disappears from memory.
that depends on which side of the touch you
are on my friend.” Taking aim, the goblin grinned as he lined
up the target with his shortbow. In an
( 48 )
instant, he wasn’t grinning. He had missed 7th-level Abjuration (WWWWRRR)
the target. Somehow, he had killed his Casting Time: 1 action
comrade instead. Range: 30 feet
Components: V, S, M (a strip of leather)
Refill Duration: Special
(Muse Drake - GoR)
(Azorius Senate Guild Spell) Target one creature within range that you
3rd-level Transmutation (UW+X) can see. That creature gets an extra action
Casting Time: 1 action on their next turn. In addition, target
Range: 30 feet creature is immune to all damage and
Components: V, S, M (a glass vial holding damage types until the end of their next
a small feather) turn.
Duration: Concentration, up to X rounds
When the spell ends, the target can’t move
Target a creature you can see. That target or take actions until after its next turn, as a
creature gains a fly speed of 30ft for X wave of lethargy sweeps over it. At the
rounds, where X equals the Colorless mana conclusion of the target creatures extra
used to cast this spell. When you cast this action, target creature gains one level of
spell, you regain one spell slot equal to X exhaustion.
minus 2 (minimum of 1).
The wizard smiled at the perplexity her spell
Looking upwards, the mighty wizard Lu’Mon had brought on the face of her opponent.
mused. “Freedom is not about what you can “Why won’t you die?” he yelled, his
do, but rather, where you can go.” frustration building as he hit her again, and
again, and again. “Why” he screamed at the
top of his voice. “Why, why, why”.
Return Serve
(Reciprocate - CoK) Spawned Goblins
1st-level Evocation (WC)
(Dragon Fodder - KvD)
Casting Time: 1 Bonus action
3rd-level Conjuration (RRC)
Range: 30 feet
Casting Time: 1 action
Components: V, S, M (small mirror)
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (pinch of dust)
Duration: 1 minute
Target a creature that dealt damage to you
since your last turn. You deal the same
Select 2 unoccupied areas within range that
amount, and type, of damage from 1 attack
you can see. Within each of those
to that target creature. This damage cannot
unoccupied areas appears 1 x CR ¼
be reduced in any way.
goblins (MM, p166 (2 total) equipped with
leather armor, shield, and scimitar or
“Nothing good can ever come from a bad shortbow and 10 arrows. The goblins are
experience. Unless that experience is the friendly to you and your companions. They
catalyst to inflicting pain on a deserving each act on their own initiative and obey
opponent.” any verbal commands you give them (no
action required by you). If you don’t issue
~ Yanshee, scribe to Xulig the Great ~ any commands, the goblins defend
themselves against creatures hostile to
Rinse and Repeat them.
(Chance for Glory - GoR)
(Boros Legion Guild Spell)
( 49 )
You may end the spell at any time. If you adjacent creature and that adjacent creature
do, both goblins disappear. The spell ends is an ally to the caster, the excess damage
when both goblins have dropped to zero hit spills over to that ally.
points or the spell duration ends.
Pain is like a waterfall. It cascades over you,
Narrowing his eyes, Gardkoss decided to let over the ones you love, over anyone near
someone else do the talking for him. Who you.
better for the task than a couple of angry,
well equipped, goblins. ~ Guild Proverb ~
( 50 )
to attack and damage rolls. than your current maximum will allow. You
cannot target yourself with this spell.
If the creature is not undead or is not under
the control of the caster, target creature At Higher Levels: When you cast this spell
must make a Strength saving throw; failure using a spell slot of 3rd level or higher, the
results in the creature suffering -3 to attack spell slot that is lost and the spell slot(s)
and damage rolls until the end of the spell. recovered equal the current level of this
spell. Each spell level above 2nd level used
At the end of the creatures turn, the to cast this spell costs one additional
creature may make a Strength saving throw Colorless mana.
to end the effect of the spell.
Spellcasting is all about ‘give and take’. I’ll
At Higher Levels: If cast at 3rd level and
take your last spell slot so I can give it back
every 2 levels thereafter (5th, 7th), target
to you in the form of a deadly, life ending,
creature suffers -1 per spell slot to their
spell. Any takers?
saving throw to resist the spell. If cast using
a 9th level spell slot, the target creature also
~ Frezbo the Cruel ~
suffers the additional -1 to the saving throw,
as well as all saving throws being made at
disadvantage. Trade Off
(Cult of Rakdos Guild Spell)
The mage threw back his head and laughed 1st-level Necromancy (BR+X)
maniacally. “You think it’s life that gives you Casting Time: 1 action
strength, fool? Allow me to reveal the truth Range: 60 feet
behind your ignorance. It is death. Let its Components: V, S, M (the dried heart of a
dim light give you the strength that you tiny creature)
seek. For death, and death alone will save Duration: 1 round
your sanity!”
As part of casting this spell, you inflict X
necrotic damage to yourself. Reduce your
Switch current maximum hit points total by X until
(Disinformation Campaign - GoR) your next Short rest. This damage cannot
(House Dimir Guild Spell) be reduced in any way.
2nd-level Divination (UB)
Casting Time: 1 action Select a target creature within range that
Range: 30 feet you can see. Target creature must make a
Components: V, S, M (double sided coin) Wisdom saving throw with a penalty of X
Duration: Instantaneous where X equals the reduction to your
current maximum hit points. Success results
Target one creature within range that you in the spell ending. Failure results in a
can see. reduction to the target creature’s AC, attack
rolls, and damage rolls by X until the start of
If the target is not a spellcaster, the spell your next turn, where X equals the reduction
slot used to cast this spell is expended, this to your current maximum hit points.
spell fails, and you end your turn.
At Higher Levels: When you cast this spell
If the target is a spellcaster, it loses a 2nd using an odd level spell of 3rd or higher, the
level spell slot and you recover that spell penalty to the target’s saving throw, AC,
slot. If the target has no 2nd level spell attack rolls, and damage rolls, increases by
slots, you recover two 1st level spell slots -1.
instead. You cannot gain more spell slots
( 51 )
Add RRRRR temporary mana to your Mana
“You thought the phrase ‘no pain, no gain’ Pool. You must use this mana before the
came from the wisdom of your people” he end of your next turn. All unused mana
snorted. “No. Your people were just smart resulting from this spell drains from your
enough to recognize a hobgoblin truth when Mana Pool at the end of your next turn.
they saw it.”
“Ravnica is divided into two types of people;
~ Xulig the Great, hobgoblin wizard ~ those who can find mana, and those who
can’t.”
Untouchable
~ Sleranon the Wise ~
(Azorius Senate Guild Spell)
3rd-level Abjuration (WWUU+X)
Casting Time: 1 reaction, whenever one of
your allies is forced to make a saving throw.
Range: 30 feet
Components: V, S
Duration: Instantaneous
Volcanic Rise
(Seething Song –
C9)
3rd-level Divination
(RRC)
Casting Time: 1
action
Range: Self
Components: V, S, M
(miniature tuning fork)
Duration: Special
( 52 )
Laboratory: New Magic Items and Locations
Concerning the selected
Magic Items and Locations What is a Cluestone?
(Land) * Cluestones are ‘break-in-case-of-an-emergency’
crystal, and are only broken in the case that the guild
Due to the new Advanced Arcana rules, the faces an eventual fall and defeat at the hands of
decision was made that the items chosen some assailant or major force.
would mostly relate to mana production and * Each individual crystal is keyed to each individual
healing. Guildmasters’ Guide to Ravnica guild.
setting is very heavily magic-based, and * Crystals are located generally close to the guild’s
spell combat will be more frequent here Seat-of-Power.
than other settings. It was therefore * Crystals are attuned to and able to be broken by
considered appropriate to add additional the three highest guild members within each guild.
Magic: The Gathering themed convenient * Personal ownership to this item and access to the
ways for players to have their characters Personal Attunement of the item can be transferred
regain life. A selection of life-gaining magic to another as a Bonus action by any willing current
items from the current (Core 2019) and owner.
earlier editions was chosen (for you oldies, * Each crystal is able to provide guild-related mana
all the way back to Unlimited) for the once per Short rest to guild members as a Free
Dungeon Master to reward (or punish) their action.
players with. * Although similar in nature and function, each
individual cluestone offers a unique guild-related
For ease of being able to quickly locate effect when activated (being touched) or when
specific magic items, all magic items broken (by any of the attuned).
presented here are cataloged alphabetically * Only one cluestone per guild can exist at any one
as either Guild Specific Magic Items, or time.
Universal and Locations. * Each guild’s cluestone crystal is set within a
protective sigil.
Located at the end of the Guild Specific * Due to the importance of the cluestone to the
Magic Items are the stat blocks for the defense of the guild, all cluestone locations are
various Guild Keyrunes usually guarded by 2 or more sentries at all times.
* Mana production is keyed to the guild members
Locket, with mana from the cluestone being only
accessible whilst within the area defined by the
guild’s Guildgates (see Guildgate).
* Although the CCG cards have a Common rarity,
the nature of the fact that only one pair of gates can
exist, the rarity of the magic item has been changed
to Legendary.
( 53 )
Guild Specific Magic Items
Note: Bolded constructs and creatures are What is a Keyrune?
either Monster Manual or are new Spell and
* Keyrunes are magical objects about the size of a
Magic Item Stat Blocks located within the next
section. human's hand. Carried as symbols of power and
authority.
* Keyrunes, although designed to allow a limited use
Azorius Cluestone (DM) for gaining mana, are also designed to aid in the
Wondrous item - legendary (requires Joint protection and welfare of the guild member in the
Attunement by (list three guild positions)) form of a mechanoid construct creature magically
contained within the keyrune.
The three cloaked figures stepped forward. * Each individual keyrune is keyed to each individual
Reaching up to the crystal, the mage in blue guild.
spoke - * Each keyrune contains, as part of its construction,
“There are three sides to every story; your enchanted elements associated with the primary and
side, their side, and the truth. We are here secondary environments aligned with each guild,
to determine the third.” thereby allowing the guild member limited access to
their guild’s mana colors no matter where they travel.
As a Free action, this cluestone provides * Keyrunes are issued to guild members who have
each Azorius guild member within the shown initiative in helping or solving problems
confines of the Azorius Guildgates one associated within the guild or guild matters pertaining
mana of either White or Blue to their Mana to business relating to other guilds
Pool per Short rest. * Each guild has their own design and each design
contains its own (similar) abilities but the activating
Any person not attuned to the cluestone that rune on every keyrune works in the same fashion.
touches the crystal activates the protective * When issued, each keyrune has a Personal
sigil and must make a DC 25 Constitution Attunement, allowing for more than the usual 3
saving throw; failure results in the creature magic item attunement rule.
becoming paralyzed. At the start of their * Only one keyrune can be owned by a creature at
next turn, the creature must make a 2nd DC any one time. Attempting to attune to 2 keyrunes at
25 Constitution saving throw; failure the same time will destroy both keyrunes.
results in the creature becoming petrified for
24 hours. Once 24hours has passed, and the confines of the azorius guildgates to
each subsequent 24hours thereafter, the make a DC 20 Wisdom
creature can make another DC 25
Constitution saving throw to end the saving throw; failure results in the creature
effect. becoming immobile until the end of their
next turn.
As an Action, recover 1 previously used
spell slot. This recovered spell slot includes
but cannot exceed 5 spell levels. Once this Azorius Keyrune
ability is used azorius cluestone cannot be Wondrous item, uncommon (requires
used to activate this effect until after you Personal Attunement by individual Azorius
complete a Short rest. Guild Member)
Lastly, as an Action, any one of the three The methods the Azorius use to garner a
attuned members may destroy the crystal to power source for their keyrune production is
cause all non-Azorius guild members within a closely guarded secret. Needless to say
that whatever it is, the soldier constructs
( 54 )
have served them well in their times of
need. What is a Locket?
As a Free action, the owner may activate * Lockets are magical pieces of guild jewelry that
azorius keyrune to provide one White mana look and function exactly like an ordinary locket.
or one Blue mana to their Mana Pool. * On a casual inspection, this piece of jewelry
Azorius keyrune activated in this fashion comes in many shapes and sizes, is commonly worn
cannot be activated again until after the from a chain but can be worn from a ribbon and
owner completes a Short rest. clasp setup, military oriented.
* Each locket, when opened, displays the symbol of
To rise above your problems you must soar the guild the locket is affiliated with.
above the clouds. * Although lockets where originally given to guild
members to commemorate some significant event or
~ Ellenorfus the Archmage ~ service the member performed on behalf of the guild,
they are now more readily available to any guild
member who can afford to pay the cost to obtain
As part of an Action to activate azorius
one.
keyrune, the owner must draw 1 White
* Lockets provide readily available mana for the
mana and 1 Blue mana from their Mana
guild member, and in an emergency, recover spell
Pool and channel both mana into azorius
slots should the need arise.
keyrune. Once activated, azorius keyrune
* When issued, each locket has a Personal
becomes a (White and Blue mana aligned)
Attunement, allowing for more than the usual 3
avid construct creature. The owner may
magic item attunement rule.
use a Bonus action to change avid construct
* Only one locket can be owned by a creature at any
creature back into azorius keyrune. Once
one time. Attempting to attune to 2 lockets at the
used in this fashion, azorius keystone
same time will destroy both lockets.
cannot be used in this fashion again until
the owner completes a Long rest.
( 56 )
Boros Keyrune (RtR) Boros Locket (GoR, RA)
Wondrous item, uncommon (requires Wondrous item - rare (requires Personal
Personal Attunement by individual Boros Attunement by individual Boros Guild
Guild Member) Member)
When bravery is measured by how well you The fleeting life; nothing more than a
fight, your opponent's bravery is valued multitude of fleeting moments, and fleeting
more so when their essence can power the victories, tied together with the same fabric.
very thing that may keep you alive. Time.
It rose up, glowing red and white, a machine ‘The Eternal Life’, ~ Delavir Elmsforde ~
of sheer destruction.
As a Free action, boros locket can be
As a Free action, the owner may activate activated to provide its wielder with one of
boros keyrune to provide one Red mana or both Red mana and White mana to their
one White mana to their Mana Pool. Boros Mana Pool. Once this feature has been
keyrune activated in this fashion cannot be activated, this feature cannot be activated
activated again until after the owner until the owner completes a Short rest.
completes a Short rest. Draw 2 of any combination of Red mana
and/or White mana from your Mana Pool.
As part of an Action to activate boros Use any combination of both Red and/or
keyrune, the owner must draw 1 Red mana White mana to activate boros locket.
and 1 White mana from their Mana Pool and Whenever boros locket is activated in this
channel both mana into boros keyrune. fashion, recover up to 2 previously used
Once activated, boros keyrune becomes a spell slots. Recovered spell slots include but
(Red and White mana aligned) soldier cannot exceed 3 spell levels. Once this
construct creature. The owner may use a ability is used, boros locket cannot be used
Bonus action to change soldier construct to activate this effect until after you
creature back into boros keyrune. Once complete a Long rest.
used in this fashion, boros keyrune cannot
be used in this fashion again until the owner Boros Signet
completes a Long rest. Wondrous item – uncommon (requires
Personal Attunement by individual Boros
The form the soldier construct creature Guild Member)
takes is irrelevant but must be humanoid in
shape and is chosen by the owner upon In discipline we find strength. Our trusted
activation. Soldier construct creature has its ally, our greatest resource, our immunity
own initiative and will either follow orders against failure.
given to it by its owner (Free action) or
combat against combatants it perceives as ~ General Tikzowin ~
enemies. If the soldier construct creature
drops to zero hit points, the soldier construct As a Free action, you may convert 1 Drawn
creature reverts back to its boros keyrune mana from 1 Colorless mana to either 1
form. If the soldier construct creature is Red or 1 White mana and add that
reduced to its maximum hit points in the converted mana to your Mana Pool. You
negative, soldier construct creature reverts may convert 1 Colorless mana to 1 Red or 1
back to its boros keyrune form and is White mana up to 3 times. Once boros
destroyed. signet has been used 3 times, you must
complete a Short rest before boros signet
resets to zero uses. If you complete a Short
( 57 )
rest before boros signet has been used 3 Dimir Keyrune
times, boros signet resets to zero uses. Wondrous item, uncommon (requires
Personal Attunement by individual Dimir
Dimir Cluestone Guild Member)
Wondrous item - legendary (requires Joint
Attunement by (list three guild positions)) When customers come to your guild
discretely seeking the removal of this
It rose up from the pits of death, bringing opponent or that adversary, when the
with it timeless secrets. Mysteries the world bodies mysteriously disappear, the souls
has never seen, let alone known. Enigmatic. are harvested and put to ‘other’ more useful
Yet it held answers to the greatest of riddles purposes.
untold. “Reach forth” it beckoned. “Touch”.
Smiling, she held it up to the light and
As a Free action, this cluestone provides whispered, “The key for all occasions….and
each Dimir guild member within the confines locks.”
of the Dimir Guildgates one mana of either
Blue or Black to their Mana Pool per Short As a Free action, the owner may activate
rest. dimir keyrune to provide one Black mana or
one Blue mana to their Mana Pool. Dimir
Any person not attuned to the cluestone that keyrune activated in this fashion cannot be
touches the crystal activates the protective activated again until after the owner
sigil and must make a DC 25 Constitution completes a Short rest.
saving throw; failure results in the creature
being banished (as per the banishment As part of an Action to activate dimir
spell) to a prison pocket dimension. After keyrune, the owner must draw 1 Black
one minute, the creature must make a 2nd mana and 1 Blue mana from their Mana
DC 25 Constitution saving throw; failure Pool and channel both mana into dimir
results in the creature being permanently keyrune. Once activated, dimir keyrune
banished to the prison pocket dimension. becomes a (Black and Blue mana aligned)
insect construct creature. The owner may
As an Action, recover 1 previously used use a Bonus action to change insect
spell slot. This recovered spell slot includes construct creature back into dimir keyrune.
but cannot exceed 5 spell levels. Once this Once used in this fashion, dimir keyrune
ability is used dimir cluestone cannot be cannot be used in this fashion again until
used to activate this effect until after you the owner completes a Long rest.
complete a Short rest.
The form insect construct creature takes is
Lastly, as an Action, any one of the three irrelevant and is chosen by the owner upon
attuned members may destroy the crystal to activation but its form will depend on what
allow all Dimir guild members within the abilities it gains upon activation. Insect
confines of the dimir guildgates one use of construct creature has its own initiative and
use misty step (as per the spell) within the will either follow orders given to it by its
next 10 minutes. Once used, if the Dimir owner (Free action) or combat against
guild member appears within melee range combatants it perceives as enemies. If
of an opponent, that guild member has insect construct creature drops to zero hit
advantage on their next attack. If that next points, insect construct creature reverts
attack hits, treat that attack as if it was a back to its dimir keyrune form. If insect
critical hit. construct creature is reduced to its
maximum hit points in the negative, insect
construct creature reverts back to its dimir
keyrune form and is destroyed.
( 58 )
rest before dimir signet has been used 3
Dimir Locket (GoR, RA) times, dimir signet resets to zero uses.
Wondrous item - rare (requires Personal
Attunement by individual Dimir Guild Golgari Cluestone
Member) Wondrous item - legendary (requires Joint
Attunement by (list three guild positions)
The night was still as the target approached.
Clutching the locket, there was a brief It just sat there. Simple. Silent. Unobtrusive.
shimmering, and she was gone. No sound. The perfect witness. The perfect spy. If only
No shadow. And for the target, no chance. they knew.
As a Free action, dimir locket can be As a Free action, this cluestone provides
activated to provide its wielder with one of each Golgari guild member within the
both Blue mana and Black mana to their confines of the Golgari Guildgates one
Mana Pool. Once this feature has been mana of either Black or Green to their Mana
activated, this feature cannot be activated Pool per Short rest.
until the owner completes a Short rest.
Any person not attuned to the golgari
Draw 2 of any combination of Blue mana cluestone that touches the crystal activates
and/or Black mana from your Mana Pool. the protective sigil and must make a DC 25
Use any combination of both Blue and/or Constitution saving throw; failure results
Black mana to activate dimir locket. in the creature being teleported to the Plane
Whenever dimir locket is activated in this of Shadows. After 1 minute, the creature
fashion, recover up to 2 previously used returns and must make a DC 25 Wisdom
spell slots. Recovered spell slots include but saving throw; failure results in the creature
cannot exceed 3 spell levels. Once this returning as a Wight (MM, p300), geased to
ability is used, dimir locket cannot be used protect the golgari cluestone for 24 hours.
to activate this effect until after you After 24 hours, the creature must make a
complete a Long rest. 2nd DC 25 Wisdom saving throw; failure
results in the creature remaining a Wight
permanently, forever geased to protect the
Dimir Signet golgari cluestone. A success on the 2nd or
Wondrous item - uncommon (requires
3rd saving throws results in the creature
Personal Attunement by individual Dimir
being affected as per a fear spell.
Guild Member)
As an Action, recover 1 previously used
“Do you see it?” she asked as she showed spell slot. This recovered spell slot includes
him the emblem. “Oh yes,” he marveled. but cannot exceed 5 spell levels. Once this
“Yes, I see”. “I thought so” she whispered ability is used golgari cluestone cannot be
softly as she drove the dagger silently used to activate this effect until after you
through his heart. “I thought so.” complete a Short rest.
As a Free action, you may convert 1 Drawn Lastly, as an Action, any one of the three
mana from 1 Colorless mana to either 1 attuned members may destroy the crystal to
Blue or 1 Black mana and add that cause all currently dead Golgari guild
converted mana to your Mana Pool. You members within the confines of the golgari
may convert 1 Colorless mana to 1 Blue or guildgates (see locations – not included in
1 Black mana up to 3 times. Once dimir this review) to rise up as Zombies (MM,
signet has been used 3 times, you must p315) and continue to fight those opposed
complete a Short rest before dimir signet to the guild. Any zombies raised by this
resets to zero uses. If you complete a Short effect can be directed by currently living
( 59 )
Golgari guild members, so long as those will either follow orders given to it by its
directions can be recognized as being in the owner (Free action) or combat against
defense of the Golgari guild. Until directed, combatants it perceives as enemies. If
these zombies will continue to fight until insect construct creature drops to zero hit
directed otherwise. All zombies raised by points, insect construct creature reverts
this effect are confined to the grounds back to its golgari keyrune form. If insect
defined by the golgari guildgates. construct creature is reduced to its
maximum hit points in the negative, insect
Golgari Keyrune construct creature reverts back to its golgari
Wondrous item, uncommon (requires keyrune form and is destroyed.
Personal Attunement by individual Golgari
Guild Member) Golgari Locket (GoR, RA)
Wondrous item - rare (requires Personal
The essence of insect isn’t hard to find Attunement by individual Golgari Guild
when your entire operation involves swarms Member)
of the things. Those excess insects that can
be spared are very quickly turned from One cannot raise what one cannot find.
insect shells to construct containers.
~ Golgari tenet ~
“Skimming the surface is skipping the
details. For what you do see is but a drop in As a Free action, the golgari locket can be
the ocean compared to that which you activated to provide its wielder with one of
don’t.” both Black mana and Green mana to their
Mana Pool. Once this feature has been
~ Eltavore the Wicked ~ activated, this feature cannot be activated
until the owner completes a Short rest.
As a Free action, the owner may activate
golgari keyrune to provide one Black mana Draw 2 of any combination of Black mana
or one Green mana to their Mana Pool. and/or Green mana from your Mana Pool.
Golgari keyrune activated in this fashion Use any combination of both Black and/or
cannot be activated again until after the Green mana to activate golgari locket.
owner completes a Short rest. Whenever the golgari locket is activated in
this fashion, recover up to 2 previously used
As part of an Action to activate golgari spell slots. Recovered spell slots include but
keyrune, the owner must draw 1 Black cannot exceed 3 spell levels. Once this
mana and 1 Green mana from their Mana ability is used, golgari locket cannot be used
Pool and channel both mana into golgari to activate this effect until after you
keyrune. Once activated, golgari keyrune complete a Long rest.
becomes a (Black and Green mana aligned
CR 2) insect construct creature . The Golgari Signet
owner may use a Bonus action to change Wondrous item - uncommon (requires
insect construct creature back into golgari Personal Attunement by individual Golgari
keyrune. Once used in this fashion, golgari Guild Member)
keystone cannot be used in this fashion
again until the owner completes a Long rest. It had a hold on her, a hold that she couldn’t
The form insect construct creature takes resist. Darkness has a way of doing that.
is irrelevant and is chosen by the owner Yet, at the same time, another side of her
upon activation but its form will depend on saw something else. The briefest flicker of
what abilities it gains upon activation. Insect light. The same object, the same person,
construct creature has its own initiative and but two views. Dark, light. Hope,
subjugation. Finally, she chose.
( 60 )
As a Free action, you may convert 1 Drawn (3d6) hit points and gain the benefit of the
mana from 1 Colorless mana to either 1 Rage ability for the next 5 min.
Black or 1 Green mana and add that
converted mana to your Mana Pool. You
may convert 1 Colorless mana to 1 Black or
Gruul Keyrune
Wondrous item, uncommon (requires
1 Green mana up to 3 times. Once golgari
Personal Attunement by individual Gruul
signet has been used 3 times, you must
Guild Member)
complete a Short rest before golgari signet
resets to zero uses. If you complete a Short
Nature is power. Chaotic nature, is simply
rest before golgari signet has been used 3
raw, uncontrollable power!
times, golgari signet resets to zero uses.
~ Garvadore the Archdruid ~
Gruul Cluestone
Wondrous item - legendary (requires Joint
As a Free action, the owner may activate
Attunement by (list three guild positions)
gruul keyrune to provide one Red mana or
one Green mana to their Mana Pool. Gruul
It is not what we see and understand that keyrune activated in this fashion cannot be
we fear. It is the unseen. It is the unknown. activated again until after the owner
That is what must be feared. completes a Short rest.
( 61 )
Gruul Locket (RA) resets to zero uses. If you complete a Short
Wondrous item - rare (requires Personal rest before gruul signet has been used 3
Attunement by individual Gruul Guild times, gruul signet resets to zero uses.
Member)
Izzet Cluestone (DM)
Looking across at him she knew, it would all Wondrous item - legendary (requires
boil down to this; be quick or be dead. Personal Attunement by (list three guild
Luckily for her, she held an advantage. positions))
Literally.
Flanked by 2 stone humanoids resembling
As a Free action, gruul locket can be an Izzet engineer and a Izzet scientist, this
activated to provide its wielder with one of cluestone, when encountered by those
both Red mana and Green mana to their familiar with these devices, will instantly
Mana Pool. Once this feature has been recognize that they are unfamiliarity of the
activated, this feature cannot be activated configuration of the setting. As with
until the owner completes a Short rest. everything Izzet, this cluestone doesn’t
meet the usual design, nor the usual bane
Draw 2 of any combination of Red mana and boon configurations … and those stone
and/or Green mana from your Mana Pool. humanoids appear to be watching every
Use any combination of both Red and/or move of every person in the cluestone
Green mana to activate gruul locket. vicinity.
Whenever gruul locket is activated in this
fashion, recover up to 2 previously used Looking from one to the other, he finally
spell slots. Recovered spell slots include but mustered the courage to answer. “There
cannot exceed 3 spell levels. Once this can be no problem without a solution, and
ability is used, gruul locket cannot be used that in itself is both the question and the
to activate this effect until after you answer.” There he stood with bated breath,
complete a Long rest. feeling their scrutiny, awaiting their
judgment.
Gruul Signet (DM)
Wondrous item - uncommon (requires As a Free action, this cluestone provides
Personal Attunement by individual Gruul each Izzet guild member within the confines
Guild Member) of the Izzet Guild Gates one mana of either
Blue or Red to their Mana Pool per Short
It is not enough to slay your enemy. You rest.
must humiliate them publicly. Forcefully take
that which they hold most dear. Then show Any person not attuned to the cluestone that
the world that what they once owned is now touches the crystal activates the protective
yours. sigil and must make a DC 25 Charisma
saving throw; failure results in the flanking
~ Gruul Proverb ~ stone golems animating and attacking the
intruder. These stone golems attack the
intruders, attempting to knock them
As a Free action, you may convert 1 Drawn
unconscious and restrain them until
mana from 1 Colorless mana to either 1
reinforcements arrive. If a stone golem
Red or 1 Green mana and add that
drops to zero or fewer hit points, the stone
converted mana to your Mana Pool. You
golem deactivates, reanimating 1 minute
may convert 1 Colorless mana to 1 Red or 1
later on half its maximum hit points. If a
Green mana up to 3 times. Once gruul
stone golem drops to its maximum hit points
signet has been used 3 times, you must
in the negative, the stone golem
complete a Short rest before gruul signet
( 62 )
deactivates, crumbles to rubble and is Elementals occasionally cross through rifts
permanently destroyed. opened from wayward Izzet experiments.
Those Izzet guild members that are quick
As an Action, recover 1 previously used enough can capture these elementals and
spell slot. This recovered spell slot includes earn for themselves a pretty coin by selling
but cannot exceed 5 spell levels. Once this them to the Keyrune Production Facility.
ability is used, izzet cluestone cannot be
used to activate this feature until after you Power comes from what you hold, not from
complete a Short rest. what you would like to hold.
Lastly, as an Action, any one of the three As a Free action, the owner may activate
attuned members may destroy the crystal to izzet keyrune to provide one Red mana or
cause a dual effect: one Blue mana to their Mana Pool. Izzet
• The stone golems on either side of the keyrune activated in this fashion cannot be
cluestone animate and independently activated again until after the owner
proceed to attack and kill the nearest completes a Short rest.
enemy. The stone golem will continue to
move about killing the nearest enemy to As part of an Action to activate izzet
it once its previous enemy has been keyrune, the owner must draw 1 Red mana
destroyed. The stone golem ceases and 1 Blue mana from their Mana Pool and
attacking if it drops to zero or fewer hit channel both mana into izzet keyrune. Once
points, when it deactivates, crumbles to activated, izzet keyrune becomes a (Red
rubble and is permanently destroyed. and Blue mana aligned CR 2) elemental
• Each Izzet guild member currently construct creature. The owner may use a
within the confines of the Izzet Bonus action to change elemental construct
Guildgates knowingly receives the creature back into izzet keyrune. Once used
ability to animate one object in defense in this fashion, izzet keyrune cannot be
of the guild. The animated object takes used in this fashion again until the owner
on the statistics equal to an animated completes a Long rest.
object: flying sword (MM, p19) but its
attack and movement mode is The form elemental construct creature
representative of the object animated takes is irrelevant and is chosen by the
(DM discretion). Once animated, the owner upon activation but its form will
animated object will independently depend on what abilities it gains upon
proceed to attack and kill the nearest activation. Elemental construct creature has
enemy. The animated object will its own initiative and will either follow orders
continue to move about killing the given to it by its owner (Free action) or
nearest enemy to it once its previous combat against combatants it perceives as
enemy has been destroyed. The enemies. If elemental construct creature
animated object ceases attacking if it drops to zero hit points, elemental construct
drops to zero or fewer hit points creature reverts back to its izzet keyrune
(crumbles to the ground) or the duration form. If elemental construct creature is
of 1-minute passes (stops moving and reduced to its maximum hit points in the
fighting, ceases to be animated and negative, elemental construct creature
reverts back to its ordinary state). reverts back to its izzet keyrune form and is
destroyed.
Izzet Keyrune (GC, RtR)
Wondrous item, uncommon (requires
Personal Attunement to individual Izzet
Guild Member)
( 63 )
Izzet Locket (GoR, RA) Orzhov Cluestone (DM)
Wondrous item - rare (requires Personal Wondrous item - legendary (requires
Attunement by individual Izzet Guild Personal Attunement by (list three guild
Member) positions))
“There’s no good holding it in” he mused. There is nothing more precious than life.
“As they say, better out than in.” Well, except maybe wealth. Yes. There is
nothing more precious than Wealth!.....And
As a Free action, izzet locket can be power. Yes, that is it. There is nothing,
activated to provide its wielder with one of more precious, than Power and Wealth.
both Blue mana and Red mana to their
Mana Pool. Once this feature has been ~ ‘Musings of an old Mage’ ~
activated, this feature cannot be activated
until the owner completes a Short rest. As a Free action, this cluestone provides
each Orzhov guild member within the
Draw 2 of any combination of Blue mana confines of the Orzhov Guild Gates one
and/or Red mana from your Mana Pool. mana of either White or Black to their Mana
Use any combination of both Blue and/or Pool per Short rest.
Red mana to activate izzet locket.
Whenever izzet locket is activated in this Any person not attuned to the cluestone that
fashion, recover up to 2 previously used touches the crystal activates the protective
spell slots. Recovered spell slots include but sigil and must make a DC 25 Wisdom
cannot exceed 3 spell levels. Once this saving throw; failure results in the
ability is used, izzet locket cannot be used creature’s alignment changing to that which
to activate this effect until after you is sympathetic to the Orzhov Syndicate and
complete a Long rest. the creatures aims and motives change to
be more in-line with, and favor of, those of
Izzet Signet (GP) the Orzhov Syndicate. The creature will
seek out the nearest Orzhov Syndicate guild
Wondrous item - uncommon (requires
member and confess to what they have
Personal Attunement by individual Izzet
tried to do. The creature is permitted
Guild Member)
another saving throw every 24hours to
revert back to their normal alignment, aims,
“It is not called vanity, it is called perfection.
and motives. Should the creature fail three
And you would do well to remember that too
such repeated saving throws, the creature’s
that. Else I shall be forced to educate you
alignment, mental and psychological state
on the dichotomy of life and death.”
forever changes to its newer current state.
~ Scaraforle the Sorcerer ~ As an Action, recover 1 previously used
spell slot. This recovered spell slot includes
As a Free action, you may convert 1 Drawn but cannot exceed 5 spell levels. Once this
mana from 1 Colorless mana to either 1 ability is used orzhov cluestone cannot be
Blue or 1 Red mana and add that converted used to activate this effect until after you
mana to your Mana Pool. You may convert complete a Short rest.
1 Colorless mana to 1 Blue or 1 Red mana
up to 3 times. Once izzet signet has been Lastly, as an Action, any one of the three
used 3 times, you must complete a Short attuned members may destroy the crystal to
rest before izzet signet resets to zero uses. cause the dead that lies dormant beneath
If you complete a Short rest before izzet and within the guild’s vast network of tombs
signet has been used 3 times, izzet signet to rise in defense of the guild. Once the
resets to zero uses.
( 64 )
cluestone is destroyed, 100 to 200 HD of use a Bonus action to change thrull
various undead (DM discretion) will rise construct creature back into orzhov
from the ground or pour out of adjoining keyrune. Once used in this fashion, orzhov
buildings to join in on the defense of the keyrune cannot be used in this fashion
guild (it is up to DM discretion to decide again until the owner completes a Long rest.
what undead rise to the occasion but your
decision should be based on an equal The form thrull construct creature takes is
outcome for or against the guild defending irrelevant and is chosen by the owner upon
itself). These undead will independently activation but must be humanoid in shape
proceed to attack and kill the nearest and size. Thrull construct creature has its
enemy. The undead will continue to move own initiative and will either follow orders
about killing the nearest enemy to it once its given to it by its owner (Free action) or
previous enemy has been destroyed. The combat against combatants it perceives as
undead ceases attacking if it drops to zero enemies. If thrull construct creature drops to
or fewer hit points (sinks back into the zero hit points, thrull construct creature
ground) or the duration of 1-minute passes reverts back to its orzhov keyrune form. If
(sinks back into the ground and reverts back thrull construct creature is reduced to its
to its ordinary state). maximum hit points in the negative, thrull
construct creature reverts back to its orzhov
Orzhov Keyrune (GC) keyrune form and is destroyed.
Wondrous item, uncommon (requires
Personal Attunement by individual Orzhov Orzhov Locket (RA)
Guild Member) Wondrous item - rare (requires Personal
Attunement by individual Orzhov Guild
When the Orzhov rips the soul from a body, Member)
they pass the empty body to their
fleshmages who liquify the flesh and turn it There are things that even money can’t buy.
into a thrull. It is often these souls are used Here, let me show you one.
to power the construct held between the
magical barriers of their keyrunes. As a Free action, orzhov locket can be
activated to provide its wielder with one of
To wield is wonderful. But to control, that is both White mana and Black mana to their
something else entirely. Mana Pool. Once this feature has been
activated, this feature cannot be activated
~ Part Three of ‘Items of Destiny’ ~ until the owner completes a Short rest.
As a Free action, the owner may activate Draw 2 of any combination of White mana
orzhov keyrune to provide one White mana and/or Black mana from your Mana Pool.
or one Black mana to their Mana Pool. Use any combination of both White and/or
Orzhov keyrune activated in this fashion Black mana to activate orzhov locket.
cannot be activated again until after the Whenever orzhov locket is activated in this
owner completes a Short rest. fashion, recover up to 2 previously used
spell slots. Recovered spell slots include but
As part of an Action to activate orzhov cannot exceed 3 spell levels. Once this
keyrune, the owner must draw 1 White ability is used, orzhov locket cannot be used
mana and 1 Black mana from their Mana to activate this effect until after you
Pool and channel both mana into orzhov complete a Long rest.
keyrune. Once activated, orzhov keyrune
becomes a (White and Black mana aligned)
thrull construct creature. The owner may
( 65 )
Orzhov Signet (Diss) life-like marionette of the creature itself. The
Wondrous item - uncommon (requires creature may repeat the saving throw at the
Personal Attunement by individual Orzhov end of 1 round with an accumulated penalty
Guild Member) of -1 to the saving throw. Each failure
results in the change becoming more
“Why is it that the same symbol represents prominent and defined. After three such
both master and slave?” asked the student. consecutive failures, the creature
Smiling, the master held up a medallion and permanently changes into a demonic
began; “In my hand, the symbol is mine to version of a life-like marionette of the
reveal. But inked upon my skin, the symbol creature itself, its mind forever trapped
is free to reveal itself. That, my child, is the within the form.
difference.”
As an Action, recover 1 previously used
As a Free action, you may convert 1 Drawn spell slot. This recovered spell slot includes
mana from 1 Colorless mana to either 1 but cannot exceed 5 spell levels. Once this
White or 1 Black mana and add that ability is used rakdos cluestone cannot be
converted mana to your Mana Pool. You used to activate this effect until after you
may convert 1 Colorless mana to 1 White or complete a Short rest.
1 Black mana up to 3 times. Once orzhov
signet has been used 3 times, you must Lastly, as an Action, any one of the three
complete a Short rest before orzhov signet attuned members may destroy the crystal to
resets to zero uses. If you complete a Short cause the demon himself, Rakdos, to
rest before orzhov signet has been used 3 personally intervene in the defense of his
times, orzhov signet resets to zero uses. guild. Rakdos grants all guild members
within the confines of the rakdos guildgates
to knowingly receive one free casting of a
Rakdos Cluestone (DM) modified Tradeoff spell (see this publication
Wondrous item - Legendary (requires for the Tradeoff spell) with the following
Personal Attunement by (list three guild changes:
positions)) • The Cult of Rakdos member must
reduce their maximum hit point total by
“Pain is just a state of mind. Embrace that 3 but X = 6 for the duration of this
state. For if you don’t, you will forever be a modified spell.
slave to fear.” • Duration of the spell increases from 1
round to 5 rounds.
~ Karrakurn, Ogre Warmaster ~ • The affected creature of the spell can
attempt to make a saving throw against
As a Free action, this cluestone provides the effect with a penalty equal to X (-6).
each Rakdos guild member within the
confines of the Rakdos Guildgates one Rakdos Keyrune (RtR)
mana of either Black or Red to their Mana Wondrous item, uncommon (requires
Pool per Short rest. Personal Attunement by individual Rakdos
Guild Member)
Any person not attuned to the cluestone that
touches the crystal activates the protective As punishment by its devil superiors, the
sigil and must make a DC 25 Constitution essence of a minor devil is caught between
saving throw; failure results in the creature the magical casing of the construct and
being grasped by wires that drop from the trapped by the enchantment of the keyrune,
ceiling above forcing the creature to act like forced to serve its Rakdos master until the
a marionette. The creature's features begin day comes that it can make its escape.
to change to that of a demonic version of a
( 66 )
The greatest of all assets is versatility. For ~ Draxsos the Cruel ~
what use is a weapon that cannot be used
in every situation? As a Free action, rakdos locket can be
activated to provide its wielder with one of
~ Hurzatar the Huntress ~ both Black mana and Red mana to their
Mana Pool. Once this feature has been
As a Free action, the owner may activate activated, this feature cannot be activated
rakdos keyrune to provide one Red mana or again until the owner completes a Short
one Black mana to their Mana Pool. rest.
Rakdos keyrune activated in this fashion
cannot be activated again until after the Draw 2 of any combination of Black mana
owner completes a Short rest. and/or Red mana from your Mana Pool.
Use any combination of both Black and/or
As part of an Action to activate rakdos Red mana to activate rakdos locket.
keyrune, the owner must draw 1 Red mana Whenever rakdos locket is activated in this
and 1 Black mana from their Mana Pool and fashion, recover up to 2 previously used
channel both mana into rakdos keyrune. spell slots. Recovered spell slots include but
Once activated, rakdos keyrune becomes a cannot exceed 3 spell levels. Once this
(Red and Black mana aligned) Devil ability is used, rakdos locket cannot be used
construct creature. The owner may use a to activate this effect until after you
Bonus action to change devil construct complete a Long rest.
creature back into rakdos keyrune. Once
used in this fashion, rakdos keyrune cannot Rakdos Signet (Diss)
be used in this fashion again until the owner Wondrous item - uncommon (requires
completes a Long rest. Personal Attunement by individual Rakdos
Guild Member)
The form devil construct creature takes is
irrelevant and is chosen by the owner upon Leaning in, the assassin whispered to the
activation but its form will depend on what apprentice; “A dagger that’s not tasted
abilities it gains upon activation. Devil blood is just a dagger. But a dagger that has
construct creature has its own initiative and tasted life, that my friend, is a treasure.”
will either follow orders given to it by its
owner (Free action) or combat against As a Free action, you may convert 1 Drawn
combatants it perceives as enemies. If devil mana from 1 Colorless mana to either 1
construct creature drops to zero hit points, Black or 1 Red mana and add that
devil construct creature reverts back to its converted mana to your Mana Pool. You
rakdos keyrune form. If devil construct may convert 1 Colorless mana to 1 Black or
creature is reduced to its maximum hit 1 Red mana up to 3 times. Once rakdos
points in the negative, devil construct signet has been used 3 times, you must
creature reverts back to its rakdos keyrune complete a Short rest before rakdos signet
form and is destroyed. resets to zero uses. If you complete a Short
rest before rakdos signet has been used 3
Rakdos Locket (RA) times, rakdos signet resets to zero uses.
Wondrous item - rare (requires Personal
Attunement by individual Rakdos Guild Selesnya Cluestone (DM)
Member) Wondrous item - Legendary (requires Joint
Attunement by (list three guild members)
“Ah, the pains some people will go to to be
included. Always brings a smile to my face.” The lush green surroundings of this location
exemplify the beauty that this cluestone
( 67 )
brings to the area. Seemingly unguarded, casting of a modified awaken spell (PHB,
those that approach feel the constant p216) with the following changes:
watchfulness of the surrounding nature as it • Casting time is reduced from 8 hours. to
bares down upon them. Dotted in seemingly 1 round.
random locations near the cluestone are • Duration is reduced from 30 days to 1
potted plants that resemble humanoids in minute
various poses. Situated near the cluestone • All awakened plants have the
itself, a lone empty pot of fertilized soil awakened tree stat block (MM, p317)
awaits a new plant to grow. with half the HD (25 (3d12+6))
• All awakened animals have their
Standing before his followers, the Majestic creature stat blocks (see MM for
Druid spoke purposefully; “What is the value various creatures) with their current HD.
of one life unless it is sacrificed for the • The awakened plant or animal knows
benefit of the multitude? What is the value why it has been awakened and will
of nature if there be none here to enjoy it?” proceed to fight in defense of the guild
and its members
As a Free action, this cluestone provides • The awakened plant or animal returns to
each Selesnya guild member within the its natural state at the end of the
confines of the selesnya guildgates one duration.
mana of either Green or White to their Mana
Pool per Short rest. Selesnya Keyrune (GC, RtR)
Wondrous item, uncommon (requires
Any person not attuned to the cluestone that Personal Attunement by individual
touches the crystal activates the protective Selesnya Guild Member)
sigil and must make a DC 25 Wisdom
saving throw; failure results in the creature The strength of one can be formidable. The
beginning to transform into a plant. As you force of a union, unopposable.
begin to transform, you feel the urge to
move ever closer to an empty plant ~ Proverb of the Ancients ~
pot. The creature may repeat the saving
throw at the end of 1 round with an
As a Free action, the owner may activate
accumulated penalty of -1 to the saving
selesnya keyrune to provide one Green
throw. Each failure results in the change
mana or one White mana to their Mana
becoming more prominent and defined.
Pool. Selesnya keyrune activated in this
After three consecutive failures, the creature
fashion cannot be activated again until after
permanently changes into a plant, now
the owner completes a Short rest.
nestled nicely within the once empty plant
pot, its mind forever trapped within the form.
As part of an Action to activate selesnya
keyrune, the owner must draw 1 Green
As an Action, recover 1 previously used
mana and 1 White mana from their Mana
spell slot. This recovered spell slot includes
Pool and channel both mana into selesnya
but cannot exceed 5 spell levels. Once this
keyrune. Once activated, selesnya keyrune
ability is used selesnya cluestone cannot be
becomes a (Green and White mana
used to activate this effect until after you
aligned) wolf construct creature. The
complete a Short rest.
owner may use a Bonus action to change
wolf construct creature back into selesnya
Lastly, as an Action, any one of the three keyrune. Once used in this fashion,
attuned members may destroy the crystal to selesnya keyrune cannot be used in this
cause all guild members within the confines fashion again until the owner completes a
of the selesnya guildgates to gain a Free Long rest.
( 68 )
The form wolf construct creature takes is Selesnya Signet (RCoG)
irrelevant and is chosen by the owner upon Wondrous item - uncommon (Personal
activation but must be canine in shape and Attunement by individual Selesnya Guild
size. Wolf construct creature has its own Member)
initiative and will either follow orders given
to it by its owner (Free action) or combat She paused for a moment before bending to
against combatants it perceives as draw in the earth. It was a circle. The circle.
enemies. If wolf construct creature drops to The circle of life. Nature, and her
zero hit points, wolf construct creature independent yet interdependent self, in all
reverts back to its selesnya keyrune form. If her glory. Life supporting life. Life-giving life.
wolf construct creature is reduced to its So simple and yet, so perfect.
maximum hit points in the negative, wolf
construct creature reverts back to its
As a Free action, you may convert 1 Drawn
selesnya keyrune form and is destroyed.
mana from 1 Colorless mana to either 1
Green or 1 White mana and add that
Selesnya Locket (GoR, RA) converted mana to your Mana Pool. You
Wondrous item - rare (requires Personal may convert 1 Colorless mana to 1 Green
Attunement by individual Selesnya Guild or 1 White mana up to 3 times. Once
Member) selesnya signet has been used 3 times, you
must complete a Short rest before selesnya
Eventually, the last of the mirrors were set signet resets to zero uses. If you complete a
into place. The wizard tapped into her mana Short rest before selesnya signet has been
source and cast her spell. Her delicate used 3 times, selesnya signet resets to zero
fingertip glowed brilliantly with light. uses.
Immediately the room was thrust out of its
darkness and into the vivid splendor of light Simic Cluestone (DM)
that it truly was. “This,” she said calmly, Wonderous item - legendary (requires Joint
looking from her fingertip to each of the Attunement by (list three guild members)
mirrors, “is how life spreads herself across
Ravnica.”
Bioengineering and the adaptiveness of one
to the nature around them is paramount to
As a Free action, selesnya locket can be all citizens of Ravnica to live and coexist
activated to provide its wielder with one of with one another. Being the most reclusive
both Green mana and White mana to their and isolated of cluestones, rumors exist as
Mana Pool. Once this feature has been to the offensive and defensive nature of this
activated, this feature cannot be activated cluestone. One can only assume that to find
again until the owner completes a Short out, one only needs to push the simic to the
rest. point of breaking their cluestone; something
no guild to date has dared to contemplate
Draw 2 of any combination of Green mana due to the horrifying images that such a
and/or White mana from your Mana Pool. deed conjures up.
Use any combination of both Green and/or
White mana to activate selesnya locket. Bold does not necessarily mean strong.
Whenever selesnya locket is activated in Faint does not imply weakness. It is what
this fashion, recover up to 2 previously used comes after the testing that defines the
spell slots. Recovered spell slots include but character.
cannot exceed 3 spell levels. Once this
ability is used, selesnya locket cannot be
~ Quote from ‘Ancients in the Wild’ ~
used to activate this effect until after you
complete a Long rest.
( 69 )
As a Free action, this cluestone provides temporary form. The new form is proficient
each Simic guild member within the with the use of this modified armor and
confines of the simic guildgates one mana weapons. This effect ends if the guild
of either Green or Blue to their Mana Pool member drops to zero hit points or less or
per Short rest. the duration of the effect expires, at which
time the guild member reverts back to their
Any person not attuned to the cluestone that normal state.
touches the crystal activates the protective
sigil and must make a DC 25 Constitution Simic Keyrune (GC)
saving throw; failure results in the creature
Wondrous item, uncommon (requires
beginning to transform in a protomorphic
Personal Attunement by individual Simic
mass of biogel. As the creature begins to
Guild Member)
transform, you feel your body begin to take
on a more liquid state, devoid of any internal
As the tides ebb and flow with the drawing
or external skeleton. The creature may
of the moon, so too combat will ebb and
repeat the saving throw at the end of the
flow with the momentum of the battle. The
round with an accumulated penalty of -1 to
secret then is to find strength and then
the saving throw. Each failure results in the
fortify it.
change becoming more prominent and
defined. After three such consecutive
failures, the creature permanently changes ~ Excerpt from ‘Strategic Combat’ ~
into its protomorphic state, unable to move
but with your trapped consciousness intact. As a Free action, the owner may activate
At some point, a simic scientist will come simic keyrune to provide one Green mana
along and, if you’re lucky, use your form for or one Blue mana to their Mana Pool. Simic
…. something. keyrune activated in this fashion cannot be
activated again until after the owner
As an Action, recover 1 previously used completes a Short rest.
spell slot. This recovered spell slot includes
but cannot exceed 5 spell levels. Once this As part of an Action to activate simic
ability is used simic cluestone cannot be keyrune, the owner must draw 1 Green
used to activate this effect until after you mana and 1 Blue mana from their Mana
complete a Short rest. Pool and channel both mana into simic
keyrune. Once activated, simic keyrune
Lastly, as an Action, any one of the three becomes a (Green and Blue mana aligned)
attuned members may destroy the crystal to crab construct creature. The owner may
cause all guild members within the confines use a Bonus action to change crab
of the simic guildgates to adopt and adapt construct creature back into simic keyrune.
the form and abilities of one randomly Once used in this fashion, simic keyrune
chosen creature from the Monster Manual cannot be used in this fashion again until
(see MM, Appendix A: Miscellaneous the owner completes a Long rest.
Creatures, p317+) for a duration of 1 The form crab construct creature takes is
minute. Guild members have both their own irrelevant and is chosen by the owner upon
skills and feats with whichever statistics are activation. Though it is Medium in size, it
higher; their own or those of the creature. must be a crustacean in shape. Crab
Armor and weapons continue to function construct creature has its own initiative and
where possible. If there is a reasonable will either follow orders given to it by its
reason that the armor/weapons cannot be owner (Free action) or combat against
used (claws instead of hands prevents combatants it perceives as enemies. If crab
wielding of weapons), then that armor construct creature drops to zero hit points,
and/or weapons merge into the new crab artifact creature reverts back to its
( 70 )
simic keyrune form. If crab construct He studied the item carefully. Looking up at
creature is reduced to its maximum hit the merchant, he stroked his beard and
points in the negative, crab construct said; “Be sure not to confuse ‘honor’ with
creature reverts back to its simic keyrune ‘quality’. The former pertains to you, my
form and is destroyed. friend. The latter, to the item.”
( 71 )
Spell and Magic Item Related Stat Blocks
( 72 )
Beast Construct Creature Elemental Construct
Medium construct beast, unaligned, Red and Green
mana aligned Creature
Medium construct elemental, unaligned,
(Gruul Keyrune Item) Blue and Red mana aligned
Armor Class 14
Hit Points 37 (5d10 + 10) (Izzet Keyrune Item)
Speed 30 ft.
Armor Class 15
Str 18 (+4) Dex 12 (+1) Con 12 (+2) Hit Points 34 (4d10 + 12)
Int 8 (-1) Wis 11 (+0) Cha 8 (-1) Speed 30 ft.
Damage Resistances Damage from Red and Green
Str 15 (+2) Dex 14 (+2) Con 17 (+3)
mana creatures or spells and effects from Red and
Green mana sources
Int 6 (-2) Wis 10 (+0) Cha 6 (-2)
Damage Vulnerabilities Damage from Blue mana
creatures or spells and effects from Blue mana sources Damage Resistances Damage from Blue and
Senses passive Perception 9 Red mana creatures or spells and effects from
Languages understands Common but can't speak it Blue and Red mana sources
Challenge 2 (450 XP) Damage Vulnerabilities Damage from Green and
White mana creatures or spells and effects from
Trample: If the target creature beast construct creature Green and White mana sources
attacks drops to zero hit points or less, as a Free Senses passive Perception 14
action, beast construct creature will deal all remaining
Languages understands Common but can't
excess damage to another hostile creature within 10ft.
of the original target. If multiple hostile creatures exist, speak it
beast construct creature deals this damage to one Challenge 2 (450 XP)
randomly chosen creature.
Mixing it up: Each time this construct deals
Actions combat damage to a target creature, this
Multiattack: The beast construct creature makes two construct’s owner may swap out 1 spell slot of any
melee attacks. level in exchange for 1 or more spells slots of
equal or lesser levels (level 3 spell slot can
Attacks listed below must fit the animal chosen.
become a level 2 and level 1 spell slot or 3 x level
Bite: Melee Weapon Attack: +6 to hit, reach 5ft., one
1 spell slots). Construct’s owner can never use
target. Hit: 10 (1d10+5) piercing damage this feature to gain more spell slots than their
usual maximum.
Claw: Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 10 (2d4+5) slashing damage Elemental Damage: You must chose an element
from below when you receive your keyrune. Once
Hooves: Melee Weapon Attack: +6 to hit, reach 5ft., chosen, your choice is locked. Your keyrune does
one target. Hit: 10 (2d4+5) bludgeoning damage an additional 1d4 fire, cold or force damage with
each successful hit that causes damage.
Ram: Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 7 (1d4+5) bludgeoning damage and the
target must make a Dexterity saving throw or be Actions
knocked prone. Multiattack: The elemental construct creature
makes two melee attacks.
Tentacles: Melee Weapon Attack: +6 to hit, reach
10ft., one target. Hit: 8 (1d6+5) bludgeoning damage. If Slam: Melee Weapon Attack: +5 to hit, reach 5 ft.,
the target is a creature, target is grappled (escape DC one target. Hit: 10 (2d6 + 3) bludgeoning damage.
14). Until this grapple ends, the target is restrained, and
the beast can’t use its tentacles on another target.
( 73 )
Thrull Construct Creature Devil Construct Creature
Medium construct thrull, unaligned, White Medium construct devil, neutral evil, Black
and Black mana aligned and Red mana aligned
Str 14 (+2) Dex 14 (+2) Con 12 (+1) Str 12 (+1) Dex 14 (+2) Con 12 (+1)
Int 10 (+0) Wis 12 (+1) Cha 8 (-1)
Int 6 (-2) Wis 9 (-1) Cha 9 (-1)
Damage Resistances Damage from Black and
Damage Resistances Damage from White and Red mana creatures or spells and effects from
Black mana creatures or spells and effects from Black and Red mana sources
White and Black mana sources Damage Vulnerabilities Damage from White
Damage Vulnerabilities Damage from Red mana creatures or spells and effects from White
and Green mana creatures or spells and effects mana sources
from Red and Green mana sources Senses darkvision 80ft., passive Perception 10
Senses passive Perception 9 Languages understands Common and Infernal
Languages understands Common but can't but can't speak them
speak it Challenge 2 (450 XP)
Challenge 2 (450 XP)
Devil Sight: Magical darkness doesn’t impede the
Lifelink: Whenever the thrull construct creature devil’s darkvision
hits a target creature with a melee attack and
does damage to that target creature, construct Magic Weapons: The devil construct creature‘s
owner regains ½ the damage dealt in hit points. weapon attacks are considered magical for the
The construct owner can only benefit from this purpose of overcoming magic resistance.
feature from the 1st attack that hits and only
once per round. Flyby: The devil construct creature doesn’t
provoke opportunity attacks when it flies out of an
enemy’s reach.
Actions
Multiattack: The thrull construct creature
Actions
makes two melee attacks. Multiattack: The devil construct creature makes
two melee attacks; 1 with its bite and 1 with its
Fist: Melee Weapon Attack: +4 to hit, reach 5 fork
ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage. Bite Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) piercing damage.
Javelin: Melee or Ranged Weapon Attack: +4
to hit, range 30/120 ft., one target. Hit: 7 Fork: Melee Weapon Attack: +4 to hit, reach 5ft.,
(1dl0+2) piercing damage. one target. Hit: 6 (1dl0+1) piercing damage.
( 74 )
Soldier Construct Creature Wolf Construct Creature
Medium construct humanoid, unaligned, Medium construct wolf, unaligned, Green
Red and White mana aligned and White mana aligned
( 75 )
Crab Construct Creature Onulet Construct
Medium construct crab, unaligned, Green Medium construct, unaligned, Black mana
and Blue mana aligned aligned
Str 14 (+2) Dex 14 (+2) Con 12 (+1) Damage Resistances Black mana creatures or
Int 6 (-2) Wis 9 (-1) Cha 6 (-2) spells and effects from Black mana sources
Damage Vulnerabilities White mana creatures or
spells and effects from White mana sources.
Damage Resistances Damage from Green Senses darkvision 60ft.,passive Perception 12
and Blue mana creatures or spells and Languages understands Common
effects from Green and Blue mana sources but can't speak it
Damage Vulnerabilities Damage from Challenge 2 (450 XP)
Black and Red mana creatures or spells
and effects from Black and Red mana Magic Weapons: The onulet construct weapon
attacks are considered magical for the purpose of
sources overcoming magic resistances.
Senses passive Perception 9
Languages understands Common Give Me Life!: If the onulet construct drops to
but can't speak it zero hit points or less, the owner receives 1d6 hit
Challenge 2 (450 XP) points and onulet construct reverts back to its
statuette form and cannot be activated until the
Hexproof: This crab construct creature owner has completed a Long rest. If onulet
construct is reduced to its maximum hit points in
cannot be the target of spells or spell like the negative, the owner receives 1d6 hit points
effects from anyone other than the crab and the onulet construct is permanently
constructs owner. destroyed.
Actions Actions
Multiattack: The crab construct creature Multiattack: The onulet construct makes two
makes two melee attacks. melee attacks.
( 76 )
Su-Chi Chamber Sentry
Medium construct humanoid, unaligned, Medium construct humanoid, unaligned,
Colorless mana aligned all mana colors aligned
( 77 )
Avid Construct Creature Rampaging Monument
Large construct avid, unaligned, White Medium construct, humanoid, unaligned
and Blue mana aligned
Armor Class 15 (Stone AC 12) (changeable)
(Azorius Keyrune Item) Hit Points 8 (1d10 + 3) (changeable)
Speed 30 ft.
Armor Class 13
Hit Points 26 (4d10 + 4) Str 16 (+3) (changeable)
Speed l0 ft., fly 80 ft. Dex 16 (+3) (changeable)
Con 16 (+3) (changeable)
Str 16 (+3) Dex 17 (+3) Con 13 (+1) Int 6 (-2) Wis 6 (-2) Cha 10 (+0)
Int 7 (-2) Wis 10 (+0) Cha 10 (+0)
Damage Resistances bludgeoning, piercing
Skills Perception +4 and slashing weapons
Damage Resistances Damage from White Condition Immunities charmed, exhaustion,
and Blue mana creatures or spells and frightened, paralyzed, petrified, poisoned
effects from White and Blue mana sources Senses darkvision 60ft
Damage Vulnerabilities Damage from Red Languages understands Common but can't
mana creatures or spells and effects from speak
Red mana sources Challenge 2 (450 XP)
Senses passive Perception 14
Languages understands Common and Trample: Whenever rampaging monument
Auran but can't speak them deals damage that reduces an opponent to 0
Challenge 2 (450 XP) hit points, rampaging monument can then
cause any leftover damage to spillover onto
Keen Sight: The avid construct creature has one adjacent creature within 5ft of the
advantage on Wisdom (Perception) checks previous opponent. If that creature is reduced
that rely on sight. to 0 hit points, any leftover damage spills over
to the next creature within 5ft of the previous
Magic Weapons: The avid construct creature reduced to 0 hit points. This spillover
creature’s weapon attacks are considered of damage continues until all excess damage
magical for the purpose of overcoming magic has been expended or no living creatures
resistances. remain within 5ft of a previous creature. A
creature can only take Trample damage once
Actions from any one attack.
Multiattack: The avid construct creature
makes two attacks: one with its beak and one Magic Weapons: The rampaging
with its talons. monument’s weapon attacks are considered
magical for the purpose of overcoming magic
Beak: Melee Weapon Attack: +5 to hit, reach resistances.
5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. Actions:
Pummel: Melee Weapon Attack: +5 to hit
Talons: Melee Weapon Attack: +5 to hit, (changeable), reach 5 ft., one target. Hit: 10
reach 5 ft., one target. Hit: 10 (2d6 + 3) (1d6 + 3 (changeable)) bludgeoning damage.
slashing damage
( 78 )
New Universal Magic Items
Whenever
Amulet of Kroog (Ant) a creature
Wondrous item, common (including
the wearer)
Damage is the work of brutes, but healing, within 30 ft of
that is the work of gods. the wearer of an
angel’s feather
~ Acolyte Mullarston ~ casts a white spell,
the wearer may expend
Workers during the construction of Ravnica a charge from angel’s
over a millennium ago would frequently feather to regain 1 hit point.
become injured in their duties. To prevent No more than 1 charge can be
any lasting injury, Kroog, an engineer from expended per white spell.
Izzet Guild, created an amulet in his own
name, issuing them to foreman for use as The amulet has 7 charges. The amulet
needed. Today, creation processes and regains ld6+1 expended charges daily at
materials have changed, making these dawn.
amulets cheap to create. Various forms of
these amulets exist but they are all usually,
in honor of the past, known by their
Basalt Monolith (UL, Rev)
Wondrous item, Artifact (requires
creator’s name.
attunement)
As a Bonus action, you may Draw 2 mana
of any color from your Mana Pool to charge Seemingly in the middle of nowhere, a
amulet of kroog. If amulet of kroog is massive chunk of volcanic rock existed,
charged, you may use a Reaction to jutting out impressively from the earth
discharge amulet of kroog to prevent the beneath it, rising more than 30 feet into the
next 1 damage dealt to any creature within air. Acting as a filter of sorts, it was able to
30 ft of you this turn. The amulet of kroog draw into it mana from the surrounding
remains charged until discharged. lands, before safely converting and storing
it, as Colorless mana, allowing all in its
presence the benefits it conferred.
Angel’s Feather (C12)
Wondrous item (amulet), uncommon Many, many, years later, in the
(requires attunement) time that came to be known as
‘The Days of Neutrality’, the
It all boils down to give and take. Give, and monolith was destroyed in a
be given to. Take, and be punished! cataclysmic act of nature,
when the skies darkened
‘View of the Oculus’ and the heavens bled
hellfire for 6 consecutive
Occasionally, an angel will relinquish a days. All mana, and along
feather or 2 and allow these special amulets with it, all magic, was
to be constructed. This seemingly delicate neutralized for the
looking piece of jewelry is stronger than it ensuing period of 6
looks and is highly sought after by many a days. At midnight of the
mage. last day of neutrality, the
sky blew apart and it
( 79 )
erupted in a show of magic, brilliance, and Black Lotus (UL)
awe, as the multiverse reclaimed itself and Wondrous item, very rare
spewed forth a new breath of the weave to
infuse itself into the land. All that had been
destroyed, was slowly coming back to life. These black petaled flowers
are extremely rare and
are only found in the
A long forgotten, unnamed elf, skilled in the
deepest parts of
art of sculpting, was wandering through a
jungles and
nearby grove and stumbled upon a small
swamps. To create
fragment of the volcanic rock. Inspired by
a black lotus magic
both the brilliance of its dark beauty and
item, the flower
some subtle and gentle voice from within
must first be
the rock subtly, he sculpted from this rock, a
found. During an
miniature carving of the now forgotten
eclipsed moon on a
monolith. The carving, only 4 inches high,
6th year, whilst it still
not only captured the majesty of the rock as
remains on the stem, a
it originally existed but encapsulated the
ritual is performed by 5 different mono-
essence of the magic it contained and
colored mages, one for each color,. The
power of the reckoning that followed its
ritual needs to be completed before the
destruction.
eclipse ends. Once completed, the flower
petrifies, becoming a mana-producing
Now, just this 1 piece of the basalt monolith is
magic item that attaches itself to one of the
known to exist (though there are unconfirmed
5 mages present. The mage is then free to
rumors of many more hidden throughout the
world). pass on the black lotus to whomever they
please.
Hypnotized by the beauty of the black
carving, the rogue tried to comprehend how A creature may never be in possession of
something so small, could seem so big. more than 1 black lotus at a time. Should a
creature be in possession of more than one
black lotus, all black lotus are reduced to
Random Properties. Basalt monolith has
rubble and are forever destroyed.
the following random properties.
The greatest of all things come in threes;
• 1 minor beneficial property
space, time, and being.
• 1 major beneficial property
• 2 minor detrimental properties
~ ‘Secrets of the Decree’ ~
Mana Release. Basalt monolith allows a
creature attuned to it to generate 3 A creature may activate this black lotus to
Colorless mana from it, as either a Free create three mana of any color and transfer
action or a reaction, when activated, and that three mana to their Mana Pool. Once
add the 3 Colorless mana to their Mana activated in this way, black lotus
Pool. Basalt monolith cannot be activated deactivates.
again in this way until after finishing a Short
rest. Black lotus reactivates again on the
following midnight.
( 80 )
Celestial Prism (Rev) inactive and a new mage reactivates the
Wondrous item, uncommon chamber sentry by spending X colored
mana to do so.
This prism is easily discernible in certain
circles by its familiar star-shaped pattern Add a +2 Bonus to chamber sentry’s
within its crystal prism interior. Also Strength and Dexterity ability scores, for
noticeable is the flash that the star shape each 1 different colored mana type used
makes when the item is activated. This is when activating chamber sentry.
not an item you use if you intend on doing
anything through stealth, as many an At any time during the chamber sentry’s
uneducated rogue has learned over time! turn, the construct’s current owner can use
a Reaction to spend 1 Colorless mana and
Some things are of far greater value when decrease the construct’s Strength and
kept. Wisdom is knowing this moment. Dexterity ability scores by 2 each to allow
chamber sentry to make one Free attack on
Celestial prism must be held in the hand to this turn against a target within 5 feet of it. If
use. no creature exists within 5ft of the chamber
sentry when this feature is used, the 1
Colorless mana is still spent but the
As a Bonus action, Draw 2 Colorless mana
chamber sentry cannot make one Free
from your Mana Pool and activate celestial
attack. This feature can only be used once
prism to convert that 2 Colorless mana into
per chamber sentry’s turn and no more than
any 1 colored mana then add that converted
1 Colorless mana can be used on any turn
colored mana to your Mana Pool. You
to allow the chamber sentry one Free
cannot use more than 2 Colorless mana to
attack.
activate celestial prism in this fashion and
you cannot gain more than 1 mana of any
color through activating celestial prism in Should this feature be used to remove the
this fashion each turn. last + 2 Bonus to Strength and Dexterity
ability scores, dropping the chamber
sentry's ability scores to its base stat block
Chamber Sentry (GoR) printing, the chamber sentry may still make
Wondrous item (construct), rare one Free attack on this turn against a target
within 5 feet of it. At the conclusion of this
‘The best damage you can deal is through attack, chamber sentry powers down and
personal sacrifice. That is a fact.’ become inactive. A mage can spend X
colored mana to reactivate the chamber
~ Edict 24b ~ sentry, where X equals 1 of each color of
mana spent to activate chamber sentry, and
As part of the activation cost associated the 24hr activation timer resumes from
with a chamber sentry, a mage must spend where it left off.
X Colored mana to activate the chamber
sentry, where X equals 1 of each color of If the chamber sentry drops to zero hit
mana spent to activate chamber sentry. points or less, the chamber sentry powers
Activation lasts for 24 hours, at which time down and becomes inactive. The chamber
the chamber sentry powers down and sentry cannot be reactivated until the
becomes inactive. The mage who spent the chamber sentry has been deactivated for 24
X Colored mana to activate the chamber hours. Once 24 hours have elapsed,
sentry becomes the owner of the chamber chamber sentry can be reactivated by a
sentry. Ownership of the chamber sentry mage spending X colored mana, where X
transfers to a new owner only when the equals 1 of each color of mana spent to
chamber sentry powers down and becomes activate chamber sentry. By doing so, the
( 81 )
casting mage becomes the new owner of grants them the ability to Tap 1 additional
this chamber sentry. If the chamber sentry mana of the same color and chromatic
drops to its maximum hit points in the lantern then converts that additional mana
negative, the chamber sentry deactivates, into a mana source of any color. This
crumbles to rubble, and is destroyed. additional mana, when Tapped, is placed in
the creature's Mana Pool ready for use.
If the chamber sentry is destroyed, for the
next 10 minutes, if the mage can pay the Conservator (UL, Rev)
cost of one mana of each color (White,
Wondrous item, uncommon (requires
Blue, Black, Red, and Green), chamber
attunement)
sentry can be resurrected (made whole) and
then reactivated by paying X colored mana.
This necklace and medallion are designed
If the chamber sentry cannot be resurrected
with a native and tribal feel in mind. Working
(made whole) within 10 minutes of
the spiritual protection of those that can
crumbling to rubble, the rubble of the
foresee the future, the medallion, when
chamber sentry turns to sand, and chamber
primed, is constantly on the lookout for
sentry is permanently destroyed.
danger and harm to its owner.
Chromatic Lantern (GoR, GC, “A stitch in time saves nine,” the sage said.
RtR) “Nine what?” asked his student. “Nine
Wondrous item (lantern), rare (requires stitches” smiled the sage
attunement)
Once per turn, the owner may use a Bonus
A creature attuned to a chromatic lantern action to expend 3 Colorless mana to
can use a Bonus action to activate a activate conservator. Each activation of
chromatic lantern and gain 1 colored mana conservator will prevent the next 2d6
of any source. This mana is added to the damage dealt to the owner before the end
creature’s Mana Pool ready for use. Once a of their next turn. If no damage is dealt to
chromatic lantern has been activated in this the owner before the end of their next turn
fashion, it cannot be activated again in the after activation, the conservator deactivates
same fashion until the attuned creature has and the expended mana to activate
completed a Short rest. conservator from the previous turn is lost.
Glaive of the Guildpact (GoR) (Menace): Should the wielder of this glaive
of the guildpact already have the Parry
Wondrous item (weapon), rare (requires
Maneuver (see PHB, Fighter), the wielder,
Personal Attunement by a member of a
as part of their Reaction, they may use
guild)
both Menace and the Parry
Maneuver to parry two attacks that
A glaive is a polearm, consisting of a single-
would have hit but must state
edged blade on the end of a pole. The
which attack is being
glaive of the guildpact is considered to be a
affected by the Parry
two-handed weapon.
Maneuver and
Menace.
Whilst wielder is a member of a guild, this
glaive of the guildpact is a +1 magic
weapon in addition to the Guildgate
Affinity below.
( 91 )
found in the deepest of oceans, guarded by the figurine remains a statuette and doesn’t
beasts of the deep yet to be categorized. activate.
His memories swirled, incantations running Once activated, onulet construct creature is
through his mind, as he willed the purest of friendly to you and your companions. It
essences known to him, to fill his being. understands your languages and obeys
That essence? Blue mana your spoken commands. If you issue no
commands, the onulet construct creature
As a Free action, a creature can activate a defends itself but takes no other actions.
mox sapphire to generate one Blue mana
and transfer that generated Blue mana to Roll initiative for the onulet. The onulet
their Mana Pool. Once activated in this construct creature functions on its own turn.
fashion, this mox sapphire cannot be If onulet construct creature drops to zero hit
activated again until the following turn. This points, the owner receives 1d6 hit points
mox sapphire can only be activated once and onulet reverts back to its statuette form
per turn and can only generate one Blue and cannot be activated until the owner has
mana per activation. completed a Long rest. If onulet construct
creature is reduced to its maximum hit
points in the negative, the owner receives
Onulet (Ant, Rev) 1d6 hit points and the onulet is permanently
Wondrous item (construct), uncommon
destroyed.
If we do not change, we get left behind, to
The creature exists for 2 hours. The onulet
be consumed, crushed, and spat out, by the
construct creature reverts to its figurine form
greatest of all creatures. Time.
if the onulet construct creature drops to zero
hit points or less, the command word is
~ Lord Garavuss III ~ spoken by the owner whilst touching the
Created in the laboratory of a mad and onulet construct creature, or the duration
delusional mage, the onulet construct expires. Once the onulet reverts back to its
creature is a small, bone statuette of a statuette form, this statuette can’t be used
frightful, if not odd, looking construct. It again until the owner completes a Long rest.
appears to be part beast, part insect, part
ghost, and part object. Onulet construct
creature has 4 eyes, 2 mouths, 6 legs, and Pariah’s Shield (RCoG)
a flat back. Wondrous item (shield), rare (requires
attunement by the owner, not wielder)
Stat block for the onulet construct creature
can be found in the Spell and Magic Item These shields come is a variety of shapes
Related Stat Block section of this and sizes and can be constructed using any
publication. material. They are generally constructed to
suit the race of creature intending to act as
As part of the activation cost, the owner of a willing recipient of the shield. The only
the onulet construct creature statuette must restriction on its use would be if the willing
pay 3 Colorless mana, speak the command recipient could wield the shield in the first
work and throw the onulet construct place (a halfling could not wield a large
creature statuette to an unoccupied space shield, willing or not).
within 60ft. Once the statuette lands, the
figurine becomes a construct creature. If the The use of a pariah’s shield requires a
space where the creature would appear is willing creature to wield the shield. Any
occupied by other creatures or objects, or if unwilling or unknowing person forced to
there isn’t enough space for the creature, wield a pariah’s shield causes the magic of
( 92 )
the shield to deactivate whilst being wielded Prophetic Prism (GC)
by such a creature. Wondrous item, rare (requires attunement)
“How will I know when my time has come?” The real question is, which came from
she asked. “When your purpose has called” which; was the cycle spawned of creation,
the priest replied. “And how shall I know or was creation merely but one necessary
when my purpose has called?” she part of the cycle?
continued. Meeting her gaze he turned
slowly and pointed to the wall. “You will lift ‘The Puzzle of the Elders’
the shield.”
Whenever the owner activates prophetic
Once a willing creature begins to wield a prism, as an Action, recover 1 previously
pariah’s shield, a mystic bond exists used spell slot. Recovered spell slot
between the attuned owner of the pariah’s includes but cannot exceed 3 spell levels.
shield and the willing creature. Any time the Once this ability is used, prophetic prism
attuned owner of a pariah’s shield takes cannot be used to activate this effect until
damage (irrespective of whether that after you complete a Short rest.
damage occurs via a melee or ranged
attack, damage resulting from a spells As a Bonus action, draw 1 Colorless mana
effect, or damage resulting from an ability), from your Mana Pool and activate prophetic
all damage is transferred to the willing prism to convert this 1 Colorless mana into
creature wielding the linked pariah’s shield. any 1 colored mana then add that converted
colored mana to your Mana Pool. You
Should the willing creature lose cannot use more than 1 Colorless mana to
consciousness, become unwilling, or take activate prophetic prism in this fashion and
damage enough to drop them to zero hit you cannot gain more than 1 mana of any
points or below, irrespective of whether the color through activating prophetic prism in
damage taken occurred as a result of this fashion each turn.
external damage or damage as a result of
the ability of a pariah’s shield, the ability of Rakalite (Ant)
the shield ceases to function whilst it Wondrous item (stone), rare
remains connected to the willing creature.
Should this willing creature regain From the ioun stone family of magic items, a
consciousness, resume being a willing rakalite resembles an enchanted circular
creature, or regain consciousness as a black and gold marble the size of a grape.
result of their hit points being raised above When activated, rakalite gives off silent
zero hit points, or, another willing creature illusionary miniature lightning bolts.
takes up the shield and begins to wield it,
the ability of the pariah’s shield resumes
Looking back he saw victory. Victory in the
functioning.
form of infinite troops.
Only one willing creature can be in control
This stone has AC 24, 15 hit points, and
of a pariah’s shield at any one time and a
resistance to all damage. It is considered to
willing creature can only wield one pariah’s
be an object that is being worn while it orbits
shield at a time. Being in possession of or
your head.
attempting to willingly wield more than one
pariah’s shield causes both shields to
The owner may take an action to active
immediately cease to function and both are
rakalite, causing rakalite to leave the
immediately destroyed.
owner’s hand and begin to circle the
( 93 )
owner’s head out to a distance no greater rampaging monument reverts back to its
than 1 ft. statuette form. If rampaging monument is
reduced to its final maximum hit points in
Once per turn, the owner may use a Bonus the negative or its owner dies, the
action to expend 2 Colorless mana to rampaging monument is reduced to rubble
activate rakalite. Each activation of rakalite and is destroyed.
will prevent 1d6 damage to any creature
(including the owner) within 30 ft. If no Whenever the owner of this rampaging
damage is dealt to any creature (including monument casts a multicolored spell (any
the owner) before the end of their next turn spell involving the use of 2 or more colors of
after activation, the rakalite deactivates and mana), rampaging monument gains the
the expended mana to activate rakalite from following:
the previous turn is lost. A rakalite activated
in this fashion can be activated up to 3 • +1 bonus to its current AC
times. Once activated the 3rd time, rakalite • an additional (1d6) bludgeoning
returns to its owner's hand and cannot be damage
activated in this fashion again until after the • +2 to its Strength score
owner completes a Long rest. • +2 to its Constitution score
• its HD raised by 1d10
Rampaging Monument (GoR) • its Hit Points Constitution modifier
Wondrous item (construct, creature), rare equals its new stat block
Constitution modifier
This gray granite statuette of a humanoid in • additional hits points equal to 1d10 +
drawn hooded robes measures 6-inches in new Constitution modifier
height and weighs a tad over 2 lbs.
(Trample): Whenever this creature deals
It stood slowly, rising,….and rising,.....and damage that reduces an opponent to 0 hit
rising. Monolithic. Enigmatic. Catastrophic. points, this creature can then cause any
leftover damage to spillover onto one
As part of the activation, when the owner adjacent creature within 5ft of the previous
places this statuette on the ground and opponent. If that creature is reduced to 0 hit
expends 4 Colorless mana from their Mana points, any leftover damage spills over to
Pool, rampaging monument grows to a the next creature within 5ft of the previous
Medium-sized construct. creature reduced to 0 hit points. This
spillover of damage continues until all
excess damage has been expended or no
Once activated, a rampaging monument is
living creatures remain within 5ft of a
considered owned by the creature that
previous creature. A creature can only take
activated it and must remain within 120 ft of
Trample damage once from any one attack.
its owner. Should the rampaging monument
move beyond 120 ft or be somehow
Stat Block for the rampaging monument is
separated from its owner by more than 120
located in the Magic Item Related Stat
ft, rampaging monument deactivates and
Blocks above.
reverts back to its 6-inch statuette form.
When activated, the rampaging monument
uses the initiative directly before its owner. It
will either follow orders given to it by its
owner (Free action) or combat against
combatants it perceives as enemies. If
rampaging monument drops to zero hit
points or the owner drops to zero hit points,
( 94 )
Silent Dart (GoR) displaying a note of pride (and a huge
Wondrous item, uncommon (requires amount of vanity) if constructed from
attunement) anything other than iron.
( 95 )
cauldron will always be aware of how many On another creature's turn, as a Reaction to
uses remain in a skullmead cauldron and a creature dying within 30ft. of your location,
whether it can be used/reused before the you can spend 1 Colorless mana to activate
coming dawn. A skullmead cauldron must sol net to trap a portion of the departing
be emptied and cleaned after each use soul, allowing you to regain 1d6 hit points.
before it can be used again. You cannot use this feature again until you
complete a Short rest.
Spectral Searchlight (RCoG)
Wondrous item, uncommon (requires During your turn, when a creature dies
attunement) within 30ft. of your location, you can use a
Free action to spend 1 Colorless mana to
Originally given as gifts to emissaries who activate sol net to trap a portion of the
attended the signing of the original departing soul, allowing you to regain 1d6
Guildpact, these items have been hit points. You cannot use this feature again
duplicated over the years and now see use until you complete a Short rest.
by others of lesser notoriety.
During your turn, when a creature dies
within 30ft. of your location, you can use an
Light the path so that others may follow.
Action to spend 1 Colorless mana to
activate sol net to trap a portion of the
~ Guildpact Requisite 7 ~ departing soul, allowing you to regain 1d6
hit points or you can use a Bonus action to
Select a creature within 100 ft of you that spend 1 Colorless mana to activate sol net
you can see. As an action and as part of to trap a portion of the departing soul to
activating spectral searchlight, you must regain 1d4 hit points. You cannot use either
sacrifice any number of mana from your feature again until you complete a Short
Mana Pool up to your character level. The rest.
chosen creature’s Mana Pool receives the
same mana sacrificed by the owner of a
spectral searchlight. Spectral searchlight
Sol Ring (UL, Rev)
Wondrous item - common (requires
can only be used once per turn.
attunement)
Sol Net (UL, Rev) This simple ring, crafted from any
Wondrous item, uncommon (requires semi-precious metal,
attunement) provides instant access to
stored mana without
Crafted from the enchanted webs of having to tap the
extraplanar spiders, of which Phase Spiders surrounding environment.
are a favorite, this broach is commonly worn These rings can be
prominently pinned to the clothing just regularly seen adorning the
above the heart. fingers of most middle to upper-
class persons strolling the streets of
From death shall come life. Ravnica.
“Knowledge is power” the instructor Any creature attuning to and donning these
commanded. She sat there, deep in glasses causes the ability of the sunglasses
thought. ‘No. Knowledge is nothing until it is of urza to activate. Once activated, a
used.’ creature wearing these glasses may Tap
White mana as part of casting a spell or
As part of the activation cost associated activating an ability, allowing that mana to
with a su-chi, a mage must spend 4 be used as if it was Tapped Red mana.
Colorless mana to activate the su-chi. Any Tapped White mana not Tapped for
Activation lasts for 24 hours, at which time the specific purpose of being used as
the su-chi powers down and becomes Tapped Red mana cannot be used as
inactive. The mage who spent the 4 Tapped Red mana, and, any Tapped White
Colorless mana to activate the su-chi mana used for the specific purpose of
becomes the owner of the su-chi. Tapped Red mana cannot be later used as
Ownership of the su-chi transfers to a new Tapped White mana. Tapped White mana
owner only when the su-chi powers down for the purpose of Tapped Red mana
and becomes inactive and a new mage cannot be held or stored for later use in the
reactivates the su-chi by spending 4 owner's Mana Pool. All White mana
Colorless mana to do so. Tapped for the specific purpose of Tapped
Red mana not used by the end of the
If the su-chi drops to zero hit points or less, owner's current turn is lost.
the su-chi powers down and becomes
inactive, and the owner receives 4 Colorless Terrarion (RCoG)
mana. The su-chi cannot be reactivated Wondrous item - rare (requires attunement)
until the su-chi has been deactivated for 24
hours. Once 24 hours have elapsed, su-chi Sacrifice! Even from the grave can her
can be reactivated by a mage spending 4 effects still be felt.
Colorless mana to do so and thereby
becoming the new owner of this su-chi. If ~ Elvish Lore ~
the su-chi drops to its maximum hit points in
the negative, the owner receives 4 This ornate magical container of silver and
crystal is similar looking, and slightly smaller
( 97 )
in size, than a hooded lantern, slowly 1d4 hit points per activation of the throne of
recharges mana drawn from the bone. The owner is still restricted unless
surrounding environment. Due to its bulky otherwise stated, to 1 Reaction per round
size and cost, these magic items are rarely and additional mono or multicolored Black
seen outside of those of wealth and stature. spells does not allow for additional
Reactions per round.
Draw 2 Colorless mana from your Mana
Pool. Activate the terrarion to convert 2 Urza’s Chalice (Ant)
Colorless mana to any combination of Wondrous item, uncommon
colored mana and add the converted mana
to your Mana Pool. If you activate the Commonly referred to as a holy relic due to
terrarion in this fashion, you must complete its healing powers, this misconception is
a Short rest before the terrarion can be brought on by misguided individuals usually
activated in this fashion again. of low intellect. Created on another plane by
the famed engineer, Urza, this chalice was
You can activate the terrarion to recover up used to repair his automated creations of
to 2 spell slots totaling 3 spell levels of any old. Later, the item eventually made its way
combination. If you activate the terrarion in to the other planes and was adapted to
this fashion, the terrarion deactivates, benefit all things, living or automated. These
becoming an inert magic item. The terrarion items, but not exclusively, seen in the hands
ceases to function in either capacity until of the clergy moving about the City of
owner finishes a Long rest. Ravnica, adding further to their ‘holy relic’
belief.
Throne of Bone (UL, Rev)
Wondrous item, uncommon (requires Sitting back, he took a sip of his chalice.
attunement) Peace washed over his face. What was it
about the purity of water that so affected the
Note: Depending on the style of game you soul?
are running, the throne of bone is either a
piece of jewelry similar to the other magic Whenever a creature within 30 ft of you
items of this sort or it can actually be a activates a wondrous item, as a Reaction,
throne made from bone. Use your you may draw 1 Colorless mana from your
imagination 😊 Mana Pool to activate urza’s chalice. If
urza’s chalice is activated, you gain 1d4 hit
The fear shall feed on your soul, it shall points. You cannot use more than one
feast on your bones. Colorless mana to activate urza’s chalice
and you cannot gain more than 1d4 hit
~ ‘The Twisted Black’ ~ points through activating urza’s chalice each
turn.
Whenever a creature within 30 ft of the
throne of bone casts a mono-Black spell, or
a multi-colored spell requiring Black mana
as part of its casting cost, the owner, as a
Reaction, may spend 1 Colorless mana to
activate throne of bone. Activating throne of
bone in this fashion regains the owner 1d4
hit points. The owner cannot activate more
than 1 throne of bone per spell cast, use
more than 1 Colorless mana to activate
throne of bone and cannot gain more than
( 98 )
Wand of Vertebrae (GoR) To retrieve the stored spell slots, as part of
Wondrous item, rare (requires attunement) an Action, the owner must spend 2
Colorless mana and activate the wand of
Spellcasters who die from Mana Burn often vertebrae. Once activated, the owner
leave behind a ‘parting gift’. The backbones chooses to recover any or all stored spell
appear at first glance to be quite brittle. slots, ready for use. Once the choice has
Upon closer inspection, flecks of mana can been made, it cannot be changed. Those
be seen coursing up and down where once stored spell slots leave the wand and return
resided the spinal cord. It is believed that back to the owner and are available for
these flecks are what gives the wand its immediate use. The owner of the wand
special property cannot recover more than their maximum
allowed number of spell slots for any level of
spell. Any recovered spell slots above the
“Look at it as you will; failing to plan is
maximum allowed for the spell level are lost.
planning to fail, or, prevention is better than
Once activated in this fashion, the wand of
cure. Either way, when going into battle, be
vertebrae cannot be activated in this fashion
sure to have not only a Plan A, but a Plan B
until the owner has completed a Long rest.
as well.”
( 99 )
Wurm’s Tooth (C12)
Wondrous item (token), uncommon
(requires attunement)
( 100 )
Locations around Ravnica
Most citizens in the City of Ravnica are If you feel the use of the mana system is
aware of the locations that follow, how to powerful enough, still include the gates and
access them and, the possible drawbacks locations and their strategic importance but
some of these areas have associated with exclude the mana-producing effects.
them.
Note: All guildgates below are
These land locations have been duplicated presented as they are using the M:tg
from the CCG sets and have been included mechanics, purely mana-producing
as a way to extend mana production across locations. An extra feature was added to
the City of Ravinca in a useful, interesting
each where non-guild members within
and story provoking way. Some, such as the
individual guildgates, intentionally provide
the vicinity lose mana from their Mana
bonuses to guild members wearing their Pools if guild members have active
respective Guild Lockets, enforcing the fact Joint Attunement to their respective
that the respective guilds are places of great guildgates. So as not to railroad every
power and highly guarded by their guild campaign using these guildgates, DM’s
members alike. They also form focal points are encouraged to add one or two
from rival guilds wishing to destabilize and unique features to each guildgate to
lessen the power base for their own make them individually standout.
respective plans and agendas. As such,
these guildgates are highly guarded and Examples include:
enchanted at all times, ensuring sabotage
• Figures of Boros Legion military are
or destruction does not come their way.
built into the walls of the Boros
Locations regarded as ‘neutral territory’, Guildgate that emerge to do battle
such as main thoroughfares and public against those attacking the Boros
places, are infused by possible ley lines or guild (lesser stone golems?).
mana-intensive junctions running along their • A constant but very slight smell of
route. These routes also come with a death exists around the golgari
drawback, as noted in the descriptions guildgates that, if attacked, manifest
within this section. Though these are with many tombs opening in its
possible to access by those with little to walls, releasing the many undead
limited mana attunement, most will have that lay there in wait (zombies and
little use for the extra mana these places
skeletons?)
provide (or the drawbacks they impose) and
therefore only provide importance to • A sulfur smell is present around the
medium-to-high level mana users. Cult of Rakdos guildgate that shows
their demonic allegiance as rifts
Other places will hold great importance to open in the rakdos guildgate,
individual groups, such as the Grove of the releasing hordes of minor demons
Guardian, and these individuals will go to when attacked (manes and
great lengths to ensure they remain in their dretches?).
respective hands and their use is a closely • A constant (and occasionally
guarded secret. annoying) insect presence is noted
around the selesnya guildgates that
( 101 )
converge into swarms of insects if round for as long as they maintain their
their guildgate is ever attacked (a Mana Link to this gate.
swarm of insects?).
Boros Guildgate (GoR, GC, DM)
For these features to take effect, it is Wondrous item, semi-unique (requires
advised that guild members must have Joint Attunement)
Joint Attunement to their guildgates
else the defense mechanic won’t work. Nothing turns battle into victory, like turning
fear into passion.
Azorius Guildgate (DM, RtR)
Only those Boros Legion guild members
Wondrous item, semi-unique (requires who have access to their guild locket can
Joint Attunement) spend 1 round gaining Joint Attunement
to the Boros Guildgate before the Boros
Welcome to the Azorius Guildgate, where Legion guild member can use this gate.
justice is meted out without prejudice. Whilst a Boros Legion guild member has
access to this Boros Guildgate, that guild
Only those Azorius Senate guild members member can maintain their Mana Link with
who have access to their guild locket can this gate indefinitely without reprisal or
spend 1 round gaining a Joint effect from Mana Burn. Maintaining a Mana
Attunement to the Azorius Guildgate Link with this gate does not prevent Mana
before the Azorius Senate guild member Burn from mana held within their Mana
can use this gate. Whilst an Azorius Senate Pool beyond their maximum duration (10
guild member has access to this Azorius rounds plus one round per spellcaster level
Guildgate, that guild member can maintain above first).
their Mana Link with this gate indefinitely
without reprisal or effect from Mana Burn. Whilst a Boros Legion guild member has
Maintaining a Mana Link with this gate access to this Boros Guildgate, all non-
does not prevent Mana Burn from mana Boros Legion members within 30ft of this
held within their Mana Pool beyond their gate lose 1 mana at random per round. This
maximum duration (10 rounds plus one effect ends if the non-Boros Legion member
round per spellcaster level above first). moves outside of the 30ft range or the
Boros Legion guild members have no active
Whilst an Azorius Senate guild member has Mana Links to this Boros Guildgate.
access to this Azorius Guildgate, all non-
Azorius Senate members within 30ft of this As a Bonus action, a Boros Senate guild
gate lose 1 mana at random per round. This member can establish a Mana Link to this
effect ends if the non-Azorius Senate Boros Guildgate, allowing the guild member
member moves outside of the 30ft range or to tap this gate for one Red mana or one
the Azorius Senate guild members have no White mana and add this mana to their
active Mana Links to this Azorius Mana Pool. The guild member can continue
Guildgate. to Draw mana from this gate each round for
as long as they maintain their Mana Link to
As a Bonus action, an Azorius Senate guild this gate
member can establish a Mana Link to this
Azorius Guildgate, allowing the guild
member to tap this gate for one White mana
or one Blue mana and add this mana to
their Mana Pool. The guild member can
continue to Draw mana from this gate each
( 102 )
Dimir Guildgate (GoR, GC, DM) “Come in” she encouraged with an luring
Wondrous item, semi-unique (requires smile. “The deep and the darkness within
Joint Attunement) will hide you. And empower you.”
Dimir Guildgate is a well-hidden place, as Only those Golgari Swarm guild members
one would expect. For where better to learn who have access to their guild locket can
the trade of deception and stealth than in a spend 1 round gaining a Joint
place you can’t find. Attunement to the Golgari Guildgate
before the Golgari Swarm guild member can
Only those House Dimir guild members who use this gate. Whilst a Golgari Swarm guild
have access to their guild locket can spend member has access to this Golgari
1 round gaining a Joint Attunement to Guildgate, that guild member can maintain
the Dimir Guildgate before the House Dimir their Mana Link with this gate indefinitely
guild member can use this gate. Whilst a without reprisal or effect from Mana Burn.
House Dimir guild member has access to Maintaining a Mana Link with this gate
this Dimir Guildgate, that guild member can does not prevent Mana Burn from mana
maintain their Mana Link with this gate held within their Mana Pool beyond their
indefinitely without reprisal or effect from maximum duration (10 rounds plus one
Mana Burn. Maintaining a Mana Link with round per spellcaster level above first).
this gate does not prevent Mana Burn from
mana held within their Mana Pool beyond Whilst a Golgari Swarm guild member has
their maximum duration (10 rounds plus one access to this Golgari Guildgate, all non-
round per spellcaster level above first). Golgari Swarm members within 30ft of this
gate lose 1 mana at random per round. This
Whilst a House Dimir guild member has effect ends if the non-Golgari Swarm
access to this Dimir Guildgate, all non- member moves outside of the 30ft range or
House Dimir members with 30ft of this gate the Golgari Swarm guild members have no
lose 1 mana at random per round. This active Mana Links to this Golgari Guildgate.
effect ends if the non-House Dimir member
moves outside of the 30ft range or the As a Bonus action, a Golgari Swarm guild
House Dimir guild members have no active member can establish a Mana Link to this
Mana Links to this Dimir Guildgate. Golgari Guildgate, allowing the guild
member to tap this gate for one Black mana
As a Bonus action, a House Dimir guild or one Green mana and add this mana to
member can establish a Mana Link to this their Mana Pool. The guild member can
Dimir Guildgate, allowing the guild member continue to Draw mana from this gate each
to tap this gate for one Blue mana or one round for as long as they maintain their
Black mana and add this mana to their Mana Link to this gate.
Mana Pool. The guild member can continue
to Draw mana from this gate each round for Gruul Guildgate (GC, DM)
as long as they maintain their Mana Link to Wondrous item, semi-unique (requires
this gate Joint Attunement)
Golgari Guildgate (GoR, GC, Soft hues of green and red reached out in
DM, RtR) all directions, emanating all manner of
feelings of life, and of chaos.
Wondrous item, semi-unique (requires
Joint Attunement) Only those Gruul Clans guild members who
have access to their guild locket can spend
1 round gaining a Joint Attunement to
( 103 )
the Gruul Guildgate before the Gruul Clans rounds plus one round per spellcaster level
guild member can use this gate. Whilst a above first).
Gruul Clans guild member has access to
this Gruul Guildgate, that guild member can Whilst an Izzet League guild member has
maintain their Mana Link with this gate access to this Izzet Guildgate, all non-Izzet
indefinitely without reprisal or effect from League members within 30ft of this gate
Mana Burn. Maintaining a Mana Link with lose 1 mana at random per round. This
this gate does not prevent Mana Burn from effect ends if the non-Izzet League member
mana held within their Mana Pool beyond moves outside of the 30ft range or the Izzet
their maximum duration (10 rounds plus one League guild members have no active
round per spellcaster level above first). Mana Links to this Izzet Guildgate.
Whilst a Gruul Clans guild member has As a Bonus action, an Izzet League guild
access to this Gruul Guildgate, all non-Gruul member can establish a Mana Link to this
Clans members within 30ft of this gate lose Izzet Guildgate, allowing the guild member
1 mana at random per round. This effect to tap this gate for one Blue mana or one
ends if the non-Gruul Clans member moves Red mana and add this mana to their Mana
outside of the 30ft range or the Gruul Clans Pool. The guild member can continue to
guild members have no active Mana Links Draw mana from this gate each round for as
to this Gruul Guildgate. long as they maintain their Mana Link to
this gate.
As a Bonus action, a Gruul Clans guild
member can establish a Mana Link to this
Gruul Guildgate, allowing the guild member
Orzhov Guildgate (DM)
Wondrous item, semi-unique (requires
to tap this gate for one Red mana or one
Green mana and add this mana to their Joint Attunement)
Mana Pool. The guild member can continue
to Draw mana from this gate each round for One can buy anything. But the price? Well,
as long as they maintain their Mana Link to that can be very steep.
this gate.
Only those Orzhov Syndicate guild
members who have access to their Guild
Izzet Guildgate (GoR, GC, DM) Locket can spend 1 round gaining a Joint
Wondrous item, semi-unique (requires
Attunement to the Orzhov Guildgate
Joint Attunement) before the Orzhov Syndicate guild member
can use this gate. Whilst an Orzhov
There is no greater combination of powers
Syndicate guild member has access to this
than boldness and vision.
Orzhov Guildgate, that guild member can
maintain their Mana Link with this gate
Only those Izzet League guild members
indefinitely without reprisal or effect from
who have access to their guild locket can
Mana Burn. Maintaining a Mana Link with
spend 1 round gaining a Joint this gate does not prevent Mana Burn from
Attunement to the Izzet Guildgate before mana held within their Mana Pool beyond
the Izzet League guild member can use this their maximum duration (10 rounds plus one
gate. Whilst an Izzet League guild member round per spellcaster level above first).
has access to this Izzet Guildgate, that guild
member can maintain their Mana Link with Whilst an Orzhov Syndicate guild member
this gate indefinitely without reprisal or has access to this Orzhov Guildgate, all
effect from Mana Burn. Maintaining a Mana non-Orzhov Syndicate members within 30ft
Link with this gate does not prevent Mana of this gate lose 1 mana at random per
Burn from mana held within their Mana round. This effect ends if the non-Orzhov
Pool beyond their maximum duration (10
( 104 )
Syndicate member moves outside of the Rakdos Guildgate, allowing the guild
30ft range or the Orzhov Syndicate guild member to tap this gate for one Black mana
members have no active Mana Links to this or one Red mana and add this mana to their
Orzhov Guildgate. Mana Pool. The guild member can continue
to Draw mana from this gate each round for
As a Bonus action, an Orzhov Syndicate as long as they maintain their Mana Link to
guild member can establish a Mana Link to this gate.
this Orzhov Guildgate, allowing the guild
member to tap this gate for one White mana Selesnya Guildgate (GoR, DM,
or one Black mana and add this mana to
their Mana Pool. The guild member can
RtR)
Wondrous item, semi-unique (requires
continue to Draw mana from this gate each
round for as long as they maintain their Joint Attunement)
Mana Link to this gate.
There is no healing or enjoyment in beauty
if there is not also order and peace.
Rakdos Guildgate (GC, DM, RtR)
Wondrous item, semi-unique (requires Only those Selesnya Conclave guild
Joint Attunement) members who have access to their guild
locket can spend 1 round gaining a Joint
Seek and ye shall find. If you find, then Attunement to the Selesnya Guildgate
indulge thyself. For thou may never find
before the Selesnya Conclave guild
again.
member can use this gate. Whilst a
Selesnya Conclave guild member has
Only those Cult of Rakdos guild members
access to this Selesnya Guildgate, that guild
who have access to their guild locket can
member can maintain their Mana Link with
spend 1 round gaining a Joint Attunement
this gate indefinitely without reprisal or
to the Rakdos Guildgate before the Cult of
effect from Mana Burn. Maintaining a Mana
Rakdos guild member can use this gate.
Link with this gate does not prevent Mana
Whilst a Cult of Rakdos guild member has
Burn from mana held within their Mana
access to this Rakdos Guildgate, that guild
Pool beyond their maximum duration (10
member can maintain their Mana Link with
rounds plus one round per spellcaster level
this gate indefinitely without reprisal or
above first).
effect from Mana Burn. Maintaining a Mana
Link with this gate does not prevent Mana
Whilst a Selesnya Conclave guild member
Burn from mana held within their Mana
has access to this Selesnya Guildgate, all
Pool beyond their maximum duration (10
non-Selesnya Conclave members within
rounds plus one round per spellcaster level
30ft of this gate lose 1 mana at random per
above first).
round. This effect ends if the non-Selesnya
Conclave member moves outside of the 30ft
Whilst a Cult of Rakdos guild member has
range or the Selesnya Conclave guild
access to this Rakdos Guildgate, all non-
members have no active Mana Links to this
Cult of Rakdos members within 30ft of this
Selesnya Guildgate.
gate lose 1 mana at random per round. This
effect ends if the non-Cult of Rakdos
As a Bonus action, a Selesnya Conclave
member moves outside of the 30ft range or
guild member can establish a Mana Link to
the Cult of Rakdos guild members have no
this Selesnya Guildgate, allowing the guild
active Mana Links to this Rakdos
member to tap this gate for one Green
Guildgate.
mana or one White mana and add this
mana to their Mana Pool. The guild
As a Bonus action, an Cult of Rakdos guild
member can continue to Draw mana from
member can establish a Mana Link to this
( 105 )
this gate each round for as long as they This elaborate arched walkway that
maintain their Mana Link to this gate. traverses the length of Ravnica is used by
people of all guilds. To celebrate the ten
Simic Guildgate (GoR, GC, DM) guilds and their cooperation in ensuring the
Wondrous item, semi-unique (requires longevity and prosperity of Ravnica, the
Joint Attunement) different guild symbols have been etched
and engraved into the pillars along its total
Let your creation be not only your length. Running through all ten districts, it
expression but also, your protection. makes the most notable landmark for
navigation through the city's heart. Lined
Only those Simic Combine guild members with markets, small parks, and colonnades,
who have access to their guild locket can the Promenade is a commercial
spend 1 round gaining a Joint Attunement thoroughfare used to transport loads of
to the Simic Guildgate before the Simic cargo, conduct casual intraguild business
Combine guild member can use this gate. meetings, perform stealthy surveillance on
Whilst a Simic Combine guild member has passersby traffic, and, on occasion, is even
access to this Simic Guildgate, that guild the location for a romantic interlude. On
member can maintain their Mana Link with celebration days, it becomes the city's most
this gate indefinitely without reprisal or popular parade route. Even when guild
effect from Mana Burn. Maintaining a Mana conflicts run hot, most Ravnicans attempt to
Link with this gate does not prevent Mana respect the sanctity of the Promenade as
Burn from mana held within their Mana neutral ground … but this is not always the
Pool beyond their maximum duration (10 case. Strict penalties are inflicted on any
rounds plus one round per spellcaster level guild member who breaks the neutrality of
above first). the Promenade so conflicts that do occur
are usually well planned and swiftly
Whilst a Simic Combine guild member has executed, allowing the aggressors a speedy
access to this Simic Guildgate, all non-Simic retreat from the law.
Combine members within 30ft of this gate
lose 1 mana at random per round. This Just as the mixture of all colors become one
effect ends if the non-Simic Combine color, so in this place all guilds become one
member moves outside of the 30ft range or guild.
the Simic Combine guild members have no
active Mana Links to this Simic Guildgate. Any guild member must spend an Action to
establish their first Mana Link with the
As a Bonus action, a Simic Combine guild Transguild Promenade. Once the initial
member can establish a Mana Link to this Mana Link is established, as a Bonus
Simic Guildgate, allowing the guild member action, any guild member can establish a
to tap this gate for one Green mana or one Mana Link to this site. Once a Mana Link
Blue mana and add this mana to their Mana has been established, the guild member can
Pool. The guild member can continue to Draw from the Transguild Promenade one
Draw mana from this gate each round for as Colorless mana and add that mana to their
long as they maintain their Mana Link to Mana Pool.
this gate.
( 106 )
A guild member with Mana Links to the guild member chooses not to pay the 1 hit
Transguild Promenade can choose to point per colored mana Drawn, that guild
instead Draw 1 mana of any color. If a guild member loses all Mana Links to the
member chooses to Draw colored mana, Transguild Promenade and cannot establish
that colored mana costs 1 hit point, which Mana Links with the Transguild Promenade
must come from the guild member’s until after a Long rest.
ordinary (not temporary) hit point total. If the
( 107 )
Labor Dispute (Tier 1 Adventure)
When your player prepares to enter the darts. The trap resets itself on d6 roll of 5-6,
basement, read or paraphrase the following: potentially hitting the party again.
Part of a forgotten section of the 10,000-
3. Secret Chamber
year-old city, Azznax's basement is a
mishmash of architectural styles layered The secret room was recently excavated by
upon one another. Having paid for the kobolds. A Wisdom (Perception) check
renovations by a kobold tribe, the basement of 15 will discover the excavation and
would be a workable storage area and extra subsequent hiding of the room. While
lab space, had the wee buggers not decided hidden, it is unlocked. Inside are excavation
to lock Azznax out, trap the place, and take tools, several barrels of ale marked “lizard
over. He has cultivated a glowing fungus to squeezings”, and a substantial amount of
provide dim light through the underground preserved food, salt, and other trade goods,
complex, more than enough for him to see unsullied and worth at least 20 GP.
by. He has constructed a magitech sewage
filter that pulls out valuable magic reagents 4. Booby-trapped Corridor
from the miasma that is the sewage river,
but that has drawn the attention of several The kobolds have scattered caltrops over
mud mephits, which need to be eliminated the entire hallway, because they are cruel,
before they wreck his cool invention. evil lizards. They have also weakened the
floor to the extent that anything not
Areas of the Basement scurrying over like a hyperactive kobold will
The following areas correspond to the labels cause the floor to collapse, requiring a DC
on the map of the basement (see below). 13 Dexterity saving throw to leap out of
the way. On a failed saving throw, you fall 5
1. Entryway feet onto rusty metal spikes, taking 1d6
piercing damage. You also must make a DC
The guardians of the lair are waiting for the 11 Constitution saving throw or contract
party. The opposition depends on the sewer plague.
makeup of your party, as described in
Scaling Your Adventure below. No matter 5. Recently Excavated Tunnel
what the makeup, there are two strong,
spiked wooden palisades that provide full A long, dark tunnel leads to a previously
cover. Several kobolds pop from cover and undiscovered chamber. It is dark, lacking
snipe with stones or arrows, then retreat the glowing fungus that provides dim
back to full cover when possible. (See illumination to the rest of the basement. A
details for Combat Encounter 1 to scale palpable aura of dread radiates from the
the combat). darkness. At the entrance is a dead kobold.
With a DC 14 Wisdom (Medicine) check, it
2. Hallway will be apparent that the kobold died from
fright.
The hallway is trapped with a Poison Dart
trap (DC 12 to notice with passive At the center of the chamber is a desiccated
Perception, DC 12 Dexterity check to armored corpse in the fetal position,
disable with Thieves' Tools, DC 14 wrapped around a small, black idol made of
Dexterity saving throw to dodge or take an unknown material. If you touch the idol,
1d8 piercing damage from the barrage of you must make a DC 15 Wisdom saving
( 108 )
throw or gain short-term madness (DMG,
page 256). Scaling Your Adventure…
When the party enters the chamber, the wall In order to accommodate different group
behind them will seal shut seamlessly (See sizes and methods of play, feel free to make
details for Combat Encounter 2 to scale the following changes to the combat
the combat). encounters listed in the adventure. The rest
of the adventure requires no adjustment. If
The shield carried by the undead, either the you prefer not to TPK your players in the
monster or the corpse the monster rose first encounter, permanently scarring them
from, is a +1 Shield bearing the mark of a and causing a potential table flipping
religious order whose name has been lost to incident, we recommend these guidelines.
time. A cursory search of the room will also Each encounter will be marked with the
reveal a preserved leather purse containing following difficulty level with the monsters
100 GP worth of well-cut, semi-precious listed.
stones.
6. The Alchemical Sludge Filter Easy: 2 players, or 1 player and an NPC
Sidekick
Several creatures have gathered around the Medium: 3 players
Alchemical Sludge Filter, drawn by the Normal: 4 players
gathered elemental energy. They have Unholy Carnage: Your players have burnt
killed a kobold and are poking it with a stick. down one too many orphanages and Karma
They are happy to see you, as they would has come calling. Murderhobos to the very
much rather play with something squirmy bloody end.
and alive. (See details for Combat
Encounter 3 to scale the combat). Encounter 1
7. The River of Sludge Easy: 2 kobolds, 2 giant weasels, and 1
kobold warrior.
If you fall into the river of sewage, you must Medium: 3 Giant Weasels, 2 Elite Kobolds,
make a DC 13 Constitution saving throw 2 Warrior Kobolds
or take 1d6 poison damage and 1d6 acid Normal: Kobold Chain Fighters 2 Kobold
damage, or half as much on a successful Warriors, 1 elite kobold
save. Unholy Carnage: Mutant Kobold (CR 2), 2
Kobold Chain Fighters
8. The “Throne Room”
Queen Grizlo and her henchman Ogmob Encounter 2:
(see Labor Dispute Stat Blocks below) are Easy: 1 Skeleton, 6 Crawling Claws
lounging while the kobold tribe works below Medium: 1 Elite Skeleton, 6 Crawling Claws
in a newly excavated hole in a deeper, as Normal: 1 Elite Skeleton, 1 Shadow
yet undiscovered, sub layer. They have Unholy Carnage: 1 Ancient Skeleton
spent the money you paid them for the
renovations on fine food and drink. They still Encounter 3
have to die, though. (See Combat Easy: 3 Mud Mephits
Encounter 4 to scale the combat). Medium:1 ghoul, 2 mud mephits
Normal: 1 ghoul, 4 mud mephits
Depending on the scale of the combat
Unholy Carnage: 1 Toxic Water Elemental
encounter, Queen Grizlo may have been
usurped...
Encounter 4
Easy: Ogmob, Queen Grizmol
( 109 )
Medium: 2 Elite Kobolds, Ogmob, Queen
Grizmol
Normal: Kobold Weapon Master, Ogmob,
Queen
Unholy Carnage: Swobold the Mighty, 2
Elite Kobolds
( 110 )
Labor Dispute Stat Blocks
.
Adventure 1 Sidekick
(Single Player Game)
( 114 )
Labor Dispute – Player Map
( 115 )
From Below (Tier 2 Adventure)
For the purposes of this adventure, the PCs Strength saving throw will be able to hack,
need not know each other or be associated burn, or otherwise burst into the ruined
in any way. They all just happen to be at the tavern.
wrong place at the wrong time, and one
would hope that they take it upon Area 1. The Destroyed Tavern
themselves to act as heroes, either out of The 1st Combat Encounter takes place
altruism, the desire to improve the standing when the characters enter the building. The
of their guild, or lust for battle. Either way, floor is covered in vines with metallic veins,
encourage them to act as a team to solve making the entire floor of the tavern difficult
the crisis, as any other help will not arrive in terrain. Multiple civilians, marked by an
time .The party is the last line of defense. encircled star, are slowly being enveloped
and transformed by the vines.
This adventure is scaled for 1-4 players. For
a game session of just one player, statistics Area 2. Casualties and Mysteries
for a player controlled cohort are provided in
the From Below Stat Blocks (below) to aid Once combat is completed, all characters
them in battle. can attempt to succeed a DC 13
Perception check. On a successful check,
Each time there is a combat encounter, the they will sense the presence of
text will reference the DM to the end of the concentrated Blue and White mana
adventure. Here you will find a listing for the emanating from the vines and below the
scale of the encounter with the monsters to tavern. As all things in Ravnica are
match the level and ability of the party. composed of the five colors of mana in
different proportions, everyone has a
At the beginning of the session, read or
sensitivity to its presence, whether they are
paraphrase the following:
capable of magic or not.
On an otherwise uneventful afternoon, you
As the characters survey the carnage, read
find yourselves going about your personal
or paraphrase the following:
business in a busy district of Ravnica. Your
reverie was shattered when a blast of Groans of agony echo through the shattered
concrete, masonry, and glass was blown remains of the tavern. Thick vines envelop
out from the front of a tavern, scattering and puncture the surviving patrons. They
passers-by and knocking people to the appear to be slowly transforming the people
ground. A mass of dark green vines into something…else…
reaching from the gaping hole grope for the
fallen citizens, grasping those within reach Squares marked with an encircled star are
and pulling them screaming into the wounded patrons. The vines have wound
darkness of the now demolished building. their way into their bodies, pumping strange
fluids and magical energies into them.
The Shattered Tavern
All characters must make a DC 13 The process can be stopped with druidcraft,
Dexterity saving throw or be knocked spare the dying, or a successful DC 14
prone when the walls burst open. Thick Intelligence (Medicine, Arcana, or
writhing technorganic vines lash out at Nature) check.
anyone who gets within 15 feet of the
building. Characters who make a DC 13
( 116 )
After approximately 2 minutes, patrons who Allow the characters to search the room,
were not stabilized will rise up as vine which has no obvious exits. There is a
blights and attack. secret door (marked on the map) that allows
them to exit the room and find their way into
Area 3. The Exposed Chamber the temple proper. If they are having
A door sealed behind a wall has been a difficult time finding it via roleplaying, a
revealed by the carnage, with an ornate successful DC 15 Wisdom (Perception) or
circle surrounding a deep hole. The magic DC 15 Intelligence (Investigation) check
that radiated from the blast is strongest from allows the characters to find their way out.
the hole, and it seems that this is the source Area 5. Unnatural Foyer
of the incident. It is a thirty-foot drop from
top to bottom, but with secured rope and a The area outside the hidden room is in
successful DC 10 Strength (Athletics) constant flux. The area shifts unnaturally,
check, the characters can easily descend to weaving in and out of reality that even the
the bottom chamber. most arcane of individuals are unable to
comprehend. The source of the otherworldly
Area 4. The Pit attack is just beyond the doors at the end of
At the bottom of the pit is a lightless, damp the room, but the 2nd Combat Encounter
hole. The walls are made of some sort of stands in their way.
smooth, rubbery material, both pliant and
solid. They are woven with the same Area 6. The Portal to Beyond
biological circuitry seen in the creatures and It has become clear that invaders from the
vines upstairs. In the corner lies a fresh Far Realm, the vast unknowable dimension
corpse. A successful DC 13 Perception filled with dead stars, ancient gods, and
(Wisdom) check will reveal the tell-tale madness, has decided to make a
signs of death by Mana Burn, specifically beachhead in Ravnica here and now. It is
White mana. up to the characters to stop the infection
Barely recognizable is the body of a half-elf, here, before they can spread destruction
but the Mana Burn seems to have done an and madness to the city above. The 3rd
excellent job corrupting the corpse. A closer Combat Encounter will challenge the
search of the body reveals the signets and characters to the very end, and help seal
symbols of the Golgari Swarm. the maddening portal in the center of the
room.
Read or paraphrase the following:
7. The Temple
The smoking, rotting humanoid figure had
pushed itself too far, burning its very life After defeating the invaders and sending
force in some sort of last, desperate act. In them packing, an exploration of the temple
the room around you, you can feel the force for an extended period of time (more than
of the energy pulsating, and a general 10 minutes) will require a character to make
wrongness about the entire situation. a DC 15 Wisdom saving throw, or the
Whatever this person unleashed must once character will suffer from short term
again be sealed in this ancient place. madness for 3 (minus) their Charisma
modifier in days as they suffer from dreams
A successful DC 15 Intelligence (Religion) of alien planets and forgotten gods. During
check reveals that the place appears to be this time, the character is incapable of
some sort of alien temple gaining the full benefit of a Long rest.
( 117 )
Area 8. The Pit Unholy Carnage: Your players have burnt
down one too many orphanages and Karma
After descending a series of natural stairs, has come calling. Murder hobos to the very
you arrive at the bottom to find a jumbled bloody end.
array of coins, gems and items. It appears
that whatever those things were, they had
no need for material wealth … all the better
Encounter 1
Easy: 3 Alpha Class Far Realm Scouts, 3
for you.
vine blights
Medium: 4 Beta Class Far Realm
• 700 cp Technician, 4 Vine Blights
• 10000 sp Normal: 5 Beta Class Far Realm
• 2300 gp Technicians, 4 Vine Blights
• 110 pp Unholy Carnage: 4 Medium Class Assault
• Amethyst (100 gp) Drones
• 2 x Coral (100 gp)
• Garnet (100 gp) Encounter 2
• 2 x Jade (100 gp) Easy: 1 Medium Class Assault Drone
• Jet (100 gp) Medium: 2 Medium Class Assault Drones
• 2 x Pearl (100 gp) Normal: 2 Medium Class Assault Drones 1
• 3 x Spinel (100 gp) Beta Class Far Realm Technician
• celestial prism (Ad. Arcana) Unholy Carnage: 3 Heavy Weapons Class
• sol net (Ad. Arcana) Far Realm Infiltrators
• crystal rod (Ad. Arcana)
Encounter 3
(Note: the DM is encouraged to change the Easy: Heavy Weapons Class Far Realm
items about to more suit the character(s) Infiltrator
that completed the mini adventure (crystal Medium: Assault Class Far Realm Infiltrator
rod (Blue) for an iron star (Red) etc.). Normal: 1 Assault Class Far Realm
Infiltrator, 1 Medusa Drone
Unholy Carnage: 2 Heavy Weapons Class
Scaling Your Adventure… Far Realm Infiltrators, 1 Assault Class Far
Realm Infiltrator
In order to accommodate different group
sizes and methods of play, feel free to make
the following changes to the combat
encounters listed in the adventure. The rest
of the adventure requires no adjustment. If
you prefer not to TPK your players in the
first encounter, permanently scarring them
and causing a potential table flipping
incident, we recommend these guidelines.
Each encounter will be marked with the
following difficulty level with the monsters
listed.
( 118 )
From Below Stat Blocks
Adventure 2 Sidekick
(Single Player Game)
X3
Small monstrosity, chaotic good
Str 6 (-2) Dex 20 (+5) Con 14 (+2) Int 12 (+1) Wis 13 (+1) Cha 10 (+0)
Pack Tactics. The X3 has advantage on attack rolls against a creature if at least one of
the drake’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Clever Girl. The X3 is proficient with a set of built-in thieves, tools, and has expertise
when using them.
Hamstring. The X3 makes a precision blow to an opponent's legs (or equivalent), forcing
them to make a DC 14 Constitution saving throw or have their speed reduced to 15 feet.
until they receive magical healing or a DC 12 Wisdom (Medicine) check is completed to
fix the wound.
Magical Weapons. X3’s attacks are considered magical for the purpose of overcoming
magical resistance.
Lightning Breath (Recharge 5-6) X3 exhales lightning in a 15-foot cone. Each creature in
that cone must make a DC 14 Dexterity saving throw, taking 18 (4d8) lightning damage
on a failed save, or half as much damage on a successful one.
Rocket Implants. X3 can Dash as a Bonus action.
Actions
Multiattack. X3 makes 2 claw attacks and one bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage + 3(1d6) lightning damage.
( 119 )
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing
damage + 3(1d6) lightning damage.
Ancient Skeleton Warrior
Medium undead, neutral evil
Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities Poisoned,
Exhaustion
Skills Arcana+3 Intimidation +6, Perception
+4
Senses darkvision 60 ft., Passive Perception
14
Languages common, Deep Speech
Challenge 5 (1800 XP)
Armor Class 15
Hit Points 107 (15d8+30)
Speed 50 ft., teleport 60 ft.
Medium Class Assault Drone Saves Dex +7, Con +5, Wis +4
Damage Resistances bludgeoning, piercing, and slashing
Medium aberration, neutral evil
Skills Acrobatics +7 Arcana +3 Medicine +4 Perception +4,
Stealth +7 Survival +4
Armor Class 16 Senses darkvision 60 ft. passive Perception 14
Hit Points 52 (8d8+16) Languages telepathy 120 ft., Deep Speech
Speed 60 ft. Challenge 7 (2900 XP)
Str 18 (+4) Dex 16 (+3) Con 14 (+2) Skirmisher. The infiltrator doesn't provoke Opportunity
Int 14 (-2) Wis 14 (+2) Cha 6 (-2) Attacks when it moves out of an enemy's reach.
Skills Athletics +6 Perception +4, Stealth +5 Spider Climb. The infiltrator can climb difficult surfaces,
Senses blindsight 60 ft., passive Perception 14 including upside down on ceilings, without needing to make
Languages understands Deep Speech but an ability check.
cannot speak it
Challenge 3 (700 XP) Standing Leap. The infiltrator’s long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a running
Standing Leap. The drone’s long jump is up to 20 start.
feet and its high jump is up to 10 feet, with or
without a running start. Full Auto Burst (Laser Rifle). All creatures in a 10-ft. cube
must make a DC 15 Dexterity saving throw or take 17
(3d8+4) fire damage, or half as much on a successful save.
Skirmisher. The drone doesn't provoke
Opportunity Attacks when it moves out of an
Two-Gun Mojo. The infiltrator can fire two pistols
enemy's reach. simultaneously during his attack action using laser pistols but
makes the attacks at disadvantage.
Spider Climb. The drone can climb difficult
surfaces, including upside down on ceilings, Actions
without needing to make an ability check. Multiattack. The infiltrator makes two attacks, with any of the
following weapons.
Actions
Multiattack. The drone makes one tentacle Biometrically Attuned Laser Rifle. Ranged Weapon Attack.
attacks and one claw attack. +7 to hit, 100/300., one target. Hit: 17 (3d8+4) fire damage.
Tentacle. Melee Weapon Attack. +6 to hit, reach Biometrically Attuned Laser Pistol. Ranged Weapon
10 ft., one target. Hit: 13 (2d8+4) bludgeoning Attack. +7 to hit, 40/120 ft., one target. Hit: 14 (3d6+4) fire
damage + 7(2d6) lightning damage. damage.
Claw. Melee Weapon Attack. +6 to hit, reach 5ft., Ultra-High-Density Thinblade. The infiltrator can make a
one target. Hit: 7(1d6+4) slashing damage. On a melee attack against an adjacent target, forcing them to
successful hit, the target must make a DC 14 make a DC 15 Dexterity saving throw or take 8 (1d8+4)
Constitution saving throw or be knocked prone. slashing damage, or half as much on a successful save. The
blade is attuned to the biometric field of its registered owner,
and the blade dissolves if separated for more than 1 hour.
The drone is a hulking four-legged beast covered
in constantly moving hair-like cilia and bands of
The assault infiltrator is a lithe, agile killing machine,
metal armor, with two long lashing tentacles ( 123 )
completely covered in strange armor with an alien mindset
coming from its back. from living beyond the realms of sanity.
From Below – DM Map 1
( 124 )
From Below – DM Map 2
( 125 )
From Below – Player Map 1
( 126 )
From Below – Player Map 2
( 127 )
Items marked with a ‘C12’ are inspired by:
( 128 )
Items marked with a ‘C19’ are inspired by: http://gatherer.wizards.com/Pages/Search/D
2019 Core Set, Magic: The Gathering efault.aspx?set=%5B%22Darksteel%22%5
CCG, WotC, July, 2018 D
https://magic.wizards.com/en/products/Core
-2019/cards Items marked with a ‘JUD are inspired by:
Items marked with an ‘RA’ are inspired by: Judgment, Magic: The Gathering CCG,
Ravnica Allegiance, Magic: The WotC, May, 2002
Gathering CCG, WotC, January, 2019 http://gatherer.wizards.com/Pages/Search/D
https://magic.wizards.com/en/products/ravni efault.aspx?set=%5B%22Judgment%22%5
ca-allegiance/cards?growthchamber D
Items marked with a ‘CDR’ are inspired by: Items marked with a ‘CoK are inspired by:
Commander, Magic: The Gathering CCG, Champions of Kamigawa, Magic: The
WotC, June, 2011 Gathering CCG, WotC, May, 2002
http://gatherer.wizards.com/Pages/Card/Det http://gatherer.wizards.com/Pages/Search/D
ails.aspx?multiverseid=247183 efault.aspx?set=%5B%22Champions%20of
%20Kamigawa%22%5D
Items marked with an ‘SRG’ are inspired by:
Scourge, Magic: The Gathering CCG,
WotC, May, 2003
http://gatherer.wizards.com/Pages/Search/D
efault.aspx?set=%5B%22Scourge%22%5D
http://gatherer.wizards.com/Pages/Search/D
efault.aspx?action=advanced&set=+%5B%
22Mirage%22%5D
https://magic.wizards.com/en/articles/archiv
e/arcana/knights-vs-dragons-decklists-
2011-03-23
( 129 )
Guildmasters’ Guide To Ravnica
Azorius Senate
(White / Blue)
5th Level
0-Level (Cantrip)
Animate Objects
Friends
Antilife Shell
Frostbite
Banishing Smite
Mage Hand
Circle of Power
Message
Conjure Volley
Minor Illusion
Dawn XGE
Prestidigitation
Destructive Wave
Ray of Frost
Dispel Evil and Good
Shape Water XGE
Flame Strike
Vicious Mockery
Greater Restoration
Hallow
1st Level
Hold Monster
Alarm
Holy Weapon XGE
Bane
Mass Cure Wounds
Charm Person
Skill Empowerment XGE
Chromatic Orb
Swift Quiver
Command
Wall of Light XGE
Comprehend Languages
Detect Magic
6th Level
Disguise Self
Blade Barrier
Find Familiar
Create Homunculus XGE
Fog Cloud
Forbiddance
Hunter’s Mark
Globe of Invulnerability
Identify
Guards and Wards
Illusory Script
Heal
Magic Missile
Heroes’ Feast
Silent Image
Planar Ally
Sleep
Primordial Ward XGE
Unseen Servant
Sunbeam
Zephyr Strike XGE
Wind Walk
Word of Recall
2nd Level
Alter Self
7th Level
Arcane Lock
Conjure Celestial
Augury
Crown of Stars XGE
Blur
Divine Word
Calm Emotions
Mordenkainen’s Sword
( 131 )
Detect Thoughts Conjure Elemental
Enhance Ability Contact Other Plane
Enlarge/Reduce Creation
Find Steed Dominate Person
Invisibility Dream
Knock Far Step XGE
Levitate Geas
Locate Object Hallow
Magic Mouth Legend Lore
Magical Probe (NEW) Maelstrom XGE
Mind Spike XGE Mindblown (NEW)
Mirror Image Mislead
Missed (NEW) Rary’s Telepathic Bond
Misty Step Scrying
Nystul’s Magic Aura Seeming
Rope Trick Skill Empowerment XGE
Skywrite XGE Steel Wind Strike XGE
Synaptic Static XGE
3rd Level Telekinesis
Blink Teleportation Circle
Clairvoyance Wall of Force
Conjure Animals
Counterspell 6th Level
Elemental Weapon Arcane Gate
Encapsulated (NEW) Conjure Fey
Fly Contingency
Gaseous Form Drawmij’s Instant Summons
Foiled Vision (NEW) Eyebite
In Your Head (NEW) Investiture of Wind XGE
Major Image Planar Ally
Nondetection Programmed Illusion
Sending Scatter XGE
Tidal Wave XGE Wall of Ice
Tiny Servant XGE Wind Walk
Tongues
Wall of Water XGE 7th Level
Water Breathing Etherealness
Water Walk Forcecage
Mirage Arcane
4th Level Plane Shift
Arcane Eye Prismatic Spray
Charm Monster XGE Project Image
Conjure Minor Elementals Simulacrum
Conjure Woodland Beings Symbol
Control Water Teleport
Dimension Door
Divination 8th Level
Dominate Beast Antimagic Field
Elemental Bane XGE Dominate Monster
Fabricate Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Fire Shield Maze
Four-Warned (NEW) Telepathy
Greater Invisibility Tsunami
Hallucinatory Terrain
Polymorph 9th Level
Watery Sphere XGE Foresight
Gate
5th Level Mass Polymorph XGE
Animate Objects Prismatic Wall
Bigby’s Hand Psychic Scream XGE
Commune Time Stop
Cone of Cold Wish
( 132 )
Guildmasters’ Guide To Ravnica
Boros Legion
(Red / White)
Grease
Hellish Rebuke
Duplicity Hunter’s Mark
Ebb and Flow Ice Knife XGE
Rinse and Repeat Searing Smite
Tasha’s Hideous Laughter
Thunderous Smite
Thunderwave
0-Level (Cantrip) Witch Bolt
Booming Blade SCAG
Control Flames XGE 2nd Level
Create Bonfire XGE Aganazzar’s Scorcher XGE
Dancing Lights Cloud of Daggers
Eldritch Blast Continual Flame
Fiery Rain (NEW) Crown of Madness
Fire Bolt Dragon’s Breath XGE
Friends Earthbind XGE
Frostbite XGE Elementary Resistance (NEW)
Green Flame Blade SCAG Enhance Ability
Lightning Lure SCAG Enthrall
Magic Stone XGE Find Steed
Mending Flame Blade
Mold Earth XGE Flaming Sphere
Produce Flame Heat Metal
Ray of Frost Maximilian’s Earthen Grasp XGE
Shocking Grasp Pyrotechnics XGE
Thunderclap XGE Scorching Ray
True Strike Shatter
Snilloc’s Snowball Swarm XGE
1st Level Suggestion
Burning Hands
Catapult XGE 3rd Level
Chaos Bolt XGE Call Lightning
Charm Person Conjure Animals
Chromatic Orb Elemental Weapon
Compelled Duel Erupting Earth XGE
Dissonant Whispers Fire Blade (NEW)
Earth Tremor XGE Fireball
Faerie Fire Flame Arrows XGE
Find Familiar Glyph of Warding
( 133 )
Instant Burn (NEW) Prismatic Spray
Lightning Arrow Reverse Gravity
Lightning Bolt Symbol
Meld into Stone
Melf ’s Minute Meteors XGE 8th Level
Sleet Storm Control Weather
Spawned Goblins (NEW) Earthquake
Summon Lesser Demons XGE Glibness
Thunder Step XGE Illusory Dragon XGE
Tiny Servant XGE Incendiary Cloud
Volcanic Rise (NEW) Mighty Fortress XGE
Wall of Sand XGE
9th Level
4h Level Gate
Charm Monster XGE Meteor Swarm
Compulsion Prismatic Wall
Confusion Storm of Vengeance
Conjure Minor Elementals Wish
Elemental Bane XGE
Fabricate
Find Greater Steed XGE
0-Level (Cantrip)
Fire Shield
Blade Ward
Freedom of Movement
Green Flame Blade SCAG
Ice Storm
Guidance
Stone Shape
Light
Stoneskin
Mending
Storm Sphere XGE
Message
Summon Greater Demon XGE
Resistance
Wall of Fire
Sacred Flame
Spare the Dying
5th Level
Sword Burst SCAG
Animate Objects
Thaumaturgy
Cone of Cold
True Strike
Conjure Elemental
Word of Radiance XGE
Fiery Sacrifice (NEW)
Flame Strike
1st Level
Immolation XGE
Absorb Elements XGE
Passwall
Alarm
Skill Empowerment XGE
Bless
Steel Wind Strike XGE
Ceremony XGE
Transmute Rock XGE
Color Spray
Wall of Stone
Command
Cure Wounds
6th Level
Detect Evil and Good
Blade Barrier
Divine Favor
Bones of the Earth XGE
Faerie Fire
Chain Lightning
Feather Fall
Create Homunculus XGE
Find Familiar
Disintegrate
Guiding Bolt
Investiture of Flame XGE
Healing Word
Investiture of Ice XGE
Heroism
Investiture of Stone XGE
Hunter’s Mark
Mass Suggestion
Mage Armor
Move Earth
Plain Sight (NEW)
Otiluke’s Freezing Sphere
Protection from Evil and Good
Otto’s Irresistible Dance
Purify Food and Drink
Planar Ally
Return Service (NEW)
Tenser’s Transformation XGE
Sanctuary
Searing Smite
7th Level
Shield
Delayed Blast Fireball
Shield of Faith
Fire Storm
Thunderous Smite
Plane Shift
( 134 )
Wrathful Smite Conjure Volley
Dawn XGE
2nd Level Destructive Wave
Aid Dispel Evil and Good
Branding Smite Flame Strike
Calm Emotions Greater Restoration
Cordon of Arrows Hallow
Enhance Ability Hold Monster
Find Steed Holy Weapon XGE
Gentle Repose Mass Cure Wounds
Hold Person Skill Empowerment XGE
Lesser Restoration Swift Quiver
Magic Weapon Wall of Light XGE
Moonbeam
Prayer of Healing 6th Level
Protection from Poison Blade Barrier
Silence Create Homunculus XGE
Spiritual Weapon Forbiddance
Warding Bond Globe of Invulnerability
Zone of Truth Guards and Wards
Heal
3rd Level Heroes’ Feast
Aura of Vitality Planar Ally
Beacon of Hope Primordial Ward XGE
Blinding Smite Sunbeam
Catnap XGE Wind Walk
Conjure Animals Word of Recall
Conjure Barrage
Crusader’s Mantle 7th Level
Daylight Conjure Celestial
Elemental Weapon Crown of Stars XGE
Hypnotic Pattern Divine Word
Intensify Weapons (NEW) Mordenkainen’s Sword
Interception (NEW) Plane Shift
Leomund’s Tiny Hut Prismatic Spray
Life Transference XGE Resurrection
Magic Circle Sequester
Mass Healing Word Temple of the Gods XGE
Protection from Energy
Remove Curse 8th Level
Speak with Dead Antipathy/Sympathy
Spirit Guardians Control Weather
Tiny Servant XGE Holy Aura
Mighty Fortress XGE
4th Level Mind Blank
Aura of Life Sunburst
Aura of Purity
Banishment 9th Level
Death Ward Gate
Find Greater Steed XGE Invulnerability XGE
Guardian of Faith Power Word Heal
Mordenkainen’s Faithful Hound Prismatic Wall
Mordenkainen’s Private Sanctum Storm of Vengeance
Otiluke’s Resilient Sphere True Resurrection
Sickening Radiance XGE Wish
Staggering Smite
Sudden Spectator (NEW)
5th Level
Animate Objects
Antilife Shell
Banishing Smite
Circle of Power
( 135 )
Guildmasters’ Guide To Ravnica
Cult of Rakdos
(Black / Red)
2nd Level
Augury
Discovered Mana Blindness/Deafness
Incursion Crown of Madness
Tradeoff Darkness
Defenseless (NEW)
Enhance Ability
Find Steed
0-Level (Cantrip) Life Drain (NEW)
Acid Splash Melf ’s Acid Arrow
Chill Touch Phantasmal Force
Infestation XGE Ray of Enfeeblement
Poison Spray Shadow Blade XGE
Thaumaturgy
Toll the Dead XGE 3rd Level
Vicious Mockery Animate Dead
Bestow Curse
1st Level Binding of Darkness (NEW)
Alarm Blinding Smite
Armor of Agathys Conjure Animals
Arms of Hadar Curse of the Horde (NEW)
Bane Elemental Weapon
Barrier of Bones (NEW) Enemies Abound XGE
Cause Fear XGE Fear
Chromatic Orb Feign Death
Create or Destroy Water Hunger of Hadar
Detect Evil and Good Life Transference XGE
Dissonant Whispers Phantom Steed
False Life Slow
Find Familiar Speak with Dead
Guiding Bolt Spirit Guardians
Hellish Rebuke Stinking Cloud
Hex Summon Lesser Demons XGE
Hunter’s Mark Tiny Servant XGE
Inflict Wounds Vampiric Touch
Protection from Evil and Good
Ray of Sickness 4th Level
Tenser’s Floating Disk Banishment
Wrathful Smite Blight
Diseased (NEW)
( 136 )
Divination Clone
Elemental Bane XGE Demiplane
Evard’s Black Tentacles Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Leomund’s Secret Chest Maddening Darkness XGE
Locate Creature Power Word Stun
Phantasmal Killer Trap the Soul
Shadow of Moil XGE
Sickening Radiance XGE 9th Level
Staggering Smite Astral Projection
Summon Greater Demon XGE Gate
Vitriolic Sphere XGE Imprisonment
Power Word Kill
5th Level Prismatic Wall
Animate Objects Storm of Vengeance
Banishing Smite Weird
Cloudkill Wish
Contact Other Plane
Contagion
Danse Macabre XGE
Destructive Wave
0-Level (Cantrip)
Dispel Evil and Good
Booming Blade SCAG
Dominate Person
Control Flames XGE
Dream
Create Bonfire XGE
Enervation XGE
Dancing Lights
Hallow
Eldritch Blast
Infernal Calling XGE
Fiery Rain (NEW)
Insect Plague
Fire Bolt
Legend Lore
Friends
Modify Memory
Frostbite XGE
Negative Energy Flood XGE
Green Flame Blade SCAG
Planar Binding
Lightning Lure SCAG
Scrying
Magic Stone XGE
Skill Empowerment XGE
Mending
Telekinesis
Mold Earth XGE
Produce Flame
6th Level
Ray of Frost
Circle of Death
Shocking Grasp
Create Homunculus XGE
Thunderclap XGE
Create Undead
True Strike
Drawmij’s Instant Summons
Eyebite
1st Level
Flesh to Stone
Burning Hands
Harm
Catapult XGE
Magic Jar
Chaos Bolt XGE
Mental Prison XGE
Charm Person
Planar Ally
Chromatic Orb
Soul Cage XGE
Compelled Duel
Dissonant Whispers
7th Level
Earth Tremor XGE
Divine Word
Faerie Fire
Finger of Death
Find Familiar
Mordenkainen’s Magnificent Mansion
Grease
Plane Shift
Hellish Rebuke
Power Word Pain XGE
Hunter’s Mark
Prismatic Spray
Ice Knife XGE
Sequester
Searing Smite
Simulacrum
Tasha’s Hideous Laughter
Symbol
Thunderous Smite
Temple of the Gods XGE
Thunderwave
Witch Bolt
8th Level
Abi-Dalzim’s Horrid Wilting XGE
( 137 )
2nd Level Conjure Elemental
Aganazzar’s Scorcher XGE Fiery Sacrifice (NEW)
Cloud of Daggers Flame Strike
Continual Flame Immolation XGE
Crown of Madness Passwall
Dragon’s Breath XGE Skill Empowerment XGE
Earthbind XGE Steel Wind Strike XGE
Elementary Resistance (NEW) Transmute Rock XGE
Enhance Ability Wall of Stone
Enthrall
Find Steed 6th Level
Flame Blade Blade Barrier
Flaming Sphere Bones of the Earth XGE
Heat Metal Chain Lightning
Maximilian’s Earthen Grasp XGE Create Homunculus XGE
Pyrotechnics XGE Disintegrate
Scorching Ray Investiture of Flame XGE
Shatter Investiture of Ice XGE
Snilloc’s Snowball Swarm XGE Investiture of Stone XGE
Suggestion Mass Suggestion
Move Earth
3rd Level Otiluke’s Freezing Sphere
Call Lightning Otto’s Irresistible Dance
Conjure Animals Planar Ally
Elemental Weapon Tenser’s Transformation XGE
Erupting Earth XGE
Fire Blade (NEW) 7th Level
Fireball Delayed Blast Fireball
Flame Arrows XGE Fire Storm
Glyph of Warding Plane Shift
Instant Burn (NEW) Prismatic Spray
Lightning Arrow Reverse Gravity
Lightning Bolt Symbol
Meld into Stone
Melf ’s Minute Meteors XGE 8th Level
Sleet Storm Control Weather
Spawned Goblins (NEW) Earthquake
Summon Lesser Demons XGE Glibness
Thunder Step XGE Illusory Dragon XGE
Tiny Servant XGE Incendiary Cloud
Volcanic Rise (NEW) Mighty Fortress XGE
Wall of Sand XGE
9th Level
4h Level Gate
Charm Monster XGE Meteor Swarm
Compulsion Prismatic Wall
Confusion Storm of Vengeance
Conjure Minor Elementals Wish
Elemental Bane XGE
Fabricate
Find Greater Steed XGE
Fire Shield
Freedom of Movement
Ice Storm
Stone Shape
Stoneskin
Storm Sphere XGE
Summon Greater Demon XGE
Wall of Fire
5th Level
Animate Objects
Cone of Cold
( 138 )
Guildmasters’ Guide To Ravnica
Golgari Swarm
(Black / Green)
2nd Level
Augury
Dark Buff Blindness/Deafness
Dark Summoning Crown of Madness
Draw Raw Darkness
Defenseless (NEW)
Enhance Ability
Find Steed
0-Level (Cantrip) Life Drain (NEW)
Acid Splash Melf ’s Acid Arrow
Chill Touch Phantasmal Force
Infestation XGE Ray of Enfeeblement
Poison Spray Shadow Blade XGE
Thaumaturgy
Toll the Dead XGE 3rd Level
Vicious Mockery Animate Dead
Bestow Curse
1st Level Binding of Darkness (NEW)
Alarm Blinding Smite
Armor of Agathys Conjure Animals
Arms of Hadar Curse of the Horde (NEW)
Bane Elemental Weapon
Barrier of Bones (NEW) Enemies Abound XGE
Cause Fear XGE Fear
Chromatic Orb Feign Death
Create or Destroy Water Hunger of Hadar
Detect Evil and Good Life Transference XGE
Dissonant Whispers Phantom Steed
False Life Slow
Find Familiar Speak with Dead
Guiding Bolt Spirit Guardians
Hellish Rebuke Stinking Cloud
Hex Summon Lesser Demons XGE
Hunter’s Mark Tiny Servant XGE
Inflict Wounds Vampiric Touch
Protection from Evil and Good
Ray of Sickness 4th Level
Tenser’s Floating Disk Banishment
Wrathful Smite Blight
Diseased (NEW)
( 139 )
Divination Clone
Elemental Bane XGE Demiplane
Evard’s Black Tentacles Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Leomund’s Secret Chest Maddening Darkness XGE
Locate Creature Power Word Stun
Phantasmal Killer Trap the Soul
Shadow of Moil XGE
Sickening Radiance XGE 9th Level
Staggering Smite Astral Projection
Summon Greater Demon XGE Gate
Vitriolic Sphere XGE Imprisonment
Power Word Kill
5th Level Prismatic Wall
Animate Objects Storm of Vengeance
Banishing Smite Weird
Cloudkill Wish
Contact Other Plane
Contagion
Danse Macabre XGE
Destructive Wave 0-Level (Cantrip)
Dispel Evil and Good Booming Blade SCAG
Dominate Person Druidcraft
Dream Gust XGE
Enervation XGE Infestation XGE
Hallow Poison Spray
Infernal Calling XGE Primal Savagery XGE
Insect Plague Shillelagh
Legend Lore Thorn Whip
Modify Memory
Negative Energy Flood XGE 1st Level
Planar Binding Animal Friendship
Scrying Beast Bond XGE
Skill Empowerment XGE Brute Force (NEW)
Telekinesis Chromatic Orb
Compelled Duel
6th Level Create or Destroy Water
Circle of Death Cure Wounds
Create Homunculus XGE Detect Poison and Disease
Create Undead Ensnaring Strike
Drawmij’s Instant Summons Entangle
Eyebite Expeditious Retreat
Flesh to Stone Feather Fall
Harm Find Familiar
Magic Jar Fog Cloud
Mental Prison XGE Goodberry
Planar Ally Hail of Thorns
Soul Cage XGE Hunter’s Mark
Jump
7th Level Longstrider
Divine Word Purify Food and Drink
Finger of Death Snare XGE
Mordenkainen’s Magnificent Mansion Speak with Animals
Plane Shift
Power Word Pain XGE 2nd Level
Prismatic Spray Alter Self
Sequester Animal Messenger
Simulacrum Barkskin
Symbol Beast Sense
Temple of the Gods XGE Darkvision
Dust Devil XGE
8th Level Earthbind XGE
Abi-Dalzim’s Horrid Wilting XGE
( 140 )
Enhance Ability Swift Quiver
Enlarge/Reduce Tree Stride
Find Steed Wrath of Nature XGE
Find Traps
Gust of Wind 6th Level
Healing Spirit Conjure Fey
Lesser Restoration Create Homunculus XGE
Locate Animals or Plants Druid Grove XGE
Pass without Trace Eyebite
Protection from Poison Find the Path
See Invisibility Flesh to Stone
Spider Climb Heal
Spike Growth Investiture of Wind XGE
Warding Wind XGE Planar Ally
Web Transport via Plants
True Seeing
3rd Level Wall of Thorns
Aura of Vitality
Catnap XGE 7th Level
Conjure Animals Group Summons (NEW)
Create Food and Water Plane Shift
Dispel Magic Prismatic Spray
Elemental Weapon Regenerate
Haste Temple of the Gods XGE
Landslide (NEW) Whirlwind XGE
Plant Growth
Remove Curse 8th Level
Revivify Animal Shapes
Sleet Storm Control Weather
Speak with Plants
Spillover (NEW) 9th Level
Thunder Step XGE Gate
Tiny Servant XGE Mass Heal
Wind Wall Mass Polymorph XGE
Prismatic Wall
4th Level Shapechange
Aura of Life Storm of Vengeance
Conjure Woodland Beings True Polymorph
Dominate Beast Wish
Find Greater Steed XGE
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature XGE
Ice Storm
Locate Creature
Polymorph
Storm Sphere XGE
5th Level
Animate Objects
Antilife Shell
Awaken
Commune with Nature
Control Winds XGE
Greater Restoration
Hallow
Insect Plague
Mass Cure Wounds
Passwall
Raise Dead
Reincarnate
Skill Empowerment XGE
( 141 )
Guildmasters’ Guide To Ravnica
Gruul Clans
(Red / Green)
Grease
Hellish Rebuke
Instant Power Hunter’s Mark
Forest Fire Ice Knife XGE
Devastation Searing Smite
Tasha’s Hideous Laughter
Thunderous Smite
Thunderwave
0-Level (Cantrip) Witch Bolt
Booming Blade SCAG
Control Flames XGE 2nd Level
Create Bonfire XGE Aganazzar’s Scorcher XGE
Dancing Lights Cloud of Daggers
Eldritch Blast Continual Flame
Fiery Rain (NEW) Crown of Madness
Fire Bolt Dragon’s Breath XGE
Friends Earthbind XGE
Frostbite XGE Elementary Resistance (NEW)
Green Flame Blade SCAG Enhance Ability
Lightning Lure SCAG Enthrall
Magic Stone XGE Find Steed
Mending Flame Blade
Mold Earth XGE Flaming Sphere
Produce Flame Heat Metal
Ray of Frost Maximilian’s Earthen Grasp XGE
Shocking Grasp Pyrotechnics XGE
Thunderclap XGE Scorching Ray
True Strike Shatter
Snilloc’s Snowball Swarm XGE
1st Level Suggestion
Burning Hands
Catapult XGE 3rd Level
Chaos Bolt XGE Call Lightning
Charm Person Conjure Animals
Chromatic Orb Elemental Weapon
Compelled Duel Erupting Earth XGE
Dissonant Whispers Fire Blade (NEW)
Earth Tremor XGE Fireball
Faerie Fire Flame Arrows XGE
Find Familiar Glyph of Warding
( 142 )
Instant Burn (NEW) Prismatic Spray
Lightning Arrow Reverse Gravity
Lightning Bolt Symbol
Meld into Stone
Melf ’s Minute Meteors XGE 8th Level
Sleet Storm Control Weather
Spawned Goblins (NEW) Earthquake
Summon Lesser Demons XGE Glibness
Thunder Step XGE Illusory Dragon XGE
Tiny Servant XGE Incendiary Cloud
Volcanic Rise (NEW) Mighty Fortress XGE
Wall of Sand XGE
9th Level
4h Level Gate
Charm Monster XGE Meteor Swarm
Compulsion Prismatic Wall
Confusion Storm of Vengeance
Conjure Minor Elementals Wish
Elemental Bane XGE
Fabricate
Find Greater Steed XGE
Fire Shield 0-Level (Cantrip)
Freedom of Movement Booming Blade SCAG
Ice Storm Druidcraft
Stone Shape Gust XGE
Stoneskin Infestation XGE
Storm Sphere XGE Poison Spray
Summon Greater Demon XGE Primal Savagery XGE
Wall of Fire Shillelagh
Thorn Whip
5th Level
Animate Objects 1st Level
Cone of Cold Animal Friendship
Conjure Elemental Beast Bond XGE
Fiery Sacrifice (NEW) Brute Force (NEW)
Flame Strike Chromatic Orb
Immolation XGE Compelled Duel
Passwall Create or Destroy Water
Skill Empowerment XGE Cure Wounds
Steel Wind Strike XGE Detect Poison and Disease
Transmute Rock XGE Ensnaring Strike
Wall of Stone Entangle
Expeditious Retreat
6th Level Feather Fall
Blade Barrier Find Familiar
Bones of the Earth XGE Fog Cloud
Chain Lightning Goodberry
Create Homunculus XGE Hail of Thorns
Disintegrate Hunter’s Mark
Investiture of Flame XGE Jump
Investiture of Ice XGE Longstrider
Investiture of Stone XGE Purify Food and Drink
Mass Suggestion Snare XGE
Move Earth Speak with Animals
Otiluke’s Freezing Sphere
Otto’s Irresistible Dance 2nd Level
Planar Ally Alter Self
Tenser’s Transformation XGE Animal Messenger
Barkskin
7th Level Beast Sense
Delayed Blast Fireball Darkvision
Fire Storm Dust Devil XGE
Plane Shift Earthbind XGE
( 143 )
Enhance Ability Swift Quiver
Enlarge/Reduce Tree Stride
Find Steed Wrath of Nature XGE
Find Traps
Gust of Wind 6th Level
Healing Spirit Conjure Fey
Lesser Restoration Create Homunculus XGE
Locate Animals or Plants Druid Grove XGE
Pass without Trace Eyebite
Protection from Poison Find the Path
See Invisibility Flesh to Stone
Spider Climb Heal
Spike Growth Investiture of Wind XGE
Warding Wind XGE Planar Ally
Web Transport via Plants
True Seeing
3rd Level Wall of Thorns
Aura of Vitality
Catnap XGE 7th Level
Conjure Animals Group Summons (NEW)
Create Food and Water Plane Shift
Dispel Magic Prismatic Spray
Elemental Weapon Regenerate
Haste Temple of the Gods XGE
Landslide (NEW) Whirlwind XGE
Plant Growth
Remove Curse 8th Level
Revivify Animal Shapes
Sleet Storm Control Weather
Speak with Plants
Spillover (NEW) 9th Level
Thunder Step XGE Gate
Tiny Servant XGE Mass Heal
Wind Wall Mass Polymorph XGE
Prismatic Wall
4th Level Shapechange
Aura of Life Storm of Vengeance
Conjure Woodland Beings True Polymorph
Dominate Beast Wish
Find Greater Steed XGE
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature XGE
Ice Storm
Locate Creature
Polymorph
Storm Sphere XGE
5th Level
Animate Objects
Antilife Shell
Awaken
Commune with Nature
Control Winds XGE
Greater Restoration
Hallow
Insect Plague
Mass Cure Wounds
Passwall
Raise Dead
Reincarnate
Skill Empowerment XGE
( 144 )
Guildmasters’ Guide To Ravnica
House Dimir
(Blue / Black)
Arcane Lock
Augury
Disenchanted Blur
Negatively Aligned Calm Emotions
Switch Detect Thoughts
Enhance Ability
Enlarge/Reduce
Find Steed
0-Level (Cantrip) Invisibility
Friends Knock
Frostbite Levitate
Mage Hand Locate Object
Message Magic Mouth
Minor Illusion Magical Probe (NEW)
Prestidigitation Mind Spike XGE
Ray of Frost Mirror Image
Shape Water XGE Missed (NEW)
Vicious Mockery Misty Step
Nystul’s Magic Aura
1st Level Rope Trick
Alarm Skywrite XGE
Bane
Charm Person 3rd Level
Chromatic Orb Blink
Command Clairvoyance
Comprehend Languages Conjure Animals
Detect Magic Counterspell
Disguise Self Elemental Weapon
Find Familiar Encapsulated (NEW)
Fog Cloud Fly
Hunter’s Mark Gaseous Form
Identify Foiled Vision (NEW)
Illusory Script In Your Head (NEW)
Magic Missile Major Image
Silent Image Nondetection
Sleep Sending
Unseen Servant Tidal Wave XGE
Zephyr Strike XGE Tiny Servant XGE
Tongues
2nd Level Wall of Water XGE
Alter Self Water Breathing
( 145 )
Water Walk Forcecage
Mirage Arcane
4th Level Plane Shift
Arcane Eye Prismatic Spray
Charm Monster XGE Project Image
Conjure Minor Elementals Simulacrum
Conjure Woodland Beings Symbol
Control Water Teleport
Dimension Door
Divination 8th Level
Dominate Beast Antimagic Field
Elemental Bane XGE Dominate Monster
Fabricate Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Fire Shield Maze
Four-Warned (NEW) Telepathy
Greater Invisibility Tsunami
Hallucinatory Terrain
Polymorph 9th Level
Watery Sphere XGE Foresight
Gate
5th Level Mass Polymorph XGE
Animate Objects Prismatic Wall
Bigby’s Hand Psychic Scream XGE
Commune Time Stop
Cone of Cold Wish
Conjure Elemental
Contact Other Plane
Creation
Dominate Person 0-Level (Cantrip)
Dream Acid Splash
Far Step XGE Chill Touch
Geas Infestation XGE
Hallow Poison Spray
Legend Lore Thaumaturgy
Maelstrom XGE Toll the Dead XGE
Mindblown (NEW) Vicious Mockery
Mislead
Rary’s Telepathic Bond 1st Level
Scrying Alarm
Seeming Armor of Agathys
Skill Empowerment XGE Arms of Hadar
Steel Wind Strike XGE Bane
Synaptic Static XGE Barrier of Bones (NEW)
Telekinesis Cause Fear XGE
Teleportation Circle Chromatic Orb
Wall of Force Create or Destroy Water
Detect Evil and Good
6th Level Dissonant Whispers
Arcane Gate False Life
Conjure Fey Find Familiar
Contingency Guiding Bolt
Drawmij’s Instant Summons Hellish Rebuke
Eyebite Hex
Investiture of Wind XGE Hunter’s Mark
Planar Ally Inflict Wounds
Programmed Illusion Protection from Evil and Good
Scatter XGE Ray of Sickness
Wall of Ice Tenser’s Floating Disk
Wind Walk Wrathful Smite
7th Level 2nd Level
Etherealness
( 146 )
Augury Enervation XGE
Blindness/Deafness Hallow
Crown of Madness Infernal Calling XGE
Darkness Insect Plague
Defenseless (NEW) Legend Lore
Enhance Ability Modify Memory
Find Steed Negative Energy Flood XGE
Life Drain (NEW) Planar Binding
Melf ’s Acid Arrow Scrying
Phantasmal Force Skill Empowerment XGE
Ray of Enfeeblement Telekinesis
Shadow Blade XGE
6th Level
3rd Level Circle of Death
Animate Dead Create Homunculus XGE
Bestow Curse Create Undead
Binding of Darkness (NEW) Drawmij’s Instant Summons
Blinding Smite Eyebite
Conjure Animals Flesh to Stone
Curse of the Horde (NEW) Harm
Elemental Weapon Magic Jar
Enemies Abound XGE Mental Prison XGE
Fear Planar Ally
Feign Death Soul Cage XGE
Hunger of Hadar
Life Transference XGE 7th Level
Phantom Steed Divine Word
Slow Finger of Death
Speak with Dead Mordenkainen’s Magnificent Mansion
Spirit Guardians Plane Shift
Stinking Cloud Power Word Pain XGE
Summon Lesser Demons XGE Prismatic Spray
Tiny Servant XGE Sequester
Vampiric Touch Simulacrum
Symbol
4th Level Temple of the Gods XGE
Banishment
Blight 8th Level
Diseased (NEW) Abi-Dalzim’s Horrid Wilting XGE
Divination Clone
Elemental Bane XGE Demiplane
Evard’s Black Tentacles Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Leomund’s Secret Chest Maddening Darkness XGE
Locate Creature Power Word Stun
Phantasmal Killer Trap the Soul
Shadow of Moil XGE
Sickening Radiance XGE 9th Level
Staggering Smite Astral Projection
Summon Greater Demon XGE Gate
Vitriolic Sphere XGE Imprisonment
Power Word Kill
5th Level Prismatic Wall
Animate Objects Storm of Vengeance
Banishing Smite Weird
Cloudkill Wish
Contact Other Plane
Contagion
Danse Macabre XGE
Destructive Wave
Dispel Evil and Good
Dominate Person
Dream
( 147 )
Guildmasters’ Guide To Ravnica
Izzet League
(Blue / Red)
Alter Self
Arcane Lock
Creation of Pain Augury
Dragon Call Blur
Rebound Calm Emotions
Detect Thoughts
Enhance Ability
Enlarge/Reduce
0-Level (Cantrip) Find Steed
Friends Invisibility
Frostbite Knock
Mage Hand Levitate
Message Locate Object
Minor Illusion Magic Mouth
Prestidigitation Magical Probe (NEW)
Ray of Frost Mind Spike XGE
Shape Water XGE Mirror Image
Vicious Mockery Missed (NEW)
Misty Step
1st Level Nystul’s Magic Aura
Alarm Rope Trick
Bane Skywrite XGE
Charm Person
Chromatic Orb 3rd Level
Command Blink
Comprehend Languages Clairvoyance
Detect Magic Conjure Animals
Disguise Self Counterspell
Find Familiar Elemental Weapon
Fog Cloud Encapsulated (NEW)
Hunter’s Mark Fly
Identify Gaseous Form
Illusory Script Foiled Vision (NEW)
Magic Missile In Your Head (NEW)
Silent Image Major Image
Sleep Nondetection
Unseen Servant Sending
Zephyr Strike XGE Tidal Wave XGE
Tiny Servant XGE
2nd Level Tongues
( 148 )
Wall of Water XGE 7th Level
Water Breathing Etherealness
Water Walk Forcecage
Mirage Arcane
4th Level Plane Shift
Arcane Eye Prismatic Spray
Charm Monster XGE Project Image
Conjure Minor Elementals Simulacrum
Conjure Woodland Beings Symbol
Control Water Teleport
Dimension Door
Divination 8th Level
Dominate Beast Antimagic Field
Elemental Bane XGE Dominate Monster
Fabricate Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Fire Shield Maze
Four-Warned (NEW) Telepathy
Greater Invisibility Tsunami
Hallucinatory Terrain
Polymorph 9th Level
Watery Sphere XGE Foresight
Gate
5th Level Mass Polymorph XGE
Animate Objects Prismatic Wall
Bigby’s Hand Psychic Scream XGE
Commune Time Stop
Cone of Cold Wish
Conjure Elemental
Contact Other Plane
Creation
Dominate Person 0-Level (Cantrip)
Dream Booming Blade SCAG
Far Step XGE Control Flames XGE
Geas Create Bonfire XGE
Hallow Dancing Lights
Legend Lore Eldritch Blast
Maelstrom XGE Fiery Rain (NEW)
Mindblown (NEW) Fire Bolt
Mislead Friends
Rary’s Telepathic Bond Frostbite XGE
Scrying Green Flame Blade SCAG
Seeming Lightning Lure SCAG
Skill Empowerment XGE Magic Stone XGE
Steel Wind Strike XGE Mending
Synaptic Static XGE Mold Earth XGE
Telekinesis Produce Flame
Teleportation Circle Ray of Frost
Wall of Force Shocking Grasp
Thunderclap XGE
6th Level True Strike
Arcane Gate
Conjure Fey 1st Level
Contingency Burning Hands
Drawmij’s Instant Summons Catapult XGE
Eyebite Chaos Bolt XGE
Investiture of Wind XGE Charm Person
Planar Ally Chromatic Orb
Programmed Illusion Compelled Duel
Scatter XGE Dissonant Whispers
Wall of Ice Earth Tremor XGE
Wind Walk Faerie Fire
( 149 )
Find Familiar Freedom of Movement
Grease Ice Storm
Hellish Rebuke Stone Shape
Hunter’s Mark Stoneskin
Ice Knife XGE Storm Sphere XGE
Searing Smite Summon Greater Demon XGE
Tasha’s Hideous Laughter Wall of Fire
Thunderous Smite
Thunderwave 5th Level
Witch Bolt Animate Objects
Cone of Cold
2nd Level Conjure Elemental
Aganazzar’s Scorcher XGE Fiery Sacrifice (NEW)
Cloud of Daggers Flame Strike
Continual Flame Immolation XGE
Crown of Madness Passwall
Dragon’s Breath XGE Skill Empowerment XGE
Earthbind XGE Steel Wind Strike XGE
Elementary Resistance (NEW) Transmute Rock XGE
Enhance Ability Wall of Stone
Enthrall
Find Steed 6th Level
Flame Blade Blade Barrier
Flaming Sphere Bones of the Earth XGE
Heat Metal Chain Lightning
Maximilian’s Earthen Grasp XGE Create Homunculus XGE
Pyrotechnics XGE Disintegrate
Scorching Ray Investiture of Flame XGE
Shatter Investiture of Ice XGE
Snilloc’s Snowball Swarm XGE Investiture of Stone XGE
Suggestion Mass Suggestion
Move Earth
3rd Level Otiluke’s Freezing Sphere
Call Lightning Otto’s Irresistible Dance
Conjure Animals Planar Ally
Elemental Weapon Tenser’s Transformation XGE
Erupting Earth XGE
Fire Blade (NEW) 7th Level
Fireball Delayed Blast Fireball
Flame Arrows XGE Fire Storm
Glyph of Warding Plane Shift
Instant Burn (NEW) Prismatic Spray
Lightning Arrow Reverse Gravity
Lightning Bolt Symbol
Meld into Stone
Melf ’s Minute Meteors XGE 8th Level
Sleet Storm Control Weather
Spawned Goblins (NEW) Earthquake
Summon Lesser Demons XGE Glibness
Thunder Step XGE Illusory Dragon XGE
Tiny Servant XGE Incendiary Cloud
Volcanic Rise (NEW) Mighty Fortress XGE
Wall of Sand XGE
9th Level
4h Level Gate
Charm Monster XGE Meteor Swarm
Compulsion Prismatic Wall
Confusion Storm of Vengeance
Conjure Minor Elementals Wish
Elemental Bane XGE
Fabricate
Find Greater Steed XGE
Fire Shield
( 150 )
Guildmasters’ Guide To Ravnica
Orzhov Syndicate
(White / Black)
Mage Armor
Plain Sight (NEW)
Draining Touch Protection from Evil and Good
Purification Purify Food and Drink
Strength of Undeath Return Service (NEW)
Sanctuary
Searing Smite
Shield
0-Level (Cantrip) Shield of Faith
Blade Ward Thunderous Smite
Green Flame Blade SCAG Wrathful Smite
Guidance
Light 2nd Level
Mending Aid
Message Branding Smite
Resistance Calm Emotions
Sacred Flame Cordon of Arrows
Spare the Dying Enhance Ability
Sword Burst SCAG Find Steed
Thaumaturgy Gentle Repose
True Strike Hold Person
Word of Radiance XGE Lesser Restoration
Magic Weapon
1st Level Moonbeam
Absorb Elements XGE Prayer of Healing
Alarm Protection from Poison
Bless Silence
Ceremony XGE Spiritual Weapon
Color Spray Warding Bond
Command Zone of Truth
Cure Wounds
Detect Evil and Good 3rd Level
Divine Favor Aura of Vitality
Faerie Fire Beacon of Hope
Feather Fall Blinding Smite
Find Familiar Catnap XGE
Guiding Bolt Conjure Animals
Healing Word Conjure Barrage
Heroism Crusader’s Mantle
Hunter’s Mark Daylight
( 151 )
Elemental Weapon Divine Word
Hypnotic Pattern Mordenkainen’s Sword
Intensify Weapons (NEW) Plane Shift
Interception (NEW) Prismatic Spray
Leomund’s Tiny Hut Resurrection
Life Transference XGE Sequester
Magic Circle Temple of the Gods XGE
Mass Healing Word
Protection from Energy 8th Level
Remove Curse Antipathy/Sympathy
Speak with Dead Control Weather
Spirit Guardians Holy Aura
Tiny Servant XGE Mighty Fortress XGE
Mind Blank
4th Level Sunburst
Aura of Life
Aura of Purity 9th Level
Banishment Gate
Death Ward Invulnerability XGE
Find Greater Steed XGE Power Word Heal
Guardian of Faith Prismatic Wall
Mordenkainen’s Faithful Hound Storm of Vengeance
Mordenkainen’s Private Sanctum True Resurrection
Otiluke’s Resilient Sphere Wish
Sickening Radiance XGE
Staggering Smite
Sudden Spectator (NEW)
0-Level (Cantrip)
5th Level
Acid Splash
Animate Objects Chill Touch
Antilife Shell
Infestation XGE
Banishing Smite
Poison Spray
Circle of Power
Thaumaturgy
Conjure Volley Toll the Dead XGE
Dawn XGE
Vicious Mockery
Destructive Wave
Dispel Evil and Good
1st Level
Flame Strike Alarm
Greater Restoration
Armor of Agathys
Hallow
Arms of Hadar
Hold Monster
Bane
Holy Weapon XGE Barrier of Bones (NEW)
Mass Cure Wounds
Cause Fear XGE
Skill Empowerment XGE
Chromatic Orb
Swift Quiver
Create or Destroy Water
Wall of Light XGE Detect Evil and Good
Dissonant Whispers
6th Level
False Life
Blade Barrier
Find Familiar
Create Homunculus XGE Guiding Bolt
Forbiddance Hellish Rebuke
Globe of Invulnerability
Hex
Guards and Wards
Hunter’s Mark
Heal Inflict Wounds
Heroes’ Feast Protection from Evil and Good
Planar Ally
Ray of Sickness
Primordial Ward XGE
Tenser’s Floating Disk
Sunbeam Wrathful Smite
Wind Walk
Word of Recall
2nd Level
Augury
7th Level
Blindness/Deafness
Conjure Celestial Crown of Stars XGE
( 152 )
Crown of Madness Infernal Calling XGE
Darkness Insect Plague
Defenseless (NEW) Legend Lore
Enhance Ability Modify Memory
Find Steed Negative Energy Flood XGE
Life Drain (NEW) Planar Binding
Melf ’s Acid Arrow Scrying
Phantasmal Force Skill Empowerment XGE
Ray of Enfeeblement Telekinesis
Shadow Blade XGE
6th Level
3rd Level Circle of Death
Animate Dead Create Homunculus XGE
Bestow Curse Create Undead
Binding of Darkness (NEW) Drawmij’s Instant Summons
Blinding Smite Eyebite
Conjure Animals Flesh to Stone
Curse of the Horde (NEW) Harm
Elemental Weapon Magic Jar
Enemies Abound XGE Mental Prison XGE
Fear Planar Ally
Feign Death Soul Cage XGE
Hunger of Hadar
Life Transference XGE 7th Level
Phantom Steed Divine Word
Slow Finger of Death
Speak with Dead Mordenkainen’s Magnificent Mansion
Spirit Guardians Plane Shift
Stinking Cloud Power Word Pain XGE
Summon Lesser Demons XGE Prismatic Spray
Tiny Servant XGE Sequester
Vampiric Touch Simulacrum
Symbol
4th Level Temple of the Gods XGE
Banishment
Blight 8th Level
Diseased (NEW) Abi-Dalzim’s Horrid Wilting XGE
Divination Clone
Elemental Bane XGE Demiplane
Evard’s Black Tentacles Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Leomund’s Secret Chest Maddening Darkness XGE
Locate Creature Power Word Stun
Phantasmal Killer Trap the Soul
Shadow of Moil XGE
Sickening Radiance XGE 9th Level
Staggering Smite Astral Projection
Summon Greater Demon XGE Gate
Vitriolic Sphere XGE Imprisonment
Power Word Kill
5th Level Prismatic Wall
Animate Objects Storm of Vengeance
Banishing Smite Weird
Cloudkill Wish
Contact Other Plane
Contagion
Danse Macabre XGE
Destructive Wave
Dispel Evil and Good
Dominate Person
Dream
Enervation XGE
Hallow
( 153 )
Guildmasters’ Guide To Ravnica
Selesnya Conclave
(Green / White)
( 154 )
Spillover (NEW) 9th Level
Thunder Step XGE Gate
Tiny Servant XGE Mass Heal
Wind Wall Mass Polymorph XGE
Prismatic Wall
4th Level Shapechange
Aura of Life Storm of Vengeance
Conjure Woodland Beings True Polymorph
Dominate Beast Wish
Find Greater Steed XGE
Freedom of Movement
Giant Insect
Grasping Vine 0-Level (Cantrip)
Guardian of Nature XGE Blade Ward
Ice Storm Green Flame Blade SCAG
Locate Creature Guidance
Polymorph Light
Storm Sphere XGE Mending
Message
5th Level Resistance
Animate Objects Sacred Flame
Antilife Shell Spare the Dying
Awaken Sword Burst SCAG
Commune with Nature Thaumaturgy
Control Winds XGE True Strike
Greater Restoration Word of Radiance XGE
Hallow
Insect Plague 1st Level
Mass Cure Wounds Absorb Elements XGE
Passwall Alarm
Raise Dead Bless
Reincarnate Ceremony XGE
Skill Empowerment XGE Color Spray
Swift Quiver Command
Tree Stride Cure Wounds
Wrath of Nature XGE Detect Evil and Good
Divine Favor
6th Level Faerie Fire
Conjure Fey Feather Fall
Create Homunculus XGE Find Familiar
Druid Grove XGE Guiding Bolt
Eyebite Healing Word
Find the Path Heroism
Flesh to Stone Hunter’s Mark
Heal Mage Armor
Investiture of Wind XGE Plain Sight (NEW)
Planar Ally Protection from Evil and Good
Transport via Plants Purify Food and Drink
True Seeing Return Service (NEW)
Wall of Thorns Sanctuary
Searing Smite
7th Level Shield
Group Summons (NEW) Shield of Faith
Plane Shift Thunderous Smite
Prismatic Spray Wrathful Smite
Regenerate
Temple of the Gods XGE 2nd Level
Whirlwind XGE Aid
Branding Smite
8th Level Calm Emotions
Animal Shapes Cordon of Arrows
Control Weather Enhance Ability
( 155 )
Find Steed Holy Weapon XGE
Gentle Repose Mass Cure Wounds
Hold Person Skill Empowerment XGE
Lesser Restoration Swift Quiver
Magic Weapon Wall of Light XGE
Moonbeam
Prayer of Healing 6th Level
Protection from Poison Blade Barrier
Silence Create Homunculus XGE
Spiritual Weapon Forbiddance
Warding Bond Globe of Invulnerability
Zone of Truth Guards and Wards
Heal
3rd Level Heroes’ Feast
Aura of Vitality Planar Ally
Beacon of Hope Primordial Ward XGE
Blinding Smite Sunbeam
Catnap XGE Wind Walk
Conjure Animals Word of Recall
Conjure Barrage
Crusader’s Mantle 7th Level
Daylight Conjure Celestial Crown of Stars XGE
Elemental Weapon Divine Word
Hypnotic Pattern Mordenkainen’s Sword
Intensify Weapons (NEW) Plane Shift
Interception (NEW) Prismatic Spray
Leomund’s Tiny Hut Resurrection
Life Transference XGE Sequester
Magic Circle Temple of the Gods XGE
Mass Healing Word
Protection from Energy 8th Level
Remove Curse Antipathy/Sympathy
Speak with Dead Control Weather
Spirit Guardians Holy Aura
Tiny Servant XGE Mighty Fortress XGE
Mind Blank
4th Level Sunburst
Aura of Life
Aura of Purity 9th Level
Banishment Gate
Death Ward Invulnerability XGE
Find Greater Steed XGE Power Word Heal
Guardian of Faith Prismatic Wall
Mordenkainen’s Faithful Hound Storm of Vengeance
Mordenkainen’s Private Sanctum True Resurrection
Otiluke’s Resilient Sphere Wish
Sickening Radiance XGE
Staggering Smite
Sudden Spectator (NEW)
5th Level
Animate Objects
Antilife Shell
Banishing Smite
Circle of Power
Conjure Volley
Dawn XGE
Destructive Wave
Dispel Evil and Good
Flame Strike
Greater Restoration
Hallow
Hold Monster
( 156 )
Guildmasters’ Guide To Ravnica
Simic Combine
(Green / Blue)
( 157 )
Spillover (NEW) 9th Level
Thunder Step XGE Gate
Tiny Servant XGE Mass Heal
Wind Wall Mass Polymorph XGE
Prismatic Wall
4th Level Shapechange
Aura of Life Storm of Vengeance
Conjure Woodland Beings True Polymorph
Dominate Beast Wish
Find Greater Steed XGE
Freedom of Movement
Giant Insect
Grasping Vine
0-Level (Cantrip)
Guardian of Nature XGE
Friends
Ice Storm
Frostbite
Locate Creature
Mage Hand
Polymorph
Message
Storm Sphere XGE
Minor Illusion
Prestidigitation
5th Level
Ray of Frost
Animate Objects
Shape Water XGE
Antilife Shell
Vicious Mockery
Awaken
Commune with Nature
1st Level
Control Winds XGE
Alarm
Greater Restoration
Bane
Hallow
Charm Person
Insect Plague
Chromatic Orb
Mass Cure Wounds
Command
Passwall
Comprehend Languages
Raise Dead
Detect Magic
Reincarnate
Disguise Self
Skill Empowerment XGE
Find Familiar
Swift Quiver
Fog Cloud
Tree Stride
Hunter’s Mark
Wrath of Nature XGE
Identify
Illusory Script
6th Level
Magic Missile
Conjure Fey
Silent Image
Create Homunculus XGE
Sleep
Druid Grove XGE
Unseen Servant
Eyebite
Zephyr Strike XGE
Find the Path
Flesh to Stone
2nd Level
Heal
Alter Self
Investiture of Wind XGE
Arcane Lock
Planar Ally
Augury
Transport via Plants
Blur
True Seeing
Calm Emotions
Wall of Thorns
Detect Thoughts
Enhance Ability
7th Level
Enlarge/Reduce
Group Summons (NEW)
Find Steed
Plane Shift
Invisibility
Prismatic Spray
Knock
Regenerate
Levitate
Temple of the Gods XGE
Locate Object
Whirlwind XGE
Magic Mouth
Magical Probe (NEW)
8th Level
Mind Spike XGE
Animal Shapes
Mirror Image
Control Weather
Missed (NEW)
( 158 )
Misty Step Scrying
Nystul’s Magic Aura Seeming
Rope Trick Skill Empowerment XGE
Skywrite XGE Steel Wind Strike XGE
Synaptic Static XGE
3rd Level Telekinesis
Blink Teleportation Circle
Clairvoyance Wall of Force
Conjure Animals
Counterspell 6th Level
Elemental Weapon Arcane Gate
Encapsulated (NEW) Conjure Fey
Fly Contingency
Gaseous Form Drawmij’s Instant Summons
Foiled Vision (NEW) Eyebite
In Your Head (NEW) Investiture of Wind XGE
Major Image Planar Ally
Nondetection Programmed Illusion
Sending Scatter XGE
Tidal Wave XGE Wall of Ice
Tiny Servant XGE Wind Walk
Tongues
Wall of Water XGE 7th Level
Water Breathing Etherealness
Water Walk Forcecage
Mirage Arcane
4th Level Plane Shift
Arcane Eye Prismatic Spray
Charm Monster XGE Project Image
Conjure Minor Elementals Simulacrum
Conjure Woodland Beings Symbol
Control Water Teleport
Dimension Door
Divination 8th Level
Dominate Beast Antimagic Field
Elemental Bane XGE Dominate Monster
Fabricate Feeblemind
Find Greater Steed XGE Illusory Dragon XGE
Fire Shield Maze
Four-Warned (NEW) Telepathy
Greater Invisibility Tsunami
Hallucinatory Terrain
Polymorph 9th Level
Watery Sphere XGE Foresight
Gate
5th Level Mass Polymorph XGE
Animate Objects Prismatic Wall
Bigby’s Hand Psychic Scream XGE
Commune Time Stop
Cone of Cold Wish
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Far Step XGE
Geas
Hallow
Legend Lore
Maelstrom XGE
Mindblown (NEW)
Mislead
Rary’s Telepathic Bond
( 159 )
If you like our work above, please consider taking a
look at any of the following:
( 160 )
Biographies
Ken Carcas Luke Monroe
Ken joined the guild from almost the day it Luke Monroe has been a successful
started, believing it to be the best thing for contributor to the DM’s Guild for over a
D&D since the 3.5 edition OGL. year, with lauded titles such as Lost Tomes
and the Silver Medal award adventure,
Downloading little bits and pieces as he saw Magnum Opus. He was an instructor for the
fit, Ken began to notice the somewhat poor fall 2018 RPG Writer’s Workshop hosted by
quality in spelling, grammar, and Ashley Warren. Luke was also a contributor
punctuation. Ken started messaging writers to some of the guilds most successful titles,
with their mistakes, with several telling him including Monsters of the Guild and
‘where to go’ in a not so kind way. Jeff C Halaster’s Horde. His 2018 Free RPG Day
Stevens followed closely by, yes, M.T. release, The Power of Heavy Metal,
Black, were the first writers to take his introduced the power of Rock and Roll to
comments with any form of respect. This the Forgotten Realms.
started Ken editing and proofreading on the
guild for many of the major contributors you Known for his off-kilter humor and distinctive
may already know. style, Luke continues to salt his products
with a dash of irreverent fun in an otherwise
You could say Ken was probably the guilds fantastic world.
first original editor and proofreader 😊
Although Ken has collaborated with others, … and to the reader who has read all
this is his first dive into the world of writing the way through to the end, We, the
where his name appears first on the cover. Authors of this mammoth effort would
He’s now looking forward to his next like to say Thank You for taking a leap
endeavour.
of faith and purchasing this publication.