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Published by Gabriel Eduardo, 2018-12-28 00:20:03

D&D Xanathar's Guide to Everything

Xanathar's Guide to Everything

SPELL DESCRIPTIONS if the beast's Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the

ABI-DALZIM'S HORRID WILTING beast can understand your telepathic messages to it,
and it can telepathically communicate simple emotions
8th-level necromancy a nd concepts back to you. While the link is active, the

Casting Time: 1 action beast gains advantage on attack rolls against a ny crea-

Range: 150 feet ture within 5 feet of you that you can see.

Components: V, S, M (a bit of sponge)

Duration: Instantaneous BONES OF THE EARTH

You draw the moisture from every creature in a 30-foot 6th-level transmutation
cube centered on a point you choose within range. Each
creature in that a rea must make a Constitution saving Casting Time: 1 action
throw. Constructs a nd undead a ren't affected, and plants Range: 120 feet
and water elementa ls make this saving throw with dis- Components: V, S
Duration: Instantaneous

advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of s tone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within ra nge. Each pilla r
is a cylinder that has a diameter of 5 feet a nd a he ight of
Nonmagical plants in the a rea that are n't creatures, up to 30 feet. The ground where a pillar a ppears must
s uch as trees and shrubs, wither a nd die instantly.

ABSORB ELEMENTS be wide enough for its diameter, a nd you can target the
ground under a creature if that cr eature is Medium or
1st-level abjuration smalle r. Each pillar has AC 5 a nd 30 hit points. When

Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble,

acid, cold, fire, lig htning, or thunder damage which creates an a rea of difficult terrain with a 10-
foot radius that lasts until the rubble is cleared. Each
list.Range: Self 5-foot-diameter portion of the a rea requires at least 1
riaComponents: S minute to clear by ha nd.
AeDuration: 1 round
PDFThe spell captures some of the incoming energy, less- If a pillar is created under a creature , that creature
nuening its effect on you a nd storing it for your next melee must s ucceed on a Dexterity saving throw or be lifted by
ebeattack. You have resistance to the triggering damage the pillar. A creature can choose to fail the save.
of Dtype until the s tart of your next turn. Also, the first time
ionyou hit with a melee attack on your next turn, the target If a pillar is prevented fro m reaching its full height
erstakes an extra ld6 da mage of the triggering type, a nd because of a ceiling or other obstacle, a creature on the
o vthe spell ends . pillar takes 6d6 bludgeoning damage a nd is restrained,
emAtHigher Levels. When you cast this spell using a pinched between the pillar a nd the obstacle. The re-
a ds pell slot of 2nd level or higher, the extra damage in- stra ined creature can use an action to make a Strength
ingcreases by ld6 for each s lot level above 1st. or Dexterity check (the creature's choice) agai nst the
ified usAGANAZZAR1S SCORCHER spell's save DC. On a success, the creature is no lo n-
od2nd-level evocation ger restrained and must either move off the pillar or
en mCasting Time: 1 action fa ll off it.
beRange: 30 feet
hasComponents: V, S, M (a red dragon's scale) At Higher Levels. When you cast this spell using a
DFDuration: Instanta neous s pell s lot of 7th level or higher, you can create two addi-
his PA line of roaring flame 30 feet lo ng and 5 feet wide ema- tional pillars for each s lot level above 6th.
Tna tes from you in a direction you choose. Each creature
CATAPULT

1st-level transmutation

Casting Time: 1 action
Range: 60 feet

in the line must make a Dexterity saving throw. A crea- Components: S

ture takes 3d8 fire damage on a failed save, o r ha lf as Duration: Instantaneous

much damage o n a s uccessful one. Choose one object weighing 1 to 5 pounds within range

At Higher Levels. When you cast this spell us ing a that is n't being worn or carried. T he object flies in a

spell slot of 3rd level or higher, the damage increases by straight line up to 90 feet io a direction you choose

ld8 for each slot level above 2nd. before falling to the ground, stopping early if it impacts

B EAST BOND against a solid surface. If the object would strike a crea-
ture, that creature must make a Dexterity saving throw.
1st-level divination On a fa iled save, the object strikes the target a nd stops
moving. When the object strikes something, the object
Casting Time: 1 action and what it s trikes each take 3d8 bludgeoning damage.
Range: Touch
Components: V, S , M (a bit of fur wrapped in a cloth) AtHigher Levels. When you cast this s pe ll using a
Duration: Concentration, up to 10 minutes spell s lot of 2 nd level o r higher, the maximum weight of

You establis h a telepathic link with one beast you touch objects that you can target w ith this spell increases by 5

that is frie ndly to you or charmed by you. The spell fa ils pounds, and the damage incr eases by ld8, for each s lot

level a bove 1st.

C HAPTER 3 f SPELLS

CATNAP hours, whenever the target makes a saving throw, it can
roll a d4 and add the number rolled to the save. A crea-
3rd-level enchantment ture can benefit from this rite only once.

Casting Time: 1 action Funeral Rite. You touch one corpse, a nd for the next
Range: 30 feet 7 days, the target can't become undead by any means
Components: S , M (a pinch of sand) s hort of a wis h s pell.
Duration: 10 minutes
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they a re within 30
fall unconscio us for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a ta rget early if it takes damage or s omeone uses a n aga in only if w idowed.
action to s ha ke o r s lap it awake. Jf a target rema ins un-
conscious for the ful l duration , that ta rget gains the ben- CHAOS BOLT
efit of a short rest, and it can't be affected by this spell
again until it finis hes a long rest. Ist-level evocation

At Higher Levels. When you cast this s pell using a Casting Time: 1 action
spell s lot of 4th level or higher, you can target one addi- Range: 120 feet
tiona l willing creature for each s lot level above 3 rd. Components: V, S
Duration: Ins tanta neous

CAUSE FEAR You hurl a n undulating, wa rbling mass of chaotic energy

1st-level necrom ancy at one creature in range. Make a ranged spell attack

Casting Time: 1 action agai nst the target. On a hit, the target takes 2d8 + ld6
Range: 60 feet damage. Choose one of the d8s. The numbe r rolled
Components: V on that die determines the attack's damage type, as
Duration: Concentration, up to 1 minu te s hown below.

rialist.You awaken the sense of morta lity io one creature you d8 Damage Type
ecan see within ra nge. A construct or an undead is im-
F Amune to this effect. The target must s ucceed on a Wis- Acid
PDdom saving throw or become frightened ofyou until the
enuspell ends. The frighte ned target can repeat the saving 2 Cold
ebthrow at the end of each of its turns, ending the effect on 3 Fire
of Ditself on a s uccess. 4 Force
5 Lightning
ionAt Higher Levels. When you cast this spell using 6 Poison
ersa spell s lot of 2nd level or higher, you can target one 7 Psychic
o vadditional creature for each s lot level above 1st. The
demcreatures must be within 30 feet of each other when you 8 Thunder
atarget the m.
usingCEREMONY If you roll the same number on both d8s, the chaotic
ifiedl s t-/eve/ abjuration (ritual) energy leaps from the target to a different creature of
modCasting Time: 1 hour your choice within 30 feet of it. Make a new attack roll
enRange: Touch agains t the new target, and make a new damage roll,
beComponents: V, S , M (25 gp worth of powdered s ilver, which could cause the chaotic energy to leap aga in.

haswhich the s pell cons umes) A creature can be ta rgeted only once by each casting
DFDuration: Instanta neous of this spell.
his PYou perform a s pecia l religious ceremony that is infused
Twith magic. Whe n you cast the spell, choose one of the At Higher Levels. When you cast th is spell using
a spell s lot of 2nd level or higher, each target takes
ld6 extra da mage of the type rol led for each s lot level
above 1st.

following rites, the ta rget of which must be within 10 CHARM MONSTER
feet of you throughout the casting.
4th-level enchantm ent
Atonement. You touch one willing creature whose

alignment has cha nged, and you make a DC 20 Wisdom Casting Time: 1 action

(Insight) check. On a s uccessful check, you restore the Range: 30 feet

target to its original a lignment. Components: V, S

Bless Water. You touch one vial of wate r a nd cause it Duration: 1 hour

to become holy water. You attempt to cha rm a creature you can see within
Coming ofAge. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
so with adva ntage if you or your companions are fight-
young adult. For the next 24 hours, whenever the ta rget ing it. If it fails the saving throw, it is charmed by you
makes a n ability check, it can roll a d4 and add the num- unti l the s pell ends or until you or your compan ions do
ber rolled to the ability check. A creature can benefit anything harmful to it. The charmed creature is friendly
from this rite only once. to you. When the spell ends, the creature k nows it was
charmed by you.
Dedication. You touch one huma noid who wis hes
to be dedicated to your god's service. For the next 24

....

At Higher Levels . When you cas t this spell us ing Updraft. You cause a s us tained updraft w ithin the

a s pe ll s lot of 5t h level or higher, you ca n target o ne cube, rising upwa rd from the cube's bottom s ide. Crea-

additiona l creat ure for each slot level above 4th. The tures that e nd a fall within the cube take only half da m-

creatures mus t be within 30 feet of each other whe n you age from the fall . When a creature in the cube makes a

ta rget them. vertical jump, t he creature can jump up to 10 feet highe r

than normal.

CO NTROL F LAMES

Trans mutation cantrip CREAT E B O NFIRE

Casting Time: 1 action Conjuration cantrip

Range: 60 feet Casting Time: 1 action

Components: S Range: 60 feet

Duration: Ins tanta neous or 1 hour (see below) Components: V, S

You choose a nonmagical fla me that you can see within Duration: Concentra tion , up to 1 minute

range a nd tha t fits within a 5 -foot cube. You a ffect it in You create a bo nfire on g round tha t yo u can see w ith in

one of the following ways: ra nge. Until the s pe ll ends, the magic bonfire fills a

• You ins tanta neous ly expand the fla me 5 feet in one 5 -foot cube. Aoy creature in the bo nfire's s pace whe n
direction, provided that wood or othe r fuel is present you cas t the s pell must s ucceed on a D exterity s aving
in the new location. throw or take ld8 fire d am age. A creature mus t a lso
ma ke the saving throw w hen it moves into t he bonfire's
• You ins tanta neous ly extinguish the fla mes s pace for the firs t time o n a turn or e nds its turn the re.
within the cube.
The bo nfire ignites fla mmable o bjects in its area t hat
• You double or ha lve the a rea of brig ht ligh t and dim a re n't being worn or carr ied.
light cast by the fla me, change its color, or both . The
cha nge lasts for 1 hour. The s pe ll's da mage increases by ld8 w hen you reach
5th level (2d8), 11th leve l (3d8), and 17th level (4d8).
t.• You cause s imple s ha pes-such as the vague form of a
rialiscreature, a n inanima te object, or a location- to appearC REATE HOMUNCULUS
ewithin the fl a mes a nd a nimate as you like. The s ha pes
F Alast for 1 hour. 6th-level trans mutation

u PDIfyou cast this s pe ll multiple times, you can have up to Casting Time: 1 hour
benthree non-ins tantaneous effects created by it active a t a Range: Touch
Detime, a nd you can dis miss s uch an effect as an action. Components: V, S , M (clay, ash, a nd m a ndrake root, all
ion ofC O NTROL W IN DS
vers5th-le vel trans mutation of which the spell cons umes, a nd a j ewel-encrus ted
moCasting Time: 1 actio n dagger wor th a t least 1,000 gp)
deRange: 300 feet Duration: Ins ta nta neous
ing aComponents: V, S
usDuration: Concentra tio n, up to 1 hour While s peaking a n intricate incantation, you cut your-
ifiedYou ta ke control of the a ir in a 100-foot cube that you self with a jewel-encrus ted dagger, ta king 2d4 piercing
odcan see within range. Choose one of the following e f- da mage that can't be reduced in a ny way. You t hen drip
n mfects whe n you cast the s pell. The e ffect lasts fo r the your blood on t he spell's othe r compo ne nts a nd touch
bees pell's duratio n, unless you use your action on a late r the m, transforming them into a special construct called
asturn to switch to a differe nt e ffect. Yo u can also use youra ho munculus.
F haction to tempora rily halt the effect or to resta rt one
PDyou've halted. T he s tatis tics of t he ho munc ulus a re in t he Mons ter
Manual. It is your fa ithful compa nion, a nd it dies if you
ThisGusts. A wind picks up within the cube, continu- die. Whenever you fini s h a lo ng rest, you can spend up
to ha lf your H it Dice if th e ho mu nculus is on t he same
pla oe of exis tence as you. When you do so, roll each
die a nd add your Constitution modifie r to it. Your hit
point max imum is reduced by the tota l, a nd the ho mun-

ally blowing in a horizonta l direction you designate. culus's hit point maximum a nd current hit points a re

You choose the inte ns ity o f the wind: calm, moderate, both increased by it. T his process can reduce you to no

o r s trong. If the w ind is moderate or s trong, ra nged lower than 1 hit point, a nd the change to your and the

weapo n attacks that ente r or leave the cube or pass homunculus's hit points ends when you finis h your nex t

thro ug h it have disadvantage on t he ir attack ro lls. ff long rest. The reductio n to you r hi t point max im um can't

the w ind is s trong, a ny creature moving agains t the be removed by any mea ns before t hen, except by the ho-

wind mus t s pe nd 1 ex tra foot of moveme nt for each muoculus's death.

foot moved. You can have only o ne ho munculus at a time. If

Downdraft. You cause a s us ta ined blast o f s trong you cast this s pell while your homunculus lives, the

wind to blow downwa rd from t he top of the cube. s pell fai ls .

Ra nged weapon attacks that pass thro ug h t he cube

or tha t are made agains t targets within it have dis ad- CROWN OF STA R S

vantage on the ir attack rolls . A creature mus t ma ke a 7th-level e vocation

Strength saving throw if it flies into the cube for the firs t Casting Time: 1 action
time on a turn o r s tarts its turn there flying. On a failed Range: Self
s ave, the creature is knocked prone .

CHAPTER 3 I SPELLS

rsion of Debenu PDF Aerialist.Components: V, S
veDuration: 1 hour
demoSeven star-like motes of light appea r a nd o rbit your
g ahead until the s pell ends. You can use a bonus action to
sinsend one of the motes streaking toward one creature
d uor obj ect within 120 feet of you. When you do so, make
ifiea ra nged s pell attack. On a hit, the ta rget takes 4dl2
modradia nt damage. Whether you hit or m iss, the mote is ex-
enpended. T he s pell ends early if you expend t he last mote.
beIfyou have fou r or more motes remaining, they s hed
hasbright light in a 30 -foot rad ius and dim lig ht for a n addi-
DFtional 3 0 feet. Ifyou have one to three motes rema ining,
is Pthey s hed dim light in a 30-foot radius.
ThAtHigher Levels. When you cast this s pell us ing a
OllNSE MACllBRE

s ter Manual), and it gains a bonus to its a ttack and dam-
age rolls eq ual to your spellcasting ability modifier.

You ca n use a bonus action to mentally command the
creatures you make with t his spell , issui ng the same
command to a ll of the m. To receive the command,
a creature must be within 60 feet of you. You decide
what action the creatures will ta ke a nd where they wiU
move durin g t hei r next turn, or you can issue a general
command , s uch as to guard a chambe r or passageway
aga ins t your foes. If you issue no commands, the crea-
tures d o nothing except defend t he mselves against
hostile creatures. Once g iven an orde r, the creatures
continue to follow it until the ir task is complete.

The creatu res a re unde r your control until the spell

s pell slot of 8th level or higher, the numbe r of motes c re- ends, after which t hey become inan imate once more.

ated inc reases by two for each s lot level above 7th. At Higher Levels. When you cast this spell using a

spell slotof 6th level or higher, you a nimate up to two

D ANSE MACABRE add itiona l corpses for each s lot level above 5th.

5th-level necromancy DAWN

Casting Time: 1 action 5th-level evocation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range : 60 feet
Components: V, S, M (a sunburst pe ndant worth a t
T hreads of dark power leap from your fingers to pierce
up to five Small or Medium corpses you can see within least 100 gp)
ra nge. Each corpse immedia tely s tands up and becomes Duration: Concentrat ion, up to 1 minute
undead. You decide whe ther it is a zombie or a s keleton
(the statis tics for zombies and s keletons are in the Mon- The Lig ht of dawn s hines down on a location you spec-
ify within ra nge. Until the spell e nds, a 30 -foot-rad ius,

CJlAPTER 3

40-foot-high cylinde r of bright light gli mmers there. This with grasping weeds a nd vines, as if they were affected
by a n entangle spell. To a creature immune to this effect,
light is s unUght. the weeds and vines feel soft and reshape themselves to
When the cylinder appea rs, each creature in it must
serve as temporary seats or beds.
make a Constitution saving throw, taking 4dl0 radiant Grove Guardians. You can animate up to fou r trees
damage o n a failed save, or half as much damage on a
successful one. A creature must a lso make this saving in the a rea, caus ing them to uproot themselves from
throw whenever it ends its turn in the cylinder. the g round. These trees have the same statistics as an
awa kened tree, which appears in the Monster Manual,
If you're within 60 feet of the cylinder, you can move it except they can't speak, and their bark is covered with
druidic symbols. If a ny creature not immune to this
up to 60 feet as a bonus actio n on your turn.

DRAGON'S BREATH e ffect enters the wa rded area, the g rove guardians fight

2nd-level transmutation unti l they have driven off or s la in the intruders. T he

Casting Time: 1 bonus action grove gua rdians also obey your spoken commands (no
acti on required by you) that you issue while in the area.
Range: Touch If you don't give them com ma nds and no intruders a re
Components: V, S, M (a hot pepper)
present, the grove gua rdia ns do nothing. The grove
Duration: Concentra tion, up to 1 minute guardians can't leave the warded a rea. When the spell

You touch one willing creature a nd imbue it with the ends, the magic a nimating them disappears, a nd the

power to s pew magical energy from its mouth, provided trees take root again if possible.

it has one. Choose acid, cold, fire, lig htning, or poison. Additional Spell Effect. You can place your choice

Until the spell ends, the creature can use an actio n to of one of the following magical effects within the

ex hale energy of the chosen type in a 15-foot cone. Each warded area:

creature in that a rea must make a Dexterity saving • A constant gust ofwind in two locations of your choice
• Spil<e growth in o ne location of your choice
t.throw, taking 3d6 damage of the chosen type on a fa iled • Wind wall in two locations of your choice
lissave, or half as much damage on a s uccessful one.
To a creature immune to this effect, the winds are a
eriaAt Higher Levels. When you cast this spell us ing a fragrant, gentle breeze, a nd the a rea of spil<e growth
F Aspell s lot of 3 rd level or higher, the damage increases by is harmless.
PDl d6 for each s lot level above 2nd.
benuDRUID GROVE DUST DEVIL
f De6th-level abjuration
ion oCasting Time: 10 minutes 2nd-level conjuration
ersRange: Touch
o vComponents: V, S, M (mistletoe, which the spell con- Casting Time: 1 action
Range: 60 feet
demsumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust)
athe light of a full moon) Duration: Concentration, up to 1 minute
singDuration: 24 hours
ified uYou invoke the spirits of nature to protect a n a rea out-Choose an unoccupied 5-foot cube of air that you can
oddoors or unde rground. The area can be as small as a see within range. An elemental force that resembles
m30-foot cube or as la rge as a 90-foot cube. Bui ldings a nd a dus t devil appears in the cube and lasts fo r the
eenother structures are excluded from the affected area. If spell's duration.
s byou cast this spell in the same area every day for a yea r,
F hathe spell las ts until dispelled. Any creature that ends its turn within 5 feet of the
PDThe spell creates the following e ffects within the area. dust devil must make a Strength saving throw. On a
hisWhen you cast th is spell, you can s pecify creatures as fai led save, the creature takes l d8 bludgeoning damage
Tfriends who are immune to the effects. You can also and is pus hed 10 feet away from the dust devil. On a suc-
cessful s ave, the creature ta kes ha lf as much damage
and is n't pushed.

s pecify a password that, when s poken a loud, makes the As a bonus action, you can move the dust devil up to

s peaker immune to these effects. 30 feet in any direction. If the dust devil moves over

T he entire warded area radiates magic. A dispel magic sand, dust, loose dirt, or light g ravel, it s ucks up the ma-

cast on the area, if s uccessful , removes only one of the teria l a nd forms a 10-foot-radius cloud of debris around

following effects, not the entire area. That spell's caster itself that lasts unti l the start of you r next turn. The

chooses which effect to end. Only when a ll its e ffects are cloud heavily obscures its area.

gone is this s pell dis pelled. At Higher Levels. When you cast this spell using a

Solid Fog. You can fill any number of 5-foot squares spell s lot of 3rd level or higher, the damage increases by

on the g round with thick fog, making the m heavily ob- ld8 for each s lot level above 2nd.

scured. T he fog reaches 10 feet high. In addition, every

foot of move ment through the fog costs 2 extra feet. To a EARTHBIND

creature immune to this effect, the fog obscures nothing 2nd-level transmutation

and looks like soft mis t, with motes of green light float- Casting Time: 1 action

ing in the air. Range: 300 feet
Grasping Undergrowth. You can fill any number of Components: V
Duration: Concentration, up to 1 minute
5-foot squares on the ground that a ren't filled with fog

CHAPTER 3 I SPELLS

-

Choose one creature you can see within range . Yellow Whenever the affected creature chooses another

strips of magical energy loop around the creature. The creature as a target, it must choose the target at random

target must succeed on a Strength saving throw, or its from among the cr eatures it can see within ra nge of the

flying speed (if any) is reduced to 0 feet for the s pell's du- attack, spell, or other abi lity it's using. lf a n enemy pro-

ration. An airborne creature affected by this s pell safely vokes an opportunity attack from the affected creature,

descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.

or the spell ends.

ENERVATION

EARTH 'TREMOR 5th-level necromancy

1s t-level evocation Casting Time: 1 action

Casting Time: 1 action Range: 60 feet

Range: 10 feet Components: V, S

Components: V, S Duration: Concentration, up to 1 m inute

Duration: Ins tanta neous A tendril of inky darkness reaches out from you, touch-

You cause a tre mor in the ground within range. Each ing a creature you can see within ra nge to drain life

creature other tha n you in that a rea must ma ke a Dex- from it. The target mus t ma ke a Dexterity saving throw.

terity saving throw. On a fa iled save, a creature takes On a s uccessful save, the target ta kes 2d8 necrotic dam-

ld6 bludgeonin g da mage a nd is knocked prone. If the age, a nd the spell ends . On a failed save, the target takes

ground in that ar ea is loose earth or stone, it becomes 4d8 necrotic damage, a nd until the spell ends, you can

difficult terrain unti l cleared, with each 5-foot-diameter use your action on each of your turns to automatically

po rtion requiring at least 1 minute to clear by ha nd. deal 4d8 necrotic damage to the target. The spell ends

At Higher Levels. When you cast this s pell us ing a if you use you r action to do anything else, if the ta rget is

s pell slot of 2nd level o r highe r, the da mage increases by ever outside the s pell's ra nge, or if the target has total
cover from you.
list.ld6 for each slot level above 1s t.
AeriaELEMENTAL BA NE Whenever the spell deals damage to a target, you re-
DF4th -level transmutation gain hit points equal to ha lf the amount of necrotic dam-
nu PCasting Time: 1 action age the target takes.
beRange: 90 feet
f DeComponents: V, S At Higher Levels. Whe n you cast this s pell us ing a
n oDuration: Concentration, up to 1 m inute s pell s lot of 6th level or highe r, the dam age increases by
ersioChoose o ne creature you can see w ithin range, a nd ld8 for each slot level above 5th .
o vchoose one of the following damage types: acid, cold,
emfire, lightning, or thunder. The target must s ucceed on a ERUPTING EARTH
a dConstitution saving throw or be affected by the spell for
singits duration. The first time each turn the affected target 3rd-level transmutation
d utakes da mage of the chosen type, the target takes an ex-
ifietra 2d6 damage of that type. Moreover, the ta rget loses Casting Time: 1 action
oda ny resistance to that damage type until the spell ends. Range: 120 feet
en mAtHigher Levels. When you cast this spell using Components: V, S, M (a piece of obsidian)
bea s pe ll s lot of 5th level or higher, you can target one Duration: Instanta neous
hasadditional creature for each s lot level above 4th. The
Fcreatures must be within 30 feet of each other when you Choose a point you can see on the ground within ra nge.
This PDtarget them. A fo unta in of churned earth and stone erupts in a 20-
foot cube centered on that point. Each cr eature in that
area must make a Dexterity saving throw. A creature
takes 3d12 bludgeoning da mage on a fa iled save, or
ha lf as much damage on a s uccessfu l one. Additionally,
the ground in that a rea becomes difficult terrain until
clear ed. Each 5 -foot-square po rtion of the a rea requires

ENEMIES ABOUND at least 1 minute to clear by hand .

3rd-le vel enchantment At Higher Levels. When you cast this s pell using a

Casting Time: 1 action spell s lot of 4th level or higher, the da mage increases by

Range: 120 feet ld12 for each slot level above 3rd.

Components: V, S FAR STE P
Duration: Concentration, up to 1 minute
Stli-level conjuration
You reach into the mind of one creature you can s ee a nd
force it to make an Intelligence saving throw. A creature Casting Time: 1 bonus action
automatically succeeds if it is im mune to being fright- Range: Self
ened. On a failed save, the ta rget loses the abi lity to dis- Components: V
tinguish friend from foe, regarding all creatures it can Duration: Concentration, up to 1 minute

see as enemies until the spell ends. Each time the ta rget You tele port up to 60 feet to an unoccupied space you

takes damage, it can repeat the saving throw, endi ng the can see. On each of your turns before the spell ends, you

effect on itself on a s uccess. can use a bonus action to teleport in this way again.

ion of Debenu PDF Aerialist.F IND G RE AT ER STEED
ers4th-level conjuration
o vCasting Time: 10 minutes
demRange: 30 feet
g aComponents: V, S
sinDuration: Instanta neous
ified uYou s ummon a s pirit that assumes the form of a loyal,
odmajestic mo unt. Appearing in a n unoccupied s pace
n mwithin ra nge, the s pirit ta kes on a form you choose: a
beegriffon, a pegas us, a pe ryton , a dire wolf, a rhinoceros,
asor a sabe r-toothed tiger. The creature has the statistics
F hprovided in the M on ster Manual for the chosen form ,
PDthough it is a celestia l, a fey, or a fiend (your choice)
hisinstead of its norma l creature type. Additionally, if it
Tbas an Intellige nce score of 5 or lower, its Intelligence
F1NO GREATER STEED

FLAME ARROWS

3rd-level transmutation

Casting Time: 1 actio n
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a quiver contai ning arrows o r bolts. W he n a
ta rget is hit by a ra nged weapon attack using a piece of
ammunitio n drawn from the quiver, the target takes a n
extra ld6 fi re damage. The spell's magic e nds on a piece
of a mmunition when it hits or misses, a nd the spell ends
w he n twelve pieces of a mmu nition have bee n drawn
fro m the quiver.

At Higher Levels. W hen yo u cast this spell us ing a
s pell s lot of 4th level o r hig her, the number of pieces of

becomes 6, a nd it gains the ability to unders ta nd one ammunitio n you can a ffect with this spell increases by

la ng uage of your cho ice that you speak. two for each s lot level above 3rd.

You control the mount in combat. W hile the mount is FROSTBITE
within 1 mile of you, you can communicate with it tele-
pa thically. While mounted o n it, you can make a ny s pell Evocation cantrip

you cast that ta rgets o nly you also target the mount. Casting Time: 1 action

T he mount disappea rs temporarily w hen it d rops to 0 Range: 60 feet

hit points or w he n you d is miss it as a n action. Casting Components: V, S

this s pell aga in re-summons the bonded mount, with a ll Duration: Instantaneous

its hit po ints restored and a ny conditio ns removed. You cause nu mbing frost to for m on one creature that
You can't have more tha n one mount bonded by this you can see within range. The target must ma ke a
Cons titution saving th row. On a fa iled save, the target
s pell o r find steed at the same time. As a n action, you takes ld6 cold damage, a nd it has disadvantage on the
can release a mount fro m its bond, caus ing it to d isap- next wea pon attack roll it ma kes before the end of its

pear perma nently. next turn.

Whenever the mount disappears , it leaves behind a ny
objects it was wearing or carrying.

CHAPTER 3 I S PELLS

The spell's damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-

5th level (2d6), 11th level (3d6), and 17th level (4d6). pare nt beas t or fey (your choice).

Until the spell ends, whenever you or a creature you

GUARDIAN OF NATURE can see moves into the s pirit's space for the firs t time on
a turn or starts its turn there, you can cause the s pirit
4th-level transmutation

Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re-
Range: S elf quired). The spirit ca n't heal constructs or undead.
Components: V
Duration: Concentration, up to 1 minute As a bonus action on your turn, you can move the
s pirit up to 30 feet to a space you can see.
A nature spirit answers your call a nd transforms you
into a powerful guardian. The transformation lasts until At Higher Levels. Whe n you cast this spell using a
the spell ends. You choose one of the following forms to s pell slot of 3rd level or higher, the healing inc reases by
1d6 for each slot level a bove 2nd.

assume: Primal Beast or Great Tree. HOLY WEAPON

Primal Beast. Bestial fur covers your body, your 5th-level evocation

facial features become feral, and you gain the follow- Casting Time: 1 bonus action
ing benefits: Range: Touch

Your walking s peed increases by 10 feet. Components: V, S

You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour

You ma ke Strength-based attack rolls with advantage. You imbue a weapon you touch with holy power. Until
• Your melee weapon attacks deal an extra 1d6 force the spell ends, the weapon emits bright light in a 30-
foot radius and dim light for an additional 30 feet. In
damage on a hit.

Great Tree. Your skin appears barky, leaves sprout addition, weapon attacks made with it deal an extra 2d8
radia nt damage on a hit. If the weapon isn't already a
t.from your hair, and you gain the following benefits: magic weapon, it becomes one for the duration.
rialis• You gain 10 te mporary hit points.
Ae• You make Constitution saving throws with advantage. As a bonus action on your turn, you can dis miss this
DF• You make D exterity- and Wisdom-based attack rolls spell and cause the w eapon to e mjt a burst of radiance.
Each creature of your choice that you can see within 30
u Pwith advantage. feet of you must make a Constitution saving throw. On a
ben• While you are on the ground, the ground within 15 failed save, a creature takes 4d8 radiant d a mage, and it
is blinded for 1 minute. On a successful save, a creature
Defeet of you is difficult terra in for your enemies. takes half as much damage and isn't blinded. At the
ion ofGUST e nd of each of its turns, a blinded creature can make a
ersTransmutation cantrip Constitution saving throw, e nding the effect on itself on
mo vCasting Time: 1 action a s uccess.
deRange: 30 feet
g aComponents: V, S I CE KNIFE
usinDuration: Instantaneous
ifiedYou seize the air a nd compel it to create one of the fol-1st-level conjuration
odlowing effects at a point you can see within range:
en m• One Medium or s maller creature that you choose Casting Time: 1 action
Range: 60 feet
bemust succeed on a Strength saving throw or be Components: S, M (a drop of water or a piece of ice)
haspushed up to 5 feet away from you. Duration: Instantaneous
DF• You create a s mall blas t of air capable of moving one
is Pobject that is neither held nor carried and that weighs You create a shard of ice a nd fling it at one c reature
Thno more than 5 pounds. The object is pushed up to 10 within range. Ma ke a ranged spell attack against the tar-
get. On a hit, the targe t takes 1d10 pierci ng damage. Hit
feet away from you. It isn't pushed w ith e nough force or miss, the s hard then explodes. The targe t a nd each

to cause damage. creature within 5 feet of it must succeed on a Dexterity
• You create a harm less sensory effect us ing air, such as
saving throw or take 2d6 cold damage.
causing leaves to rustle, wind to s lam shutters closed, AtHigher Levels. Whe n you cast this spell using a
or your clothing to ripple in a breeze.
spell slot of 2nd level or higher, the cold d amage in-
creases by 1d6 for each s lot level above 1s t.

HEALING SPIRIT ILLUSORY DRAGON

2nd-level conjuration 8th-level illusion

Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The By gathering threads of s hadow mate rial from the Shad-
intangible spirit appears in a space that is a 5-foot cube owfell, you create a Huge shadowy dragon in an unoc-

CHAPTER 3 I SPELLS

cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc-

lasts for the spell's duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the

When the illusion appears, any ofyour enemies that spell ends.

can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com-

become frightened of it for 1 minute. If a frightened crea- panions. Ro ll initiative for the devi l, which has its own

ture ends its turn in a location where it doesn't have line tu rns. It is under the Dungeon Master's control and acts

of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might

ending the effect on itself on a success. resu lt in its attacki ng you if it thinks it can prevail, or

As a bonus action on your turn, you can move the illu- trying to tempt you to undertake an evil act in exchange

sion up to 60 feet. At any point during its movement, you for limited service. The DM has the creature's statistics.

can cause it to ex hale a blast of energy in a 60-foot cone On each ofyour turns, you can try to iss ue a verbal

originating from its space. When you create the dragon, command to the devil (no action required by you). It

choose a damage type: acid, cold, fire, lig htning, ne- obeys the command if the likely outcome is in accor-

crotic, or poison. Each creature in the cone must make dance with its desires, especially if the resu lt would

an Intelligence saving throw, taking 7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-

chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check

damage on a successful one. contested by its Wisdom (Insight) check. You make the

The illus ion is tangible because of the shadow stuff check with advantage if you say the devil's true name.

used to create it, but attacks miss it automatically, it s uc- If your check fails, the devil becomes immune to your

ceeds on a ll saving throws, and it is immune to a ll dam- verbal comma nds for the duration of the spell , though it

age and conditions. A creature that uses an action to can still carry o ut your commands if it chooses. If your
examine the dragon can determine that it is an illusion check succeeds, the devil carries out your command-

t.by succeeding on an Intelligence (Jnvestigation) check such as "attack my e nemies," "explore the room ahead,"
lisagainst your spell save DC. If a creature disce rns the or "bear this message to the queen"- until it completes
eriaillusion for what it is, the creatu re can see through it andthe activity, at which point it returns to you to report hav-
F Ahas advantage on saving throws against its breath. ing done so.
nu PDIMMOLATION
ebe5th-level evocation If your concentration ends before the spell reaches its
of DCasting Time: 1 action full duration, the devil doesn't disappear if it has become
ionRange: 90 feet immune to your verbal commands. Instead, it acts in
ersComponents: V whatever manner it chooses for 3d6 minutes, and then it
o vDuration: Concentration, up to 1 minute disappears.
demFlames wreathe one creature you can see within range.
g aThe target must make a Dexterity saving throw. It takes If you possess an individual devil's talisman, you can
usin8d6 fire damage on a failed save, or ha lf as much dam- summon that devil if it is of the appropriate challenge
ifiedage on a successful one. On a failed save, the ta rget rating plus 1, and it obeys all your commands, with no
dalso burns for the spell's duration. The burning target Charisma checks required.
mosheds bright light in a 30-foot radius and dim light for
eenan additional 30 feet. At the end of each of its turns, the At Higher Levels. When you cast this spell using a
s btarget repeats the saving throw. It takes 4d6 fire damage spell slot of 6th level or higher, the challenge rating in-
haon a failed save, and the spell ends on a successful one. creases by 1 for each slot level above 5th.
PDFT hese magical fla mes can't be extinguished by nonmag-
hisical means. INFESTATION

TIf damage from this spell kills a target, the target is Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: Y, S, M (a living flea)
Duration: Instantaneous

turned to ash. You cause a cloud of mites, fleas, and other parasites to

appear momentarily on one creature you can see within

INFERNAL CALLING range. The target must succeed on a Constitution saving

5th-level conjuration throw, or it takes ld6 poison damage and moves 5 feet

Casting Time: 1 minute in a random direction if it can move a nd its speed is at
Range: 90 feet least 5 feet. Roll a d4 for the direction: 1, north; 2, south;
Components: V, S, M (a ruby worth at least 999 gp) 3, east; or 4, west. Th is movement doesn't provoke op-
Duration: Concentration, up to 1 hour portunity attacks, and if the direction rolled is blocked,

Uttering a dark incantation, you summon a devil from the target doesn't move.
the Nine Hells. You choose the devil's type, which must The spell's damage increases by ld6 when you reach
be one of challenge rating 6 or lower, such as a barbed
5th level (2d6), 11th level (3d6), and 17th level (4d6).

CHAPTER 3 I SPELLS

Debenu PDF Aerialist.INF ERNAL C ALLIN G
ersion ofI NVESTITURE OF FLAME
o v6th-level transmutation
demCasting Time: 1 action
g aRange: Self
usinComponents: V, S
ifiedDuration: Concentratio n, up to 10 minutes
odF lames race across your body, s hedding bright ligh t in
n ma 30 -foot radius a nd d im light for a n additional 30 feet
beefo r the spell's du ration. T he flames don't harm you. Until
ast he spell e nds, you gain t he following benefits:
DF h• You ar e immune to fire da mage a nd have resistance to

is Pcold da mage.
Th• Any creature that moves w ithin 5 feet of you fo r the
Until the s pell e nds, ice ri mes you r body, a nd you gain
the following be nefits:

• You are immune to cold da mage a nd have resistan ce
to fi re da mage.

• You can move across d iffic ult terrai n c reated by ice or
s now wi thout s p e nding extra moveme nt.

• Th e gro und in a 10-foot radius a round you is icy a nd
is diffic ult terra in fo r c reatu res oth e r tha n you. The
radius moves with you.

• You can use your action to c reate a 15-foot cone of
freezing w ind extendin g from your outs tretched ha nd
in a di rection you ch oose. Each creature in the cone
must ma ke a Constitution saving t hrow. A creature
takes 4 d6 cold damage on a failed save, or half as

firs t time on a turn or e n ds its turn t he re takes l d lO m uch da mage on a s uccessful one. A creature tha t

fire damage. fa ils its save agains t th is effect has its s peed halved

You ca n use your acti on to create a li ne of fire 15 feet until the start of your next turn.

long a n d 5 feet w ide exte ndi ng from you in a d irec-

tio n you choose. Each c reatu re in the line must ma ke INVESTITURE OF STONE

a D exterity saving throw. A creature takes 4 d8 fi re 6th-level transmutation

da mage on a failed save, o r ha lf as much d a mage o n a Casting Time: 1 action
s uccessfu l one. Range: Self

INVEST ITURE OF ICE Components: V, S
Duration: Concentration, up to 10 minutes
6th-level transmutation

Casting Time: 1 action Until t he s pell e nds, bits of rock spread across your
Range: Self body, a nd you gain the following ben efits:

Components: V, S • You have resistance to bludgeoning, pier cing, a nd

Duration: Concentration, up to 10 min utes slashing damage from nonmagical attacks .

CHAPTER 3 I SPELLS

• You can use your action to create a small earthqua ke MADDENING D ARKNESS

on the g round in a 15-foot radius centered on you. 8th-level evocation

Other creatures on that ground must succeed on a Casting Time: 1 action
Dexterity saving throw o r be k nocked prone. Range: 150 feet
• You can move across difficult terrai n made of ear th Components: V, M (a drop of pitch mixed with a drop
o r stone witho ut spend ing extra movement. You can
move th roug h solid ear th or s to ne as if it was a ir of mercury)
a nd without destabilizing it, but you can't end your Duration: Concentration, up to 10 minutes
movement the re. Ifyou do so, you are ejected to the
nearest unoccupied space, this s pell ends, a nd you are Magical da rkness spreads from a point you choose
s tunned until the end ofyour next turn. with in range to fi ll a 6 0-foot-radius sphere until the spell
ends. The darkness spreads arou nd corners. A creature
with darkvis ion can't see through this darkness. Non-

I NVESTIT URE OF WIND magical light, as well as light c reated by spells of 8th

6th-level transmutation level or lower, can't illuminate the area.

Casting Time: 1 action Shrieks, gibbering, a nd mad laughter can be heard
Range: Self within the sphere. Whenever a creature starts its turn in
Components: V, S the s phere, it must make a Wisdom saving throw, taking
Duration: Concentration, up to 10 minutes 8 d8 psychic damage on a fa iled save, or ha lf as much

U ntil the spell ends, w ind w hirls a rou nd you, and you damage on a successful one.

gain the following benefits: MAELSTROM

• Ra nged weapon attacks made against you have disad- 5th-level evocation

va ntage on the attack ro ll. Casting Time: 1 action

t.• You gain a flying s peed of 60 feet. If you a re still flyingRange: 120 feet
liswhen the s pell ends, you fa ll, unless you can somehow Components: V, S, M (paper or leaf in the shape
eriaprevent it.
of a fu nnel)
F A• You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute
PDswirling wind centered on a point you can see withi n
nu60 feet of you. Each creature in that area mus t ma ke A sw irling mass of 5-foot-deep water appears in a 30-
ebea Constitution saving th row. A creature takes 2d10 foot radius centered on a point you can see within range.
of Dbludgeoning damage o n a failed save, or half as much The point must be on the ground or in a body of water.
ionda mage on a successful one. If a Large or smaller Until the spell ends, that a rea is difficult terrain, a nd
erscreature fa ils the save, that creature is a lso pushed up a ny creature that starts its turn there must succeed on a
o vto 10 feet away fro m the center of the cube. Strength saving throw or ta ke 6d6 bludgeoning damage
and be pulled 10 feet toward the center.
a demI NVU LNE RABILITY
ing9th-level abjuration MAGIC S TONE
d usCasting Time: 1 action
ifieRange: Self Transmutation cantrip
modComponents: V, S , M (a s ma ll piece of ada ma ntine
Casting Time: 1 bonus action
enwor th a t least 500 gp, w hich the s pell cons umes) Range: To uch
beDuration: Concentration, up to 10 mi nutes Components: V, S
F hasYou a re immune to all da mage until the spell e nds. Duration: 1 minute
is PDLIFE TRAN SFE RE N CE
Th3rd-level necromancy You touch one to three pebbles and imbue them with
magic. You or someone else can make a ra nged spell
Casting Time: 1 action attack w ith one of the pebbles by throw ing it or hurli ng
it with a sling. lf thrown, a pebble has a range of 60 feet.
If someone else attacks with a pebble, that attacker adds

your spellcasting ability modifier, not the attacker 's, to

Range: 30 feet the attack roll. O n a hit, the ta rget takes bludgeoning

Components: V, S da mage equal to ld6 +your spellcasti ng ability modifier.

Duration: Ins ta nta neous Whether the attack hits or misses, the spell then ends

Yo u sacrifice some of your health to mend another crea- on the stone.
ture's inj uries. You take 4d8 necrotic da mage, a nd one If you cast th is spell again, the spell ends o n any peb-
creature of your choice that you can see within ra nge re-
bles still affected by your previous casting.

ga ins a nu mber of hit points equa l to twice the necrotic MASS POLYMORPH

damage you take. 9th-level transmutation
At Higher Levels. When you cast this spell us ing a

s pell s lot of 4th level or hig her, the da mage increases by Casting Time: 1 actio n

l d8 for each s lot level above 3 rd. Range: 120 feet

Components: V, S , M (a caterpillar cocoon)

Duration: Concentration, up to 1 hour

CHAPTER 3 f SPELLS

You transform up to ten creatures of your choice that Components: V, S, M (niter, s ulfur, a nd pine tar for med

you can see within range. An unwilling target must suc- into a bead)

ceed on a Wisdom saving throw to resist the tra nsforma- Duration: Concentration, up to 10 m inutes

tion. An unwilling shapechanger automatically succeeds You create s ix tiny meteors in your space. They float
on the save. in the air and orbit you for the spell's duration. When
you cast the s pell- and as a bonus actio n o n each of
Each ta rget assumes a beast form of your choice, a nd your turns thereafter- you can expend one or two of
you can choose the same form or different ones fo r each the meteors, sending them streaking toward a point or
target. The new form can be any beast you have seen points you choose within 120 feet of you. Once a me-
whose challenge rating is equal to or less than the tar- teor reaches its destination or impacts agai nst a solid
get's (or half the target's level, if the target doesn't have a su r face, the meteor explodes. Each creature within 5
challenge rating). T he target's game statistics, including feet of the point whe re the meteor explodes must make
mental ability scores, are replaced by the statistics of a Dexterity saving throw. A creature takes 2d6 fire
the chosen beast, but the target retains its hit points , damage on a fai led save, or ha lf as much damage o n a
alignment, a nd personality. successful one.

Each target gai ns a number of temporary hit poi nts At Higher Levels. When you cast this spell using a
equa l to the hit points of its new fo rm. These temporary spell s lot of 4th level or higher, the number of meteors
hit points can't be replaced by temporary bit points from created increases by two for each s lot level above 3rd.
another sou rce. A target reverts to its normal form whe n
it bas no mo re temporary hit points or it dies. If the spell

ends before then, the creature loses all its temporary hi t MENTAL PRISON

points a nd reverts to its norma l form. 6 th-level illusion

T he creature is limited in the actions it can perform by Casting Time: 1 action
the nature of its new form. It can't speak , cast spells, or Range: 60 feet
do a nythin g else that requires hands or speech. Components: S
Duration: Concentration, up to 1 minute
t.The target's gear melds into the new form. T he target
rialiscan't activate, use, wield, o r otherwise benefit from a nyYou attempt to bind a creature within an illusory cell
Aeof its equipment. that only it perceives. One creature you can see w ithin
PDFMAXIMILIAN'S EARTHEN GRASP range must make a n Intelligence saving th row. The
enu2nd-level transmutation target succeeds autom atically if it is immune to being
DebCasting Time: 1 action charmed. On a s uccessful save, the target takes SdlO
ofRange: 30 feet psychic damage, and the spell ends. On a fai led save,
rsionComponents: V, S, M (a miniature hand sculpted the target takes SdlO psychic damage, and you make
the area immediately around the target's space appear
vefrom clay) dangerous to it in some way. You mig ht cause the ta rget
moDuration: Concentration, up to 1 minute to perceive itself as being s urrounded by fire, floating
a deYou choose a 5-foot-square unoccupied space on the razors, or hideous maws filled with dripping teeth.
ingground that you can see within ra nge. A Medium ha nd Whatever form the illusion takes, the target can't see or
usmade from compacted soil rises there a nd reaches for hear anything beyond it and is restrained for the spell's
ifiedone creature you can see within 5 feet of it. The target duration. If the target is moved out of the illusion, makes
odmust make a Strength saving throw. On a fai led save, a melee attack through it, o r reaches a ny part of its body
n mthe target takes 2d6 bludgeoning damage and is re- through it, the target takes lOdlO psychic damage, and
eestrained for the s pell's duration. the s pell ends.

as bAs an action, you can cause the hand to crus h the MIGHTY FORTRESS
F hrestrained target, which must make a Strength saving
PDthrow. The ta rget ta kes 2d6 bludgeoning damage on a 8th-level conjuration
hisfailed save, or ha lf as much damage o n a s uccessful one.
Casting Time: 1 minute
TTo break out, the restrained target can use its action Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp,
to make a Strength check agains t your s pell save DC.
On a s uccess, the target escapes a nd is no longer re- which the spell consumes)
strained by the hand. Duration: Instanta neous

As an action, you can cause the ha nd to reach for a

different creature or to move to a different unoccupied A fortress of s tone erupts from a square area of ground

s pace within ra nge. The hand releases a restrained tar- of you r choice that you can see within range. The a rea is

get ifyou do either. 120 feet on each side, and it must not have a ny buildings

MELF 1S MINUTE METEORS o r other structures on it. Any creatu res in the a rea a re
harmlessly lifted up as the fo rtress rises.

3rd-level evocation The fortress has four turrets with square bases, each

Casting Time: 1 action one 20 feet on a s ide and 30 feet tall, with one turret on
Range: Self each corner. The turrets ar e connected to each other by
s tone walls that a re each 80 feet long, creating an en-

CHAPTER 3 ) SPELLS

...

ion of Debclosed a rea. Each wall is 1 foot thick and is composed of enu PDF Aerialist.MIGHTY F O RTRESS
erspanels that are 10 feet wide and 20 feet tall. Each panel
o vis contiguous with two other panels or one othe r panel into the ground, leaving a ny creatures that were ins ide it
ema nd a turret. You can place up to four s tone doors in the sa fely on the g round.
a dfortress's outer wall.
Casting this spell on the same spot once every 7 days
ingA s mall keep s ta nds ins ide the enclosed area. The fo r a year makes the fortress permanent.
d uskeep has a square base that is 50 feet on each s ide, and
ifieit has three floors with 10-foot-high ceilings. Each of the MIND SPIKE
odfloors can be divided into as many rooms as you like,
n mprovided each room is at least 5 feet on each s ide. The 2nd-level divination
beefloors of the keep are connected by stone staircases, its
aswalls a re 6 inches thick, a nd interior rooms can have Casting Time: 1 actio n
F hstone doors or open archways as you choose. The keep Range: 60 feet
PDis furnished a nd decorated however you like, and it con- Components: S
histains s ufficient food to serve a nine-course ba nquet for Duration: Concentration, up to 1 hour
Tup to 100 people each day. Furnishings, food, a nd other
You reach into the mind of one creature you can see
within range. The target must m a ke a Wisdom s aving
throw, ta king 3d8 psychic damage on a fa iled save, or
ha lf as much da mage o n a s uccessful one. On a failed

objects created by this spell crumble to dust if removed save, you a lso always know the target's location unti l the

from the fortress. spell ends, but only w hile the two of you are o n the same

A staff of one hundred invisible servants obeys any plane of existence. While you have this knowledge, the

command given to them by creatures you designate target can't become hidden from you, a nd if it's invisible,

when you cast the s pell. Each servant functions as if cre- it gains no benefit from th at condition against you.

ated by the unseen servant s pell. At Higher Levels. When you cast this s pell using a

The walls, turrets, and keep are all made of stone s pell s lot of 3rd leve l or highe r, the damage increases by

that can be da maged. Each 10-foot-by-10-foot section of ld6 for each s lot level above 2nd.

stone has AC 15 a nd 30 hit points per inch of thickness. MOLD EARTH
It is immune to poison a nd psychic damage. Reducing
a section of stone to 0 hit points destroys it and might Transmutation cantrip
cause connected sections to buckle and collapse at the
DM's discretion . Casting Time: 1 action
Range: 30 feet

After 7 days or when you cast this s pell somewhere Components: S
else, the fortress ha rm lessly crumbles a nd s inks back Duration: Instanta neous or 1 hour (see below)

You c hoose a portion of dirt or stone that you can see PRIMAL SAVAGERY
within range a nd that fits within a 5-foot cube. You ma-
njpulate it in one of the following ways: Transmutation cantrip

Casting Time: 1 action

• If you ta rget an area of loose ear t h, you can instan- Range: Self
taneously excavate it, move it along the ground, a nd Components: S

deposit it up to 5 feet away. Trus movement doesn't Duration: Instantaneous

involve enough force to cause damage. You channel primal magic to cause your teeth or fin-
• You cause s hapes, colors, or both to appear on the dirt gernails to s harpen, ready to deliver a corrosive attack.
Make a melee spell attack against one c reature within 5
or stone, spelling out words, creating images, or s hap- feet of you. On a hit, the target takes ldlO acid damage.
ing patterns . The c hanges last for 1 hour. After you make the attack, your teeth or fingernails re-
• If the dirt or stone you target is on the grou nd, you turn to normal.
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is The spell's damage increases by ldlO whe n you reach
already difficu lt terrain . This change lasts fo r 1 hour. 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).

If you cast this spell multiple times, you can have no PRIMORDIAL WARD
more than two of its non-instanta neous effects active at
a time, and you can dismiss s uch an effect as an action. 6th-level abjuration

NEGATIVE ENERGY FLOOD Casting Time: 1 action
Range: Self
5th-level necromancy Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 action

Range: 6 0 feet You have resistance to acid, cold, fire, lightning, and

Components: V, M (a broken bone a nd a square of thunder d a mage for the spell's duration.
When you take damage of one of those types, you can
list.black s ilk)
riaDuration: Instantaneous use your reaction to gain immunity to that type of dam-
AeYou send ribbons of negative energy at one creature you age, including against the triggering damage. Ifyou do
PDFcan see within range. Unless the target is undead, it so, the resistances end, and you have the immuruty until
numus t make a Constitution saving throw, taking Sd12 ne- the end of you r next turn, at which time the spell e nds.
becrotic damage on a failed save, or half as much damage
f Deon a successful one. A target killed by this damage rises PSYCHIC SCREAM
n oup as a zombie at the start of your next turn. T he zombie
rsiopursues whatever creature it can see that is closest to it. 9th-level enchantment
veStatistics for the zombie are in the Monster Manual.
Casting Time: 1 action
moIf you target an undead with th is spell, th e target Range: 90 feet
a dedoesn't make a saving throw. Instead, roll Sdl2. The tar- Components: S
ingget gains half t he total as temporary hit points. Duration: Instantaneous
ified usPOWER WORD PAIN
d7th-level enchantment You unleash the power of your mind to blast the intellect
n moCasting Time: 1 action of up to ten creatures of you r choice that you can see
beeRange: 60 feet within range. Creatures that have a n Intelligence score
asComponents: V of 2 or lower are unaffected.
F hDuration: Instantaneous
is PDYou speak a word of power that causes waves of intense Each target must mak e an Intelligence saving throw.
Thpain to assail one creature you can see within range. On a failed save, a target takes 14d6 psychic damage
a nd is stunned. On a successful save, a target takes half
as much d a mage and isn't stunned. If a target is killed
by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving

If the target has 100 hit points or fewer, it is subject throw at the end of each of its turns. On a successful

to c rippling pain. Otherwise, the spell has no effect save, the stunn ing effect e nds.

on it. A target is also unaffected if it is immune to be- PYROTECHNICS
ing charmed.
2nd-level transmutation
While the target is affected by crippling pain, any

speed it has can be no higher tha n 10 feet. The target Casting Time: 1 action
also has disadvantage on attack rolls, ability checks, a nd Range: 6 0 feet
saving throws, other than Constitution savi ng throws. Components: V, S
Finally, if the target tries to cast a spell, it must first suc- Duration: Instantaneous
ceed on a Constitution saving throw, or the casting fails
a nd the spell is wasted. Choose an area of nonmagical fla me that you can see
and that fits w ithin a 5-foot cube within ra nge. You can
A target suffering this pain can make a Constitution extinguis h the fire in that ar ea, and you create either
saving throw at the e nd of each of its turns. On a s uc- fireworks or smoke when you do so.
cessful save, the pain ends.
Fireworks. T he ta rget explodes with a dazzling dis-

play of colors. Each creature within 10 feet of the target

CHAPTER 3 I SPELLS

...

properties (r ange 20/6 0). In addition, w hen you use the
sword to attack a target that is in dim light or da rkness,
you ma ke the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear
in your band.

At Higher Levels. When you cast this spell using a
3rd- or 4th-level spell s lot, the damage increases to 3d8.
When you cast it using a 5th- or 6th-level spell s lot, the
damage incr eases to 4d8. When you cast it using a spell
s lo t of 7th level or hig her, the damage increases to 5d8.

SHADOW OF MOIL

4th-level necromancy

Casting Time: 1 action

Range: Self

/ Components: V, S, M (an undead eyeball encased in a
gem worth at least 150 gp)
Duration: Concentration, up to 1 minute

Flame-like s hadows wreathe your body until the s pell
ends, caus ing you to become heavily obscured to others.
/ Debenu PDF Aerialist.must s ucceed on a Constitution saving throw or become
n ofblinded until the end of your next turn. The s hadows turn dim light within 10 feet of you into
rsioSmoke. Thick black s moke s preads o ut from the tar- da rkness, and bright lig ht in the same a rea to dim light.
veget in a 20-foot radfos, moving around corners. The area
moof the smoke is heavily o bscured. The smoke persists for Until the s pell ends, you have resistance to radiant
de1 minute or until a strong wind disperses it. damage. In addition, whenever a creature within 10 feet
sing aSCATTER of you hits you with an attack, the s hadows lash out at
ified u6th-level conjuration that creature, dealing it 2d8 necrotic damage.
odCasting Time: 1 action
n mRange: 30 feet SHAPE WATER
eeComponents: V
as bDuration: Instantan eous Transmutation cantrip
DF hThe air quivers around up to five creatures of your
is Pchoice that you can see within range. An unwilling crea- Casting Time: 1 action
Thture must s ucceed on a Wisdom saving throw to resist Range: 3 0 feet
Components: S
Duration: Instanta neous or 1 hour (see below)

You choose an a rea of water that you can see within
ra nge a nd that fits within a 5-foot cube. You ma nipulate
it in one of the following ways:

• You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any di-
rection. This movement doesn't have enough force to
cause damage.

• You cause the water to form into simple s hapes
a nd ani mate at your direction. This cha nge lasts
for 1 hour.

this spell. You teleport each affected target to an unoccu- • You change the water's color or opacity. T he water

pied space that you can see within 120 feet of you. That mus t be changed in the same way throughout. This

space must be on the ground or on a floor. change lasts for 1 hour.

• You freeze the water, provided that there are no crea-

SHADOW BLA DE tures in it. T he water unfreezes in 1 hour.

2nd-level illusion Ifyou cast this spell multiple ti mes, you can have no

Casting Time: 1 bonus action mor e than two of its non-ins tanta neous effects active at

Range: Self a time, a nd you can dismiss such a n effect as a n action.

Components: V, S

Duration: Concentration, up to 1 minute SICKENING RADIANCE

You weave togethe r threads of s hadow to create a sword 4th-level evocation
of solidified gloom in your ha nd. This magic sword lasts Casting Time: 1 action

until the spell ends. I t counts as a simple me lee weapon Range: 120 feet

with which you a re proficient. It deals 2d8 psychic Components: V, S

dam age on a hit and bas the finesse, light, a nd thrown Duration: Concentration, up to 10 minutes

Dim, greenish light spreads withfo a 30-foot-radius A restrained creature can make a Dexterity saving
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some-
one else who can reach it can use an action to make an
spell ends. Intelligence (Arcana) check against your spell save DC.
When a creature moves into the spell's area for the On a success, the restrained effect ends.

first time on a turn or starts its turn there, that creature After the trap is triggered, the spell ends when no
must succeed on a Constitution saving throw or take
4d10 radiant damage, and it s uffers one level of exhaus- creature is restrained by it.

tion and emits a dim, greenish light in a 5-foot radius. SNILLOC'S SNOWBALL SWARM
This light makes it impossible for the creature to benefit
from being invisible. The light and any levels of exhaus- 2nd-level evocation

tion caused by this spell go away when the spell ends. Casting Time: 1 action

SKILL EMPOWERMENT Range: 90 feet
Components: V, S, M (a piece of ice or a small white
5th-level transmutation
rock chip)

Casting Time: 1 action Duration: instantaneous

Range: Touch A flurry of magic snowballs erupts from a point you
Components: V, S choose within range. Each creature in a 5-foot-radius
Duration: Concentration, up to 1 hour sphere centered on that point m ust make a Dexterity

Your magic deepens a creature's understanding of its saving throw. A creature takes 3d6 cold damage on a

own talent. You touch one willing creature a nd give it fai led save, or half as much damage on a s uccessful one.

expertise in one skill of your choice; until the spell ends, At Higher Levels. When you cast this spell using a

the creature doubles its proficiency bonus for abi lity spell s lot of 3rd level or higher, the damage increases by
ld6 for each slot level above 2nd.
t.checks it makes that use the chosen skill.
rialisYou must choose a skill in which the target is profi- SOUL CAGE

Aecient and that isn't a lready benefiting from an effect, 6th-level necromancy
Fs uch as Expertise, that doubles its proficiency bonus.
nu PDSKYWRITE Casting Time: 1 reaction, which you take when a hu-
ebe2nd-level transmutation (ritual) manoid you can see within 60 feet of you dies
of DCasting Time: 1 action
rsionRange: Sight Range: 60 feet
veComponents: V, S Components: V, S, M (a tiny silver cage worth 100 gp)
oDuration: Concentration, up to 1 hour Duration: 8 hours
a demYou cause up to ten words to form in a part of the sky
ingyou can see. The words appear to be made of cloud and This spell snatches the soul of a humanoid as it dies and
usremain in place for the spell's duration. The words dis- traps it inside the tiny cage you use for the material com-
ifiedsipate when the spell ends. A strong wind can disperse ponent. A stolen soul remains inside the cage until the
odthe clouds and end the spell early. spell ends or until you destroy the cage, which ends the
een mSNARE spell. While you have a soul inside the cage, you can ex-
s b1st-level abjuration ploit it in any of t he ways described below. You can use a
F haCasting Time: 1 minute trapped soul up to six times. Once you exploit a soul for
PDRange: Touch the sixth time, it is released, and the spell ends. While
hisComponents: S, M (25 feet of rope, which the a soul is trapped, the dead humanoid it came from can't
be revived.
Tspell consumes)
Steal Life. You can use a bonus action to d rain vigor
from the soul and regain 2d8 hit points.

Query Soul. You ask t he soul a question (no action re-
quired) and receive a brieftelepathic answer, which you

Duration: 8 hours can understand regardless of the language used. The
soul knows only what it knew in life, but it must answer
As you cast this spell, you use the rope to create a circle
you truthfully and to the best of its ability. The answer is
with a 5-foot radius on the grou nd or the floor. When
you finish casting, the rope disappears and the circle no more than a sentence or two and might be cryptic.
Borrow Experience. You can use a bonus action to
becomes a magic trap.
bolster yourself with the soul's life experience, making
This trap is nearly invisible, requiring a successful
Intelligence (Investigation) check against your spell save your next attack roll, ability check, or saving throw with
advantage. 1f you don't use this benefit before the start of
DC to be discerned.
The trap triggers when a Small, Medium, or Large your next turn, it is lost.
Eyes ofthe Dead. You can use an action to name a
creature moves onto the ground or t he floor in the
place the humanoid saw in life, which creates an invis-
spell's radius. That creature must succeed on a Dex-
ible sensor somewhere in that place if it is on the plane
terity saving throw or be magically hoisted into the air,
of existence you're currently on. The sensor remains for
leaving it hanging upside down 3 feet above the ground
as long as you concentrate, up to 10 minutes (as if you
or the floor. The creature is restrained there until the
were concentrating on a spell). You receive visual and
spell ends.

CHAPTER 3 I SPELLS

ersion of Debenu PDF Aerialist.auditory information from the sensor as if you were in
o vits space using your senses.

demA creature that can see the sensor (such as one using
g asee invisibility or truesight) sees a translucent image of
sinthe tormented humanoid whose soul you caged.
ified uSTEEL WIND STRIKE
od5th-level conjuration
en mCasting Time: 1 action
s beRange: 30 feet
haComponents: S, M (a melee weapon worth at least 1 sp)
DFDuration: Insta ntaneous
This PYou flourish the weapon used in the cas ting and then
vanis h to strike like the wind. Choose up to five crea- S T ORM S P H ER E

The sphere remains for the spell's duration. Each crea-
ture in the sphere when it appea rs or that ends its turn
there must succeed on a Strength saving throw or take
2d6 bludgeoning damage. The sphere's space is diffi-
cult terrain.

Until the spell ends, you can use a bonus action on
each of your turns to cause a bolt of lig htning to leap
from the center of the sphere toward one creature you
choose withi n 60 feet of the center. Make a ranged spell
attack. You have advantage on the attack roll if the target
is in the sphere. On a hit, the target takes 4d6 light-
ning damage.

Creatures withi n 30 feet of the sphere have disadva n-
tage on Wis dom (Perception) checks made to listen.

tures you can see within ra nge. Make a melee spell At Higher Levels. W hen you cast this spell using a

attack against each target. On a hit, a target takes 6d10 spell s lot of 5th level or higher, the damage for each of

force damage. its effects increases by ld6 for each s lot level above 4th.

You can then teleport to an unoccupied space you can SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed.
4th-level conjuration

STORM SPHERE Casting Time: 1 action
Range : 60 feet
4th-level evocation Components: V, S, M (a vial of blood from a humanoid

Casting Time: 1 action ki lled within the past 24 hours)
Range : 150 feet Duration: Concentration, up to 1 hour
Components: V, S
Duration: Concentration, up to 1 minute You utter foul words, s ummoning one demon from the
chaos of the Abyss. You choose the demon's type, wh ich
A 20-foot-radius sphere of wh irling air springs into ex- must be one of challenge rating 5 or lower, s uch as a
istence, center ed on a point you choose within range. shadow demon or a barlgura. The demon appears in

an unoccupied space you can see within range, and the anyone withi n it. Using the material component in this

demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.

the spell ends. At Higher Levels. When you cast this spell using a

Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many

When you summon it and on each of your turns thereaf- demons. If you cast it using a spell slot of 8th or 9th

ter, you can issue a verbal command to it (requfring no level, you summon three times as many demons.

action on your part), telling it what it must do on its next SYNAPTIC STATIC
turn. If you issue no command, it spends its turn attack-
ing any creature within reach that has attacked it. 5th-level enchantment

At the end of each of the demon's turns, it makes a Casting Time: 1 action

Charisma saving throw. The demon has disadvantage Range: 120 feet

on this saving throw if you say its true name. On a failed Components: V, S

save, the demon continues to obey you. On a success- Duration: Instanta neous

ful save, your control of the demon ends for the rest of You choose a point within range and cause psychic en-
the duration, and the demon spends its turns pursuing ergy to explode there. Each creature in a 20-foot-radius
and attacking the nearest non-demons to the best of its sphere centered on that point must make an Intelligence
ability. If you stop concentrating on the spell before it saving throw. A creature wiili an Intelligence score of
reaches its full duration, an uncontrolled demon doesn't 2 or lower can't be affected by this spell. A target takes
disappear for ld6 rounds if it still has hit points. 8d6 psychic damage on a failed save, or ha lf as much
damage on a successful one.
As part of casting the spell, you can form a circle
on the ground with the blood used as a material com- After a fai led save, a target has muddled thoughts for
ponent. The circle is large enough to encompass your 1 minute. During that time, it rolls a d6 and s ubtracts
space. While the spell lasts, the s ummoned demon can't the number rolled from all its attack rolls and ability
cross the circle or harm it, and it can't target anyone checks, as well as its Constitu tion saving throws to
maintain concentration. The target can make an Intelli-
list.within it. Using the materia l component in this manner gence saving throw at the end of each of its turns, end-
riaconsumes it when the spell ends. ing the effect on itself on a success.

AeAt Higher Levels. When you cast this spell using a TEMPLE OF THE GODS
DFspell s lot of 5th level or higher, the challenge rating in-
u Pcreases by 1 for each slot level above 4th. 7th-level conjuration
DebenSUMMON LESSER DEMONS
of3rd-level conjuration Casting Time: 1 hour
rsionCasting Time: 1 action Range: 120 feet
veRange: 60 feet Components: V, S, M (a holy symbol worth at least 5 gp)
moComponents: V, S , M (a vial of blood from a humanoid Duration: 24 hours

a dekilled within the past 24 hours) You cause a temple to shimmer into existence on ground
ingDuration: Concentration, up to 1 hour you can see within range. The temple must fit within an
d usYou utter foul words, s ummoning demons from the unoccupied cube of space, up to 120 feet on each side.
ifiechaos of the Abyss. Roll on the following table to deter- The temple remains until the spell ends. It is dedicated
odmine what appears. to whatever god, pantheon, or philosophy is represented
by the holy symbol used in the casting.
een md6 Demons Summoned
as b1-2 Two demons ofchallenge rating 1 or lower You make all decisions about the temple's appear-
F h3-4 Four demons of challenge rating 1/2 or lower ance. The interior is enclosed by a floor, walls, and a
This PD5-6 Eight demons ofchallenge rating 1/4 or lower roof, with one door granting access to the interior and
as many windows as you wish. Only you a nd any crea-
tures you designate when you cast the spell can open or
close the door.

The DM chooses the demons, such as manes or The temple's interior is an open space with a n idol

dretches, a nd you choose the unoccupied spaces you or a lta r at one end. You decide whether the temple is
can see within range where they appear. A summoned illuminated and whether that illumination is bright light

demon disappears when it drops to 0 hit points or when or dim light. The smell of burning incense fills the air
the spell ends. within, and the temperature is mild.

The demons are hostile to all creatures, including you. The temple opposes types of creatures you choose
Roll initiative for the s ummoned demons as a group, when you cast this spell. Choose one or more of the fol-
which has its own turns. The demons pursue and attack lowing: celestials, elementals, fey, fiends, or undead. If a
the nearest non-demons to the best of their abi li ty. creature of the chosen type attempts to enter the temple,
that creature must make a Charisma saving throw. On
As part of casting the spell, you can form a circle

on the ground with the blood used as a material com- a failed save, it can't enter the temple for 24 hours. Even

ponent. The circle is large enough to encompass your if the creature can enter the temple, the m agic there
space. While U1e spell lasts, the summoned demons hinders it; whenever it makes an attack roll, an ability
can't cross the circle or harm it, and they can't target check, or a saving throw inside ilie temple, it must roll a

d4 and subtract the number rolled from the d20 roll.

CHAPTER 3 I SPELLS

In addition, the sensor s created by divination spells THUNDER STEP

can't appear ins ide the temple, and creatures within 3rd-level conjuration

can't be targeted by divination spells. Casting Time: 1 action
Finally, whenever any creature in the temple regains Range: 90 feet
Components: V
hit points from a spell of 1st level or higher, the creature Duration: Instantaneous
regains add itional hit points equal to your Wisdom mod-
ifier (minimum 1 hit point).

The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can

extends into the Ethereal Plane, thus blocking ethereal see within range. Immediately after you disappear, a

travel in to the temple's interior. Nothing can physically thunderous boom sounds, and each creature within 10

pass through the temple's exterior. It can't be dispelled feet of the space you left must make a Constitution sav-

by dispel magic, and antimagic field has no effect on it. A ing throw, taking 3dl0 thunder damage on a failed save,

disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun-

Casting this spell on the same spot every day for a der can be heard from up to 300 feet away.

year makes this effect permanent. You can bring along objects as long as their weight

doesn't exceed what you can carry. You can also tele-

TENSER'S TRANSFORMATION port one willing creature of your size or smaller who is

6th-level transmutation carrying gear up to its carrying capacity. The creature

Casting Time: 1 action must be within 5 feet of you when you cast this spell,

Range: Self and there must be an unoccupied space within 5 feet of

Components: V, S, M (a few hairs from a bull) your destination space for the creature to appear in; oth-

Duration: Concentration, up to 10 minutes erwise, the creature is left behind.

At Higher Levels- When you cast this spell using a
You endow yourself with endurance and martial prow-
spell s lot of 4th level or higher, the damage increases by
t.ess fueled by magic. Until the spell ends , you can't cast ldlO fo r each s lot level above 3rd.
rialisspells, and you gain the following benefits:
Ae• You gain 50 temporary hit points. If a ny of these re- 1)DAL WAVE

DFmain when the spell ends, they are lost. 3rd-level conjuration
nu P• You have advantage on attack rolls that you make with
Casting Time: 1 action
bes imple and martial weapons. Range: 120 feet
f De• When you hit a target with a weapon attack, that tar- Components: V, S, M (a drop of water)
Duration: Instantaneous
n oget takes an extra 2dl2 force damage.
rsio• You have proficiency with all a rmor, s hields, simple You conjure up a wave of water that crashes down on an
a rea within range. The area can be up to 30 feet long,
veweapons, and martia l weapons. up to 10 feet wide, and up to 10 feet tall. Each creature
mo• You have proficiency in Strength and Constitution sav- in that area must make a Dexterity saving throw. On a
failed save, a creature takes 4d8 bludgeoning damage
a deing throws. and is knocked prone. On a successful save, a creature
ing• You can attack twice, instead of once, when you take takes half as much damage and isn't knocked prone.
The water then spreads out across the ground in all
usthe Attack action on your turn. You ignore this benefit directions, extinguishing unprotected flames in its area
ifiedifyou already have a feature, like Extra Attack, that and within 30 feet of it, and then it vanishes.
odgives you extra attacks.
en mImmediately after the spell ends, you must succeed on TINY SERVANT
bea DC 15 Constitution saving throw or suffer one level of
hasexha ustion. 3rd-level transmutation
PDFTHUNDERCLAP
ThisEvocation cantrip Casting Time: 1 minute

Casting Time: 1 action Range: Touch

Range: 5 feet Components: V, S

Components: S Duration: 8 hours

Duration: Instantaneous You touch one Tiny, nonmagical object that isn't at-

You create a burst of thunderous sound that can be tached to another object or a s urface a nd isn't being

heard up to 100 feet away. Each creature within range, carried by another creature. The target a nimates and

other than you, must succeed on a Constitution saving sprouts little arms and legs, becoming a creature under

throw or take ld6 thunder damage. your control until the spell ends or the creature drops to

The spell's damage increases by ld6 when you reach 0 hit points. See the stat block for its statistics.

5th level (2d6), 11th level (3d6), and 17th level (4d6). As a bonus action, you can mentally command the

creature if it is within 120 feet of you. (If you control

multiple creatures with this spell, you can command any

or a ll of them at the same time, issuing the same com-

CHAPTER 3 I SPELLS

TOLL THE DEA D

Necromancy can trip

Casting Time: l action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range,
and the sound of a dolorous bell fills the a ir around it
for a moment. The targe t must s ucceed on a Wisdom
saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
crotic da mage.

The spell's damage increases by one die when you
reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4d12).

TRANSM UTE ROCK

5th-level transmutation

Casting Time: 1 action

Range: 120 feet
Components: V, S , M (clay a nd wate r)
Duration: Until dispelled

Aerialist.TINY SERVANT You c hoose an a rea of s tone or mud that you can see
DFTiny construct, unaligned that fits within a 4 0 -foot c ube and is within range, and
benu PArmor Class 15 (natural armo r)
DeHit Points 10 (4d4) choose one of the following effects.
ofSpeed 30 ft., climb 30 ft. Transmute Rock to Mud. Nonmagical rock of any
ersionSTR
o v4 (-3) sort in the a rea becomes a n equal volume of thick, flow-
DEX CON INT WIS CHA
16 (+3) 10 (+O) 2 (- 4) 10 (+O) l (-5) ing mud that remains for the s p ell's duration.
a demDamage Immunities poison, psychic The ground in the spell's a rea becomes muddy e nough
ingCondition Immunities blinded, cha rmed, deafened, exhaustion,
that creatures can s ink into it. Each foot that a c reature
usfrightened, paralyzed, petrified, poisoned moves through the mud costs 4 feet of movement, and
ifiedSenses blindsight 60 ft. (blind beyond this radius), passive any c reature on the ground w he n you cast the spell must
make a Strength saving throw. A creature mus t a lso
dPerception 10 make the saving throw when it moves into the area for
moLanguages- the first time on a turn or e nds its turn there. On a failed
beenA CTIONS save, a creature s inks into the mud and is restrained,
hasSlam. Melee Weapo n Attack: +5 to hit, reach 5 ft., one target. though it can use a n action to e nd the restrained condi-
DFHit: 5 (ld4 + 3) bludgeoning damage. tion on itself by pulling itself free of the mud.
This Pmand to each one.) You decide what action the creature
Ifyou cast the s pell on a ceiling, the mud falls. Any
will take and where it w ill move during its next turn, or
creature under the mud whe n it falls must ma ke a Dex-
you can issue a s imple, gene ra l command, s uch as to terity savi ng throw. A c reature takes 4d8 bludgeoning
fetch a key, s ta nd watch, or s tack some books. Ifyou is-
sue no commands, the servant does nothing other than damage on a failed save, or ha lf as much damage o n a
defend itself agains t hostile creatures. Once given an
order, the servant continues to follow that orde r unti l its successful one.
Transmute Mud to Rock. Nonmagical mud or quick-
task is complete.
When the creature drops to 0 hit points, it reverts to sa nd in the area no more than 10 fee t deep tra nsforms
into soft s tone for the spell's duration. Any c reature in
the mud when it transforms mus t make a Dexterity sav-
ing throw. bn a s uccessful save, a creature is s hunted
safely to the s urface in an unoccup ied s pace. On a failed
save, a creature becomes restrai ned by the rock. A re-
strained creature, or a nother c reature within reach, can
use a n action to try to break the rock by s ucceeding on
a DC 20 S trength check or by dealing da mage to it. The

rock h as AC 15 and 25 hit points, and it is immune to

its original form, a nd any re m aining damage carries poison and psychic damage.

over to that form.

At Higher Levels. When you cast this s pell us ing a

spell s lot of 4 th level or hig her, you can animate two ad-

ditional objects for each s lot level above 3 rd.

CHAPTER 3 I SPELLS

VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it

4th-level evocation vanishes when the spell ends. It blocks line of sight but

Casting Time: 1 action not movement. A creature is blinded while in the wall's
Range: 150 feet space and must spend 3 feet of movem ent for every 1
Components: V, S , M (a drop of giant s lug bile) foot it moves there.

Duration: Ins tantaneous WALL OF WATER

You point at a location within range, and a glowing, 3rd-level evocation

1-foot-cliameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot-radius sphere. Each creature in Range: 60 feet
th at area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an- Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
s uccessful save, a c reature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30
feet long, 10 feet high, and 1 foot thick, or you can make
At Higher Levels. When you cast this spell using a a ringed wall up to 20 feet in diameter, 20 feet hi gh, and
spell s lot of 5th level or higher, the initial damage in- 1 foot thick. The wall vanishes when the spell ends. The
creases by 2d4 for each s lot level above 4th. wall's space is difficult terrain.

WALL OF LIGHT Any ranged weapon attack that enters the wall's space

5th-level evocation has disadvantage on the attack roll, and fire damage

Casting Time: 1 action is halved if the fire effect passes through the wall to

Range: 120 feet reach its target. Spells that deal cold damage that pass

Components: V, S, M (a hand mirror) through the wall cause the area of the wall they pass
through to freeze solid (at least a 5-foot-square section is
list.Duration: Concentration, up to 10 minutes frozen). Each 5-foot-square frozen section has AC 5 and
eriaA s himmering wall of bright Light appears at a point you 15 hit points. Reducing a frozen section to 0 hit points
F Achoose within range. The wall appears in any orienta- destroys it. When a section is destroyed, the wall's water
PDtion you choose: horizonta lly, vertica lly, or diagonally. Itdoesn't fi ll it.
nucan be free floating, or it can rest on a solid s urface. The
ebewall can be up to 60 feet long, 10 feet high, and 5 feet WARDING WIND
f Dthick. The wall blocks line of s ight, but creatures and ob-
ion ojects can pass through it. It emits bright light out to 1202nd-level evocation
rsfeet and dim light for an additional 120 feet.
Casting Time: 1 action
o veWhen the wall appears, each creature in its area must Range: Self
emmake a Constitution saving throw. On a failed save, a Components: V
a dcreature takes 4d8 radiant damage, and it is blinded for Duration: Concentration, up to 10 minutes
ing1 minute. On a s uccessful save, it takes ha lf as much
usdamage and is n't blinded. A blinded creature can make A s trong wind (20 miles per hour) blows around you in a
ifieda Constitution saving throw at the end of each of its 10-foot radius a nd moves with you, remaining centered
odturns, ending the effect on itself on a success. on you. The wind lasts for the spell's duration.
n mA creature that e nds its turn in the wall's area takes
bee4d8 radiant damage. The wind has the following effects:

asUntil the spell ends, you can use an action to launch a • It deafens you and other creatures in its area.
F hbeam of radiance from the wall at one creature you can • It extinguishes unprotected flames in its area that are
PDsee within 60 feet of it. Make a ranged spell a ttack. On
Thisa hit, the target takes 4d8 radiant damage. Whether you torch-sized or s ma ller.
hit or miss, reduce the length of the wall by 10 feet. If • It hedges out vapor, gas, and fog that can be dispersed

by s trong wind.
• The area is difficult terrain for creatures

other than you.

the wall's length drops to 0 feet, the spell ends. • The attack rolls of ranged weapon attacks have disad-

At Higher Levels. When you cast this spell using a vantage if the attacks pass in o r out of the wind.

spell slot of 6th level or higher, the damage increases by

ld8 for each s lot level above 5th. WATERY SPHERE

WALL OF SAND 4th-level conjuration

3rd-level evocation Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a droplet of water)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes You conjure up a sphere of water with a 5-foot radius at
a point you can see within range. The sphere can hover
You create a wall of swirling sand on the ground at a but no more than 10 feet off the ground. The sphere re-
point you can see within range. You can make the wall mains for the spell's duration.

Any creature in the sphere's s pace must make a WORD OF RADIANCE

Strength saving throw. On a successful save, a creature Evocation cantrip

is ejected from that space to the nearest unoccupied Casting Time: 1 action
space of the creature's choice outside the sphe re. A Range: 5 feet
Huge or la rger creature succeeds on the saving throw Components: V, M (a holy symbol)
automatically, and a La rge or s ma ller creature can Duration: Ins tanta neous
choose to fa il it. On a fai led save, a creature is restra ined
You utter a divine word, a nd burning radiance erupts
by the sphere a nd is engul fed by the water. At the end of fro m you. Each creature of your choice that you can see
each of its turns, a restrained target can repeat the sav- within range must succeed on a Constitution saving
ing throw, ending the effect on itself on a s uccess. throw or take ld6 radia nt damage.

The s phere can restra in as ma ny as four Medium or The spell's damage increases by ld6 whe n you reach
s ma ller creatures or one Large creature. If the sphere 5th level (2d6), 11th level (3d6), a nd 17th level (4d6).

restrains a creature that causes it to exceed th is capac-

ity, a ra ndom creature that was a lready restrained by the WRATH OF NATURE
sphere falls out of it a nd lands prone in a space within 5
5th-level evocation
feet of it.

As an action, you can move the s phere up to 30 feet Casting Time: 1 action

in a straight line. If it moves over a pit, a cliff, or other Range : 120 feet

drop-off, it safely descends unti l it is hovering 10 feel Components: V, S

above the ground. Any creature restrained by the sphere Duration: Concentration, up to 1 minute

moves with it. You can ram the sphere into creatures, You call out to the spiri ts of nature to rouse them

forci ng them to ma ke the saving throw. aga inst your enemies. Choose a point you can see
within range. The s pirits cause trees, rocks, a nd grasses
When the spell e nds, the sphe re fa lls to the g round in a 60-foot cube centered on that point to become a ni-
and exti nguis hes all normal fl ames within 30 feet of it.
mated until the spell ends.
list.Any creature restrained by the sphe re is knocked prone Grasses and Undergrowth. Any area of ground in the
riain the s pace where it fa lls. The water then vanishes.
F AeWHIRLWIND cube that is covered by grass or undergrowth is difficult
PD7th-level evocation terrain for your enemies.
benuCasting Time: 1 action
DeRange: 300 feet Trees. At the start of each of your turns, each of you r
n ofComponents: V, M (a piece of straw) enemies within 10 feet of a ny tree in the cube mus t s uc-
rsioDuration: Concentration, up to 1 minute ceed on a Dexterity saving throw or take 4d6 s lashing
o veA whirlwind howls down to a point that you can damage from whipping branches.
emsee on the ground within range. The whirlwind is a
a d10-foot-radius, 30-foot- high cylinder centered on that Roots and Vines. At the end of each of your turns, one
ingpoint. Until the spell ends, you can use your action to creature of your choice that is on the ground in the cube
usmove the whirlwind up to 30 feet in a ny direction a long must succeed on a Strength saving throw or become
ifiedthe ground. The whirlwind s ucks up any Medium or restrai ned un til the s pell e nds. A restrained creature
ods maller objects that aren't secured to a nything and that can use an actio n to make a Strength (Athletics) check
n ma ren't worn or carried by anyone. against your spell save DC, ending the effect on itself on

beeA creature must make a Dexterity saving throw the a s uccess.
asfirst time on a turn that it enters the whirlwi nd or that Rocks. As a bonus action on your turn, you can cause
F hthe whirlwind e nters its space, including when the whirl-
PDwind first appea rs. A creature ta kes 10d6 bludgeoning a loose rock in the cube to launch at a creature you can
hisda mage on a failed save, or half as much damage on a see in the cube. Make a ra nged s pell attack aga ins t the
Tsuccessful one. In add ition, a Large o r smaller creature target. On a bit, the target ta kes 3d8 nonmagical blud-
geoning damage, and it must succeed on a Strength
that fails the save must succeed on a Strength saving
saving throw or fa ll prone.

ZEPHYR STRIKE

1st-level transmutation

throw or become restra ined in the whi rlwind until the Casting Time: 1 bonus action

spell ends . When a creature starts its turn restrained by Range: Self

the whirlwind, the creature is pulled 5 feet higher inside Components: V

it, unless the creature is at the top. A restra ined creature Duration: Concentration, up to 1 minute

moves with the whirlwind and fal ls when the spell ends, You move like the wind. Until the spell ends, your move-

unless the creature has some means to s tay a loft. ment doesn't provoke opportunity attacks.
A restrained creature can use a n action to make a Once before the spell ends, you ca n give yourself ad-

Strength or Dexte rity check against your spell save DC. va ntage on one weapon attack roll o n your turn. That at-
Ifs uccessful, the creature is no longer restrai ned by the tack dea ls an extra ld8 force damage on a hit. Whether
whirlwind a nd is hurled 3d6 x 10 feet away from it in a you hit or miss, your walking speed increases by 30 feet

ra ndom direction. until the end of that turn.

CHAPTER 3 I SPELLS

APPENDIX A: SHARED CAMPAIGNS

Coordinating a regular schedule of D&D game sessions, In order to be s uccessful, a s hared campaign needs

to keep a campaign active and vibrant, can be a chal- a champion-someone who takes on the responsibil-

lenge. If the campaign's only Dungeon Master or enough ity of organizing and maintai ning the group. U you're

playe rs aren't available, the next session might have to interested in learning more about how to run a shared

be pos tponed, and repeated problems of this sort can campaign and seeing how the Adventurers League

endange r the continuation of the campaign. handles certa in issues, then the rest of this appendix is

In short: in a world filled with distractions, it can be meant for you.

hard to keep a campa ign going. Enter the concept of the

shared campaign. DESIGNING ADVENTURES
In a s hared campaign, more than one member of the
Designi ng adventures for a shared campaign involves a
group can take on the role of DM. A s hared campaign is different set of cons iderations than designing for a s ta n-
episodic rather than continuous, with each play session dard group of players. Most important, the adventure
compris ing a complete adventure. must be timed to conclude when the session is sched-
uled to end. You also need to balance combat encounters
The largest shared campaigns are administered by for a range of levels, since a wide range of cha racters
the D&D Adventurers League and overseen by Wizards might be experiencing the adventure at the same time.
of the Coast. You can also create your own s hared cam-
pa ign for a school D&D club, at a game store, a libra ry,

or anywhere else where D&D players and DMs gather. ADVENTURE DURATION
A shared campaign establis hes a framework that a l-

lows a player to take a character from one DM's game Every adventure in a s hared campaign begins and ends

to a nother one within the shared campaign. It creates a in the same play session. (If a group of participa nts
wants to take longer to finish and all are wiJling to do
t.s ituation where almost nothing can prevent a scheduled so, they can exceed the time li mit.) A session or an event
rialissession from happening. T he roster of potentia l players can't e nd with the adven ture unfinished, since there's no
ecan be qu.ite large, virtually ens uring that any session way to guarantee that the same players a nd DM wi ll be
F Ahas at least the minimum number of characters needed ava ilable for the next session.
PDto play. If everyone shows up to play at the same time,
enumultiple DMs ens ure that everyone can take part. Typically, adventures in a shared campaign a re de-
s igned to take either 2 hours or 4 hours. In each hour of
of DebCODE OF CO N DUCT play, assume the characters can complete the following:
rsionTime and time again, the core rulebooks come back to
vethe point that the most important goal of a D&D play ses- • Three or four s imple combat e ncounters, or one or
os ion is for everyone involved to have fun . In keeping with two complex ones
demthat goal, it's a good idea for a shared campaign to have
aa code of conduct. Because people who don't normally • Three or fou r scenes involving significant exploration
singplay together might end up at the same table in a shared or social interaction
d ucampaign, it can be helpful to establish some ground rules
ifiefor behavior. Within these constra ints, it can be d ifficul t to create
odOn the broadest level, everyone in a shared campaign open-ended adventures. A time limit assumes a specific
n mis responsible for making sure that everyone else has an starting point a nd endpoint. A good way to get around
eeenjoyable time. If anyone feels offended, belittled, or bul- this restriction is to create an adventure with multiple
s blied by the actions of another person, the e ntire purpose ofpossible endings.
hagetting together to play is defeated .
DFThe basic code of conduct for a shared campaign might Location-based adventures also work well with this
is Pbe modeled on a similar document that another organiza- format. A dungeon presents a natural limit on character
Thtion or location uses. Beyond that, some special policies options, while strn giving the players choices. The ad-
venture could be a quest to defeat a creature or recover
an item, but the path to achieving that goal can be diffe r-

might need to be added to account for what might happen ent for each group.

at the table when players and DMs interact. As a starting For more narrative adventures, try to focus on s imple

point, consider the following material, which is excerpted but flexible encounters or events. For instance, a n ad-

from the Adventurers League code of conduct. venture requires the characters to protect a high priest

During a play session, participants are expected to ... of Tyr from assassins . Give the players a cha nce to plan

• Follow the DM's lead and refrain from arguing with the out how they want to protect the temple, complete with
DM or other playe rs ove r rules. authority over the guards. A few well-fleshed out NPCs,
some of whom might be suspected of working with the
• Let other players speak, and allow other players to get temple's enem ies, add a layer of tension. Cons ider leav-
attention from the OM . ing some details or plot points for the DM to decide. For

• Avoid excessive conversation that is not relevant to the

a d ve nture . example, the DM might have the option to pick which

• Discourage others from usi ng social media to bully, member of the temple guards is the traitor, ensuring

shame, or intimidate other participants. that the scenario is different for each group.

• Make the DM or the campaign's admin istrators aware

of disruptive o r aggressive be havior so that a ppropriate

action can be taken.

APPENDIX A f SHARED CAMPAIGNS

COMBAT ENCOUNTERS VARIANT RULES

Design your adventure for one of t he four tie rs, as set A shared campaig n might use some va riant rules to

forth in chapter 1 of the Player's Handbook: tier 1 in- handle certain aspects of th e game. The Adventure rs

cludes levels 1- 4 , tier 2 is levels 5- 10, tier 3 is levels League, for instance, has variant systems for gaining

11-16, a nd tier 4 includes levels 17- 20. Within each tie r, levels and acquiring treasure. These "house rules,"

it's a good idea to use a s pecific level as a starting point. presented below, serve as a sort of common language,

Assume a pa rty of five 3rd-level ch aracters for tie r 1, five e nsurin g tha t the rewa rds a ll characters receive are

8th-level cha racters fo r tier 2, five 13th-level characters eq uivale nt no matter what kind of adventure a character

for tier 3, and five 18th-level characters for tier 4. Use experienced.

that assumption when creating combat e ncounte rs,

whether you use the e ncounter-building rules in the CHARACTER ADVANCEMENT
Dungeon Master's Guide or are making an estimate. ~~~~~~~~-

For each battle, provide guidelines to help DMs adjust In a s ha red campaign, characters gain levels not by
the difficulty up or down to match stronger or wea ker accumulating experience points but by reaching experi-
parties. As a rule of thumb, account for a pa rty two e nce checkpoints. This system rewards every character
levels higher and for a party two levels lower, and don't (and player) for taking part in a play session.
worry about balancing the adventure for parties outside
A character reaches 1 checkpoint for each hour an
the adventure's tier. adventure is designed to last. Note that the award is
based on the adventure's projected playing time, rathe r

REWARDS than the actual time spent at the table. The reward for
comple ting an adventure designed fo r 2 hours of play is

Adventures in a shared campaign that uses variant rules 2 checkpoints, even if a group spends more than 2 hours

for gai ning levels a nd acquiring treas ure (such as those playing through it.

descr ibed below) don't include exp erience point awards If a c haracter completes an adventu re designed for a
tie r hig her than the character's cu rre nt tier, the c ha r-
list.or speci fic amounts and kinds of treasure. acter is awarded 1 additional checkpoint. For example,
F AeriaCHARACTER CREATION if a 2nd-level cha racter completes a 6th-level adven-
PDA shared campaign's guide lines for cha racter creation ture designed to take 2 hours, the character reaches 3
numight include definition of which races a nd classes c heckpoints.
ebeplayers can choose from , how players generate abi li ty
of Dscores, a nd which alignments players can choose. P laying time might seem li ke a n odd way to measure
rsionPLAYER'S HANDBOOK PLUS ONE experience awards, but the concept is in keeping with
o veYou should thi n k about which products player s can use how a s hared campaign is meant to work. A character
demto create a character. The Adventurers League specifies played for 10 hours reaches the same number of check-
g athat a player can use the Player's Handbook and one points, whether the character went up against a dragon
sinother official D&D source, such as a book or a PDF, to or spen t all that time lurking in a pub. Th is approach en-
d ucreate a character. This restriction ens ures that players sures that a player's preferred style is neither pe nalized
difiedon't need to own a lot of books to make a cha racter nor rewa rded. Whe ther someone focuses on roleplaying
moa nd makes it easier for DMs to know how all th e char- and social interaction, defeating monsters in combat,
enacters in the campaign work. S ince a DM in a shared or finding clever ways to avoid battles, t his system gives
becampaign must deal with a broad range of characters, credit where credit is due.
hasrather than the same characters each week, it can be dif-
DFficul t to track all the interactions and abilities possible USING CHECKPOINTS
is Pthrough mixing options freely. We strongly recommend
Thth is ru le fo r any shared campaign. The number of checkpoints needed to gain the next level
depends on a character's level:

• At levels 1- 4, reaching 4 c heckpoi nts is sufficient to
advance to the next level.

• At level 5 o r highe r, reaching 8 checkpoints is needed

ABILITY SCORES to advance to the next level.

For generating abil ity scores, we recomme nd allowing At the e nd of a play session, cha racters must level up
playe rs to choose between the standard array- 15, 14, if they have reached enough checkpoints to do so. The
13, 12, 10, 8-and the option presented in "Variant: required number of c heckpoints is ex pe nded, and a ny
Customizing Abi lity Scores" in chapter 1 of the Play- remaining checkpoints are applied toward the next op-
er's Handbook. portunity for advancement.

STARTING EQUIPMENT INDIVIDUAL TREASURE

For the sake of simplicity a nd e fficiency, it's a good In a shared campaign, each character receives a fixed
idea to require that beginning characters must take the number of gold pieces upon gaining a new level. (This
starting equipment specified by a character's class a nd gain represents the treasu re a character might find in a
background. standard adventure.)

As an add itional benefit, c haracters are not required
to put out gold to mainta in a lifestyle. Instead, each cha r-

1\PPEND IX A I SHARED CAMPAIGNS

acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER Point Cost
the character attains higher levels. 4
Magic Item Table Available at Tiers 4
These benefits are s ummarized on the Individual A 1- 4 4
Treasure table. Ways for characters to s pend their B 1-4 8
treasure are covered in the "Buying and Selling" sec-
tion below. c 1- 4

D 2-4

INDIVIDUAL TREASURE E 3-4 8

Level Gained Lifestyle Reward F 1-4 8
2-4 Modest 75 gp G 2- 4 10
5-10 Comfortable H 3- 4 10
11- 16 Wealthy 150 gp
550 gp 3- 4 12

17-20 Ari s tocratic 5,500 gp

SPEN DING TREASURE POINTS

MAGIC ITEMS P layers mus t s pend treasure points at the e nd of a play
session, immediately after determining whether their
Characters earn treasure points from adventures, then characters have gained a level. The order of these s teps
redeem those points in exchange for magic items. The is important, since a cha racter might enter a new tier
list of available magic items is agreed to and compiled because of the level gain.
by the DMs running the campaign.
P layers a re entitled to choose any approved item from

GAINING TREASURE POINTS one of the magic item tables avai lable in the current tier.

Each character earns treasure points based on an ad- Treasure points can be s pread across multiple items .

Many items cost more treasure points th an a charac-
venture's tier and its intended playing time:
ter can earn in a 2- or 4-hour adventure. To buy s uch an
list.• 1 treasure point is awa rded for every 2 hours played initem, a cha racter can make a deposit, spending treasure
eriaa tier 1 or tier 2 adventure. points on the item until it's paid off, at which time the
cha racter gains the item.
F A• 1 treasure point is awarded for every 1 hour played in
PDa tier 3 or tier 4 adventure. BUYING AND SELLING

benuAs with the varia nt r ules for gaining levels, this award isCha racte rs can use their monetary treasure to purchase
Debased on the adventure's projected playing time, rather a nything from the equipment lists in chapter 5 of the
ofthan the actual time a group s pent at the table. Player's Handbook. In add ition, the Adventurers League
a llows characters to purchase potions and sp ell scrolls,
rsionIf a character completes an adventure of a tier higher as detailed below. A spell scroll can be purchased
vetha n that character's tie r, the character receives 1 addi-o nly by a character who is capable of casting the s pell
motional treasure point for that adventure. in question.
a deCREATING AN ITEM LIST
singT he DMs of the s hared ca mpaign s hould work together POTIONS FOR SALE
d uto compile a lis t of magic items that players can pur-
difiechase. The magic item tables in chapter 2 of this book Potion of ... Cost Potion of ... Cost
moand in chapter 7 of the Dungeon Master's Guide a re the Healing Water breathing 100 gp
enobvious starting point. Choosing which ite ms to allow Climbing so gp Superior healing 500 gp
beor ban is a matte r of personal preference, just as it is forAnimalfriendship Supreme healing 5,000 gp
hasthe DM in a standard campaign. Involving all the DMs Greater healing 75 gp In visib ility 5,000 gp
DFhelps to ensure that the lis t meets everyone's expecta-
is Ptions. Whe n in doubt, disallow an item; it's easier to add 100 gp
Thit to the available ite ms at a later time than it would be to
100 gp

SPELL SCROLLS FOR SALE

remove it from the game once it has been handed out. Spell Level Cost Spell Level Cost
Naturally, the list of available ite ms is longer for ad- Cantrip 25 gp 3rd 300 gp
1st 75 gp 4th 500 gp
ventures in the higher tiers, a nd the point cost of those 2nd 150 gp 5th 1,000 gp
higher-tier items likewise increases. The Magic [terns by
Tier table provides the details .

For ins tance, treasure points from a tier 1 adventure SELLING ITEMS
can be s pent on items from tables A, B, C, and F. Any
item on the firs t th ree tables costs 4 points, and an item In a s hared campaig n, characte rs are not entitled to sell
from table F costs 8 points. items they find on adventures or equipment they pur-
chase with their pers onal funds . Weapons, armor, a nd

other gea r used by enemies are cons idered too damaged
to have a ny moneta ry value.

APPENDIX B: CHARACTER NAMES

Some players and DMs have a knack for coming up with select from the possibilities here, or use dice to deter-
character names on the fly, while others find that task
more of a challenge. T he tables in this appendix a re mine a name.
Even though names are associated with races in this
designed to make life easier for both kinds of people,
whether you're naming a player cha rac ter, a nonplayer appendix, a character might not have a name from their
own race. For ins tance, a ha lf-o re might have grown up
character, a monster, or even a place . among dwarves and have a dwarven name. Or, as DM,
Each table contains names that are associated with you might decide that dragonborn in your campaign
have a culture reminiscent of ancient Rome and there-
a nonhuman character race in the Player's Handbook fore use Roman names, rather than the dragonborn
or a real-world ethnic or language group, with a focus
on groups fro m antiquity and the Midd le Ages. You can names s uggested here.

NONH UMAN NAMES

DRAGON BORN, DRAGONBORN, DRAGONBORN , MALE DRAGONBORN, CLAN

FEMALE FEM ALE dlOO Name dlOO Name

dlOO Name dlOO Na me 31-32 Greethen 01-02 Akambherylliax

01-02 Akra 69-70 Pogranix 33-34 Heskan 03-04 Argenthrixus

03- 04 Aasathra71 - 72 Pyxrin 35-36 Hirrathak 05-06 Baharoosh
73-74 Quespa 37-38 lldrex 07-08 Beryntolthropal
t.05-06 Antrara75-76 Raiann 39-40 Kaladan 09-10 Bhenkumbyrznaax
rialis07- 08 Arava77-78 Rezena 41-42 Kerkad 11- 12 Caavylteradyn
Ae09-10 Biri 79-80 Ruloth 43-44 Kiirith 13-14 Chumbyxirinnish
PDF11- 12 Blendaeth81- 82 Sap hara 45- 46 Kriv 15-16 Clethtinthial lor
nu13- 14 Burana83- 84 Savaran 47- 48 Maagog 17-18 Daardendrian
ebe15-16 Chassath85-86 Sora 49-50 Med rash 19- 20 Delmirev
of D17-18 Daar 87- 88 Surina 51 - 5 2 Mehen 21-22 Dhyrktelonis
ion19- 20 Dentratha89- 90 Synthrin 53- 54 Mozikth 23-24 Ebynichtomonis
vers21-22 Doudra91-92 Tatyan 55-56 Mreksh 25- 26 Esstyrlynn
mo23-24 Driindar93-94 Thava 57-58 Mugrunden 27-28 Fharngnarthnost
a de25-26 Eggren95- 96 Uadjit 59- 60 Nadarr 29- 30 Ghaallixirn
ing27- 28 Farideh97- 98 Vezera 61-62 Nithther 31-32 Grrrmmballhyst
us29-30 Findex 99-00 Zykroff 63- 64 Norkruuth 33-34 Gygazzylyshrift
ified31-32 Furrele 65-66 Nykkan 35-36 Hashphronyxadyn
mod33-34 GesretheDRAGONBORN, MALE 67- 68 Pandjed 37-38 Hshhsstoroth
en35-36 Gilkass 69- 70 Patrin 39- 40 lmbixtellrhyst
s be37-38 HaranndlOO Name 71-72 Pijj irik 41-42 Jerynomonis
F ha39- 40 Havilar 73-74 Quarethon 43- 44 Jharthraxyn
PD41-42 Hethress01-02 Adrex 75- 76 Rathkran 45- 46 Kerrhylon
This43-44 Hillanot03- 04 Arjhan
05- 06 Azzakh 77-78 Rhogar 47-48 Kimbatuul

45- 46 )axi 07- 08 Salasar

47-48 Jezean 09-10 Baradad 79-80 Rivaan 49-50 Lhamboldennish

49- 50 )heri 11- 12 Bharash 81- 82 Sethrekar 51-52 Linxakasendalor

51-52 Kadana 13- 14 Bidreked 83-84 Shamash 53-54 Mohradyllion

53-54 Kava 15-16 Dadalan 85-86 Shedinn 55- 56 Mystan

55-56 Korinn 17- 18 Dazzazn 87- 88 Srorthen 57-58 Nemmonis

57- 58 Megren 19- 20 Direcris 89-90 Tarh un 59-60 Norixius

59- 60 Mijira 21-22 Donaar 91-92 Torinn 61-62 Ophinshtalajiir

61-62 Mishann 23-24 Fax 93- 94 Trynnicus 63-64 Orexijandilin

63- 64 Na la 25- 26 Gargax 95- 96 Valorean 65- 66 Pfaphnyrennish )

65- 66 Nuthra 27-28 Ghesh 97-98 Vrondiss 67-68 Phrahdrandon

67- 68 Perra 29-30 Gorbundus 99- 00 Zedaar 69-70 Pyraxtallinost

71-72 Qyxpahrgh

APPENDIX 8 I CHARACTER NAMES

DRAGONBORN , CLA N DWARF, FEMALE DWARF, MALE DWARF, CLAN

dlOO Name dlOO Name dlOO Name dlOO Name

73-74 Raghthroknaar 69-70 Oriff 65-66 Orsik 61-62 Loderr

75- 76 Shestendeliath 71-72 Ovina 67- 68 Oskar 63 - 64 Lutgehr

77-78 Skaarzborroosh 73- 74 Riswyn n 69-70 Rangrim 65 - 66 Morigak

79-80 Sumnarghthrysh 75-76 Sannl 71-72 Reirak 67- 68 Orcfoe

81-82 Tiammanthyllish 77-78 Therlin 73-74 Rurik 69-70 Rakankrak

83- 84 Turnuroth 79-80 Thodris 75-76 Taklinn 71-72 Ru by-Eye

85-86 Umbyrphrael 81-82 To rbera 77-78 Thoradin 73- 74 Ru mn aheim

87-88 Vangdondalor 83-84 Tordrid 79-80 Thorin 75-76 Silveraxe

89-90 Verthisathurgiesh 85-86 Torgga 81-82 Th radal 77-78 Silverstone

91-92 Wivvyrholdalphiax 87-88 Urshar 83-84 Tordek 79-80 Steelfist

93-94 Wystongjiir 89-90 Valida 85-86 Traubon 81-82 Stouta le

95-96 Xephyrbahnor 91-92 Vistra 87- 88 Travok 83-84 Strakeln

97-98 Yarjerit 93-94 Vonana 89- 90 Ulfgar 85-86 St rongheart

99-00 Zzzxaaxthroth 95-96 Werydd 91 - 92 Ura im 87-88 Thrahak

97-98 Whurdred 93-94 Veit 89-90 Torevir

DWARF, FEMALE 99-00 Yurgunn 95- 96 Vonbin 91-92 Toru nn

dlOO Na me 97-98 Vondal 93-94 Trollbleeder

01-02 Anbera DWARF, MALE 99-00 Whurbin 95- 96 Truea nvil

t.03-04 Artin dlOO Name DWARF, CLAN 97-98 Trueblood
rialis05-06 Audhild 01- 02 Adrik 99-00 Ungart
Ae07-08 Balifra 03 - 04 Alberich dlOO Name
DF09-1 0 Barbena 05-06 Baern 01-02 Aranore ELF, CHILD
nu P11-12 Bard ry n 07- 08 Barendd 03-04 Balderk
ebe13-14 Bolhild 09-10 Beloril 05- 06 Battlehammer dlOO Name
of D15-16 Dagnal 11- 12 Brottor 07- 08 Bigtoe 01-02 Ael
ion17-18 Dariff 13- 14 Dain 09-10 Bloodkith 03-04 Ang
vers19-20 Delre 15- 16 Dalgal 11-12 Bofdann 05-06 Ara
mo21-22 Diesa 17-18 Darrak 13- 14 Brawnanvil 07-08 Ari
a de23-24 Eldeth 19-20 Delg 15-16 Brazzik 09- 10 Arn
ing25-26 Erid red 21-22 Duergath 17-18 Broodfist 11-12 Aym
d us27- 28 Falkrunn 23-24 Dworic 19-20 Burrowfoun d 13-14 Broe
ifie29-30 Fallthra 25-26 Eberk 21-22 Caebrek 15-16 Bryn
mod31-32 Finellen 27-28 Einkil 23- 24 Daerdahk 17-18 Cael
een33-34 Gillydd 29-30 Elai m 25-26 Dankil 19-20 Cy
s b35-36 Gu nnloda 31-32 Erias 27-28 Dara ln 21-22 Dae
F ha37-38 Gurdis 33-34 Fallond 29-30 Deepdelver 23-24 Del
PD39-40 Helgret 35-36 Fa rgrim 31- 32 Durthane 25-26 Eli
This41-42 Helja 37- 38 Gardain 33-34 Eversharp 27- 28 Eryn
29- 30 Faen

43- 44 Hlin 39-40 Gilthur 35-36 Fallack 31- 32 Fera

45-46 llde 41- 42 Gimgen 37- 38 Fireforge 33-34 Gael

47- 48 )arana 43-44 Gimu rt 39- 40 Foamtankard 35-36 Gar

49-50 Kathra 45-46 Harbek 41 - 42 Frostbeard 37-38 lnnil

51 - 52 Kilia 47-48 Ki ldrak 43- 44 Glanh ig 39- 40 Jar

53-54 Kristryd 49- 50 Kilvar 45-46 Goblinbane 41-42 Kan

55- 56 Liftrasa 51- 52 Morgran 47- 48 Goldfinder 43- 44 Koeth

57- 58 Marastyr 53- 54 Morkral 49- 50 Gorun n 45-46 Lael

59- 60 Mard red 55- 56 Nalral 51-52 Graybeard 47-48 Lue

61 - 62 Mora na 57-58 Nordak 53-54 Hammerstone 49-50 Mai

63- 64 Nalaed 59- 60 Nuraval 55-56 Helc ral 51-52 Mara

65-66 Nora 61-62 Oloric 57- 58 Holderhek 53- 54 Mella

67- 68 Nurkara 63- 64 Olunt 59-60 lronfist 55-56 Mya

APPENDIX BI CHARACTER NAMES

ELF, CHILD ELF, FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT

dlOO Name dlOO Name dlOO Name dlOO Na me

57-58 Naeris 21-22 Caelynn 93-94 Vadan ia 57- 58 Ko rfel

59-60 Naill 23- 24 Chaedi 95- 96 VaIanthe 59- 60 Lamlis

t.61 -62 Nim 25-26 Claira 97-98 Vaina 61- 62 Laucian
rialis63-64 Phann 27- 28 Dara 99- 00 Xanaphia 63- 64 Lucan
Ae65- 66 Py 29- 30 Drusilia 65-66 Mindartis
DF67-68 Rael 31- 32 Elama ELF, MALE ADULT 67-68 Naal
u P69-70 Raer 33-34 Enna 69-70 Nutae
ben71-72 Ren 35- 36 FaraI dlOO Name 71-72 Paelias
f De73-74 Rinn 37- 38 Felosial 01- 02 Adran 73-74 Peren
ion o75-76 Rua 39- 40 Hatae 03-04 Aelar 75-76 Quarion
ers77- 78 SaeI 41 - 42 lelenia 05- 06 Aerdeth 77-78 Riardon
o v79- 80 Sai 43- 44 llanis 07- 08 Ahvain 79-80 Rolen
dem81- 82 Sumi 45-46 lrann 09-10 Aramil 81-82 Soveliss
g a83- 84 Syllin 47- 48 Jarsa li 11 - 12 Arannis 83- 84 Suh nae
usin85- 86 Ta 49- 50 jelenneth 13- 14 Aust 85-86 Tham ior
ified87-88 Thia 51-52 Keyleth 15- 16 Azaki 87-88 Tharivol
od89- 90 Tia 53-54 Leshanna 17-18 Beiro 89-90 Theren
en m91 - 92 Traki 55- 56 Lia 19-20 Berrian 91- 92 Theriatis
be93-94 Vall 57- 58 Maiathah 21-22 Caeldrim 93-94 Thervan
has95- 96 Von 59- 60 Malquis 23- 24 Carrie 95- 96 Uthemar
DF97- 98 Wil 61 - 62 Meriele 25-26 Dayereth 97-98 Vanuath
This P99- 00 Za 63-64 Mialee 27- 28 Dreali 99-00 Varis
65- 66 Myathethil 29- 30 Efferil
31-32 Eiravel

ELF, FEMALE ADULT 67- 68 Naivara 33-34 Enialis ELF, FAMILY

dlOO Name 69- 70 Quelenna 35- 36 Erdan dlOO Name /
01 - 02 Adrie 71- 72 Quillathe 37-38 Erevan 01-02 Aloro
03-04 Ahinar 73- 74 Ridaro 39- 40 Fivin 03- 04 Amakiir ~
05- 06 Althaea 75-76 Sariel 41- 42 Ga lin ndan 05- 06 Amastacia
07-08 Anas t ria n n a 77-78 Shanairla 43- 44 Gennal 07-08 Ariessus
09-1 0 Andras te 79- 80 Shava 45- 46 Hadarai 09-10 Arnuanna
11 - 12 Antinua 81 - 82 Silaqu i 47- 48 Halimath 11- 12 Berevan
13- 14 Arara 83-84 Sumnes 49-50 Heian 13-14 Caerdonel

15- 16 Baelitae 85- 86 Theirastra 51- 52 Hi mo 15- 16 Caphaxath
17- 18 Bethrynna 87- 88 Thiala 53- 54 lmmeral 17-18 Casilltenirra
19-20 Birel 89-90 Tiaathque 55- 56 lvellios 19- 20 Cithreth

91- 92 Traulam

APPENDIX BI CHARACTER NAMES

ELF, FAMILY GNOME, FEMALE GNOME, MALE GNOME, CLAN

dlOO Name dlOO Name dlOO Name dlOO Name

21-22 Dalanthan 01-02 Abalaba 01-02 Alston 01-02 Albaratie
23-24 Eatha lena 03-04 Bimpnottin 03-04 Alv yn 03-04 Bafflestone
25-26 Erenaeth 05-06 Breena 05-06 Anverth 05-06 Beren
27-28 Ethanasath 07-08 Buvvie 07-08 Arumawann 07- 08 Boondiggles
29-30 Fasharash 09- 10 Callybon 09-10 Bilbron 09-10 Cobblelob

31-32 Firahel 11 - 12 Caramip 11-12 Boddynock 11-12 Daergel
33-34 Floshem 13-14 Carlin 13-14 Broce 13-14 Dunben
35-36 Galanodel 15- 16 Cumpen 15- 16 Burgell 15-16 Fabblestabble
37- 38 Goltorah 17-18 Dalaba 17- 18 Cockaby 17-18 Fapplestamp
39-40 Hanali 19-20 Donella 19-20 Crampernap 19-20 Fiddlefen
41-42 Holimion 21-22 Duvamil 21-22 Dabbledob 21-22 Folkor
43-44 Horineth 23-24 Ella 23-24 Delebean 23- 24 Garrick
45-46 lathrana 25-26 Ellyjoybell 25-26 Dimble 25-26 Gim len
47-48 llphelkiir 27-28 Ellywick 27-28 Eberdeb 27-28 Glittergem

49-50 lranapha 29-30 Enidda 29- 30 Eldon 29-30 Gobblefirn

51-52 Koehlanna 31 - 32 Lilli 31-32 Erky 31 - 32 Gummen
53-54
55-56 Lathalas 33- 34 Loopmottin 33-34 Fabien 33-34 Horcusporcus
57-58
59-60 Liadon 35-36 Lorilla 35-36 Fibblestib 35- 36 Humplebumple
61-62
63-64 t.Meliamne 37-38 Luthra 37-38 Fonkin 37-38 lronhide
65-66 rialisMellerelel39-40 Mardnab 39-40 Frouse 39-40 Leffery
67-68 AeMystralath41-42 Meena 41-42 Frug 41-42 Lingenhall
69-70 DFNailo 43-44 Menny 43- 44 Gerbo 43-44 Loofollue
71- 72 nu PNetyoive45-46 Mumpena 45-46 Gimble 45-46 Maekkelferce
73-74 ebeOfandrus 47- 48 Nissa 47- 48 Glim 47-48 Miggledy
75-76 of DOstoroth49-50 Numba 49-50 lgden 49-50 Munggen
77-78 ionOthronus 51-52 Nyx 51-52 Jabbie 51-52 Murnig
79-80 versQualanthri53-54 Oda 53- 54 jebeddo 53- 54 Musgraben
81-82 moRaethran 55-56 Oppah 55- 56 Kellen 55-56 Nackle
83-84 a deRothenel57-58 Orla 57- 58 Kipper 57-58 Ningel
85-86 ingSelevarun59-60 Panana 59- 60 Namfoodle 59-60 Nopenstallen
87-88 d usSiannodel61-62 Pyntle 61 - 62 Oppleby 61-62 Nucklestamp
89-90 ifieSuithrasas63-64 Quilla 63-64 Orryn 63-64 Offund
91- 92 modSylvaranth65-66 Ranala 65-66 Paggen 65-66 Oomtrowl
93-94 eenTeinithra67-68 Reddlepop 67-68 Pallabar 67- 68 Pilwicken
95-96 s bTiltathana69-70 Roywyn 69-70 Pog 69- 70 Pingun
97-98 F haWasanthi71-72 Salanop 71-72 Qua len 71- 72 Quillsharpener
PDWithrethin73- 74 Shamil 73-74 Ribb les 73-74 Rau lnor
ThisXiloscient75- 76 Siffress 75-76 Rimple 75- 76 Reese

Xistsrith 77- 78 Symma 77-78 Roondar 77-78 Rofferton

99-00 Yaeldrin 79-80 Tana 79-80 Sapply 79-80 Scheppen
81-82 Tenena 81- 82 Seebo 81-82 Shadowcloak

83- 84 Tervaround 83- 84 Senteq 83-84 Silverthread

85- 86 Tippletoe 85- 86 Sindri 85-86 Sympony

87-88 Ulla 87- 88 Umpen 87-88 Tarkelby

89-90 Unvera 89-90 Wa rryn 89-90 Timbers

91-92 Veloptima 91-92 Wiggens 91-92 Turen

93-94 Virra 93-94 Wobbles 93-94 Umbodoben

95-96 Waywocket 95- 96 Wrenn 95-96 Waggletop

97-98 Yebe 97-98 Zaffrab 97-98 Welber

99-00 Zanna 99-00 Zook 99-00 Wildwander

APPENDIX B CHARACTER NAMES

HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-0RC, FEMALE

dlOO Name dlOO Name dlOO Name dlOO Name

01-02 Alain 01-02 Alton 01 - 02 Appleblossom 01-02 Arha

03-04 Andry 03- 04 Ander 03- 04 Bigheart 03-04 Baggi

05-06 Anne 05-06 Bernie 05-06 Brightmoon 05-06 Bendoo

07-08 Bella 07- 08 Bobbin 07- 08 Brushgather 07-08 Bilga

09-10 Blossom 09-10 Cade 09-10 Cherrycheeks 09- 10 Brakka

11- 12 Bree 11 -12 Callus 11- 12 Copperkettle 11- 12 Creega

13-14 Callie 13- 14 Corrin 13-14 Deephollow 13-14 Drenna

l 5- 16 Chenna 15- 16 Dannad l 5-16 Elderberry 15-16 Ekk

17- 18 Cora 17-18 Danniel 17- 18 Fastfoot 17- 18 Emen

19- 20 Dee 19-20 Eddie 19- 20 Fatrabbit 19-20 Engong

21-22 Dell 21-22 Egart 21-22 Glenfellow 21-22 Fistula

23- 24 Eida 23-24 Eldon 23-24 Goldfound 23-24 Gaaki

25-26 Eran 25-26 Errich 25- 26 Goodbarrel 25 - 26 Gorga

27-28 Euphemia 27-28 Fildo 27-28 Goodearth 27-28 Grai

29- 30 Georgina 29-30 Finnan 29-30 Greenbottle 29- 30 Greeba

31 - 32 Gynnie 31-32 Franklin 31 - 32 Greenleaf 31-32 Grigi

33-34 Harriet 33-34 Garret 33-34 High-hill 33-34 Gynk

35- 36 Jasmine 35-36 Garth 35-36 Hilltopple 35- 36 Hrathy
37-38
39-40 t.Jillian37-38 Gilbert 37-38 Hogcollar 37-38 Huru
41 -42 rialisJo 39-40 Gob 39- 40 Honeypot 39-40 llga
43-44 AeKithri 41-42 Harol 41 - 42 Jamjar 41 - 42 Kabbarg
45- 46 DFLavinia43- 44 Igor 43- 44 Kettlewh istle 43-44 Kansif
47- 48 u PLidda 45-46 Jasper 45- 46 Leagallow 45-46 Lagazi
49- 50 ebenMaegan47-48 Keith 47-48 Littlefoot 47- 48 Lezre
51-52 f DMarigold49-50 Kevin 49-50 Nimblefingers 49-50 Murgen
53-54 ion oMerla51-52 Lazam 51 - 52 Porridgepot 51 - 52 Murook
55- 56 ersMyria 53- 54 Lerry 53-54 Quickstep 53-54 Myev
57-58 o vNedda 55-56 Lindal 55- 56 Reedfellow 55-56 Nagrette
59-60 demNikki 57-58 Lyle 57-58 Shadowquick 57- 58 Neega
61- 62 g aNora 59- 60 Merrie 59-60 Silvereyes 59- 60 Nella
63-64 usinOlivia61 - 62 Mican 61-62 Smoothhands 61- 62 Nogu
65-66 ifiedPaela63-64 Milo 63-64 Stonebridge 63- 64 Oolah
67- 68 odPearl 65-66 Morrin 65-66 Stoutbridge 65-66 Ootah
69- 70 en mPennie67- 68 Nebin 67- 68 Stoutman 67- 68 Ovak
71-72 bePhilomena69- 70 Nevil 69- 70 Strongbones 69- 70 Ownka
73 - 74 hasPortia71-72 Osborn 71-72 Sunmeadow 71 - 72 Puyet
75-76 DFRobbie 73-74 Ostran 73- 74 Swiftwhistle 73- 74 Reeza
77-78 This PRose75- 76 Oswalt 75-76 Tallfellow 75- 76 Shautha

Sarai 77-78 Perrin 77-78 Tealeaf 77- 78 Silgre

79-80 Seraphina 79- 80 Poppy 79- 80 Te1Penny 79- 80 Sutha

81 - 82 Shaena 81-82 Reed 81 - 82 Thistletop 81-82 Tagga

83-84 Stacee 83-84 Roscoe 83- 84 Thorngage 83- 84 Tawar

85- 86 Tawna 85-86 Sam 85-86 Tosscobble 85-86 Tomph

87- 88 Thea 87-88 Shardon 87- 88 Underbough 87- 88 Ubada

89- 90 Trym 89- 90 Tye 89-90 Underfoot 89-90 Vanchu

91-92 Tyna 91-92 Ulmo 91 - 92 Warmwater 91 - 92 Vola

93-94 Vani 93-94 Wellby 93-94 Whispermouse 93-94 Volen

95- 96 Verna 95- 96 Wendel 95 - 96 Wildcloak 95-96 Vorka

97-98 Wella 97-98 Wenner 97- 98 Wildheart 97-98 Yevelda

99- 00 Wi llow 99-00 Wes 99-00 Wiseacre 99- 00 Zagga

APPENDIX B

HALF-0RC, MALE TIEFLI N G , FEM ALE TIEFLING, MALE TIEFLING, VIRTUE

dlOO Name dlOO Name dlOO Name dl OO Name

01-02 Argran 01 - 02 Akta 01-02 Abad 01-02 Ambition
03- 04 Braak 03- 04 Anakis 03-04 Ahrim 03-04 Art
05-06 Brug 05- 06 Armara 05- 06 Akmen 05- 06 Carrion

07-08 Cagak 07-08 Astaro 07-08 Amnon 07- 08 Chant

09-10 Dench 09- 10 Aym 09- 10 Andram 09- 10 Creed
11-12 Dorn 11- 12 Azza 11 - 12 Astar 11- 12 Death
13-14 Ore n 13- 14 Beleth 13- 14 Balam 13- 14 Debauchery
15- 16 Druuk l 5- 16 Bryseis 15- 16 Barakas 15-16 Despa ir

17-18 Feng 17-18 Bune 17- 18 Bat hin 17- 18 Doom

19-20 Gell 19-20 Criella 19-20 Cairn 19-20 Doubt
21-22 Gnarsh 21-22 Damaia 21-22 Chem 21-22 Dread
23-24 Grumbar 23-24 Decarabia 23-24 Cimer 23-24 Ecstasy

25-26 Gubrash 25-26 Ea 25-26 Cressel 25-26 Ennu i

27- 28 Hagren 27-28 Gadreel 27-28 Damakos 27-28 Entropy

29- 30 Henk 29-30 Gomory 29-30 Ekemon 29- 30 Excellence
31-32
33- 34 Hogar 31-32 Hecat 31-32 Euron 31- 32 Fear
35- 36
37-38 Holg 33-34 lshte 33- 34 Fenriz 33-34 Glory
39- 40
41-42 lmsh 35-36 )ezebeth 35-36 Forcas 35- 36 Gluttony
43- 44
45- 46 t.Karash 37- 38 Kali 37-38 Habor 37-38 Grief
47-48 rialisKarg39- 40 Kallista 39-40 lados 39-40 Hate
49-50 AeKeth 41 - 42 Kasdeya 41 - 42 Kairon 41-42 Hope
51-52 DFKorag 43-44 Lerissa 43- 44 Leucis 43- 44 Horror
53- 54 nu PKrusk45-46 Lilith 45- 46 Mamnen 45-46 Ideal
55-56 ebeLubash47- 48 Makaria 47-48 Mantus 47- 48 Ignominy
57-58 of DMegged49-50 Manea 49-50 Marbas 49-50 Laughter
59-60 ionMhurren51-52 Markosian 51-52 Melech 51-52 Love
61 - 62 versMord 53-54 Mastema 53-54 Merihim 53-54 Lust
63-64 moMorg 55- 56 Naamah 55-56 Modean 55-56 Mayhem
65- 66 deNil 57- 58 Nemeia 57- 58 Mordai 57-58 Mockery
67-68 ing aNybarg59- 60 Nija 59- 60 Mormo 59- 60 Murder
69-70 usOdorr 61-62 Orianna 61 - 62 Morthos 61-62 Muse
71-72 ifiedOhr 63- 64 Osah 63- 64 Nicor 63-64 Music
73-74 modRendar65- 66 Phela ia 65- 66 Nirgel 65-66 Mystery
75-76 enResh 67-68 Prosperine 67- 68 Oriax 67-68 Nowhere
77-78 s beRont 69- 70 Purah 69- 70 Paymon 69-70 Open
79-80 F haRrath71-72 Pyra 71 - 72 Pelaios 71-72 Pain
PDSark 73-74 Rieta 73-74 Pu rson 73-74 Pass ion
ThisScrag75-76 Ronobe 75-76 Qemuel 75-76 Poetry

Sheggen 77-78 Ronwe 77-78 Raam 77-78 Quest

Shump 79-80 Seddit 79-80 Rimmon 79-80 Random

81-82 Tanglar 81 - 82 Seere 81- 82 Sammal 81-82 Revere nce

83- 84 Tarak 83- 84 Sekhmet 83-84 Skamos 83- 84 Revulsion
85- 86 Thar 85- 86 Semyaza 85-86 Tethren 85- 86 Sorrow
87-88 Thokk 87- 88 Shava 87-88 Thamuz 87-88 Temerity
89-90 Trag 89-90 Shax 89-90 Thera i 89-90 Torment

91-92 Ugarth 91 - 92 Sorath 91 - 92 Valafar 91 -92 Tragedy
93-94 Varg 93-94 Uzza 93- 94 Vassago 93- 94 Vice
95-96 Vilberg 95-96 Vapula 95-96 Xappan 95-96 Virtue
97-98 Yurk 97-98 Vepar 97- 98 Zepar 97-98 Weary

99-00 Zed 99-00 Verin 99-00 Zephan 99-00 Wit

AP PEND IX 13 I CH ARACTER NAM.ES

HuMANNAMES

ARABIC, FEMALE ARABIC, MALE

dlOO Name dlOO Name

01 - 02 Aaliyah 01-02 Abbad

03-04 Aida 03-04 Abdul

05-06 Akilah 05-06 Achmed

07-08 Alia 07-08 Akeem

09-10 Amina 09-1 0 Alif

11-12 Atefeh 11- 12 Amir

13- 14 Chaima 13-14 As im

15-16 Dalia 15- 16 Bashir

17-18 Ehsan 17-18 Bassam

19-20 Elham 19- 20 Fahim

21-22 Farah 21-22 Farid

23-24 Fatemah 23-24 Farouk

25-26 Camila 25- 26 Fayez

27-28 Iesha 27-28 Fayyaad

29-30 lnbar 29- 30 Fazil

31-32 Kamaria 31- 32 Hakim

33- 34 Khadija 33- 34 Halil
35-36 35- 36 Hamid
37- 38 list.Layla37- 38 Hazim
39-40 eriaLupe39- 40 Heydar
41- 42 F ANabila41-42 Hussein
43-44 PDNadine43-44 jabari
45- 46 enuNaim a45-46 )afar
47- 48 DebNajila47- 48 )a hid
49-50 n ofNajwa49- 50 Jamal
51-52 rsioNakia51-52 Kalim
53- 54 o veNashwa53- 54 Karim
55- 56 emNawra 55- 56 Kazim
57- 58 a dNuha 57-58 Khadim
59- 60 singNura59-60 Khalid
61 - 62 ified uOma61-62 Mahmud
63- 64 dQadira 63- 64 Mansour
65-66 moQamar 65- 66 Mu sharraf
67-68 beenQistina67-68 Mustafa
69-70 asRahima69- 70 Nadir
71- 72 F hRihanna71- 72 Nazim
73- 74 is PDSaadia73- 74 Omar
ThSabah

75-76 Sada 75-76 Qadir

77- 78 Saffron 77-78 Qusay

79-80 Sahar 79-80 Rafiq

81-82 Salma 81- 82 Rakim

83-84 Shatha 83- 84 Rashad

85- 86 Tahira 85-86 Rauf

87-88 Takisha 87- 88 Saladin

89-90 Thana 89- 90 Sami

91 - 92 Yadira 91-92 Samir

93- 94 Zahra 93-94 Talib

95-96 Zaida 95-96 Tamir

97- 98 Zaina 97- 98 Ta riq

99- 00 Zeinab 99- 00 Yazid

CELT IC , FEMA LE CELTI C, M ALE C H INESE , FEMALE C H INESE , MALE

dlOO Name dlOO Name dlOO Name dlOO Name

01-02 Aife 01 - 02 Airell 01- 02 Ai 01 - 02 Bingwen

03-04 Aina 03- 04 Airic 03- 04 Anming 03 - 04 Bo

05-06 Alane 05- 06 Alan 05- 06 Baozhai 05- 06 Bolin

07- 08 Ardena 07- 08 Anghus 07- 08 Bei 07- 08 Chang

09- 10 Arienh 09-10 Aodh 09- 10 Caixia 09- 10 Chao

11-12 Beatha 11-12 Bardon 11 - 12 Changchang 11 - 12 Chen

13- 14 Birgit 13-14 Bearacb 13- 14 Chen 13- 14 Cheng

15-16 Briann 15-16 Bevyn 15- 16 Chou 15- 16 Da

17-18 Caomh 17-18 Boden 17- 18 Chunhua 17- 18 Dingxiang

19- 20 Cara 19-20 Bran 19-20 Daianna 19- 20 Fang

21-22 Cinnia 21-22 Brasil 21 - 22 Daiyu 21-22 Feng

23-24 Cordelia 23-24 Bredon 23-24 Die 23-24 Fu

25-26 Deheune 25-26 Brian 25-26 Ehuang 25-26 Gang

27-28 Divone 27- 28 Bricriu 27- 28 Fenfang 27- 28 Guang

29-30 Donia 29-30 Bryant 29- 30 Ge 29-30 Hai

31-32 Doreena 31-32 Cadman 31-32 Hong 31- 32 Heng

33-34 Elsha 33-34 Caradoc 33-34 Huan 33-34 Hong

35-36 Enid 35-36 Cedric 35-36 Huifang 35-36 Huan
37-38
39-40 t.Ethne 37-38 Conalt 37-38 Jia 37-38 Huang
41-42 rialisEvelina39-40 Conchobar 39-40 Jiao 39-40 Huiliang
43- 44 AeFianna 41-42 Condon 41-42 Jiaying 41-42 Huizhong
45-46 DFGenevieve43 - 44 Darcy 43-44 Jingfei 43-44 Jian
47-48 u PGilda 45- 46 Devin 45-46 Jinjing 45-46 Jiayi
49- 50 benGitta 47-48 Di ll ion 47- 48 Lan 47-48 Junjie
51-52 f DeGrania49-50 Donaghy 49-50 Li 49-50 Kang
53- 54 ion oGwyndolin51-52 Donall 51-52 Lihua 51-52 Lei
55-56 ersldelisa53-54 Duer 53-54 Lin 53-54 Liang
57-58 o vIsolde 55- 56 Eghan 55- 56 Ling 55-56 Ling
59- 60 demKeelin 57- 58 Ewyn 57-58 Liu 57-58 Liwei
61 - 62 g aKennocha59-60 Fergh us 59-60 Meili 59-60 Meilin
63- 64 usinLavena61- 62 Galvyn 61-62 Ning 61-62 Niu
65- 66 ifiedLesley63- 64 Gildas 63-64 Qi 63-64 Peizhi
67- 68 odLinnette65-66 Guy 65- 66 Qiao 65-66 Peng
69-70 en mLyonesse67- 68 Harvey 67-68 Rong 67- 68 Ping
71-72 beMabina 69- 70 Iden 69-70 Shu 69-70 Qiang
73-74 hasMarvina71- 72 lrven 71-72 Shuang 71-72 Qiu
75- 76 PDFMavis 73- 74 Karney 73-74 Song 73-74 Quan
77-78 ThisMirna 75- 76 Kayne 75-76 Ting 75-76 Renshu

Morgan 77-78 Kelvyn 77-78 Wen 77- 78 Rong

79-80 Mu riel 79-80 Kunsgnos 79- 80 Xia 79- 80 Ru

81-82 Nareena 81-82 Leigh 81 - 82 Xiaodan 81- 82 Sha n

83-84 Oriana 83-84 Maccus 83-84 Xiaoli 83- 84 Shen

85-86 Regan 85-86 Moryn 85-86 Xi ngjuan 85- 86 Tengfei

87-88 Ronat 87-88 Neale 87- 88 Xue 87- 88 Wei

89-90 Rowena 89-90 Owyn 89- 90 Ya 89- 90 Xiaobo

91- 92 Selma 91- 92 Pryderi 91 - 92 Yan 91 - 92 Xiaoli

93- 94 Ula 93- 94 Reaghan 93-94 Ying 93- 94 Xin

95- 96 Venetia 95- 96 Talies in 95-96 Yuan 95- 96 Yang

97- 98 Wynne 97- 98 Tiernay 97- 98 Yue 97- 98 Ying

99-00 Yseult 99- 00 Turi 99- 00 Yun 99- 00 Zhong

APPENDIX B I CHARACTER NAMES

EGYPT IAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE

dlOO Name dlOO Name dlOO Name

01-02 A'at 69-70 Nit 33-34 lmhotep

03- 04Ahset 71-72 Nofret 35-36 lneni
Am u n e t 73-74 Nubemiunu 37-38 lpuki
list.05-06Aneksi 75-76 Peseshet 39-40 lrsu
eria07- 08Atet 77-78 Pypuy 41-42 Kagem ni
F A09-10Baketamon 79-80 Qalhata 43-44 Kawab
PD11 - 12Be t r e s t81-82 Rai 45-46 Kenamon
enu13- 14Bun efer 83-84 Redji 47-48 Kewap
Deb15- 16Dedyet 85-86 Sadeh 49-50 Khaemwaset
n of17-18Hatshepsut87-88 Sadek 51-52 Khafra
rsio19- 20Hentie 89-90 Sita mun 53-54 Khusebek
o ve21-22Herit 91- 92 Sitre 55-56 Masaharta
em23- 24Hetepheres 93- 94 Takhat 57- 58 Meketre
a d25-26lntakaes 95- 96 Tarset 59- 60 Menkhaf
sing27-28lpwet 97-98 Taweret 61-62 Merenre
ified u29- 30ltet 99-00 Werenro 63-64 Metjen
od31-32Joba 65-66 Nebamun
n m33-34Kasmut EGYPTIAN, MALE 67-68 Nebetka
bee35-36Kemanub 69- 70 Nehi
as37-38Khemut dlOO Name 71 - 72 Nek u re
DF h39- 40Ki ya 73-74 Nessumontu
is P41 -42Ma ia 01- 02 Ahm ose 75-76 Pakhom
Th43-44 03- 04 Akhom
05-06 Amas is

45- 46 Menhet 07- 08 Amenemhet 77-78 Pawah

47- 48 Me rit 09- 10 Anen 79-80 Pawero

49-50 Meritamen 11- 12 Banefre 81-82 Ramose

51-52 Merneith 13-14 Bek 83-84 Rud jek

53- 54 Merseger 15- 16 Djedefre 85- 86 Sabaf

55- 56 Muyet 17-18 Djose r 87- 88 Sebek-khu

57-58 Nebet 19-20 Hekai b 89-90 Sebni

59- 60 Nebetah 21 -22 Henenu 91 - 92 Senusret

61 - 62 Nedjemmut 23- 24 Horemheb 93- 94 Shabaka

63- 64 Nefertiti 25-26 Horwedja 95-96 Somintu

65-66 Neferu 27-28 Huya 97-98 Thaneni

67- 68 Neithotep 29- 30 lbebi 99- 00 Thethi

31-32 ld u

APPENDIX B I CHARACTER NAMES

ENGLISH, FEMALE ENGLISH , FEMALE ENGLISH, MALE

dlOO Na me dlOO Name dlOO Name
01 - 02
03- 04 Adelaide 69- 70 Juliana 33-34 Gil bert
05- 06
07- 08 Agatha 71- 72 Katherine 35-36 Godfrey
09- 10 73-74 Margery 37-38 Gunter
11- 12 list.Agnes 75- 76 Mary 39-40 Guy
13- 14 eriaAlice 77-78 Matilda 41-42 Henry
15- 16 F AAline 79- 80 Mayn il d 43- 44 Heward
17-18 u PDAnne 81-82 Millice nt 45- 46 Hubert
19- 20 benAvelina 83- 84 O riel 47-48 Hugh
21-22 DeAvice 85-86 Rohesia 49- 50 Jocelyn
23-24 n ofBeatrice 87-88 Rosal in d 51-52 john
25-26 rsioCecily 89- 90 Rosamund 53- 54 La nce
27- 28 o veEgelina 91- 92 Sarah 55- 56 Manfred
29- 30 demEleanor 93- 94 Susannah 57- 58 Miles
31- 32 g aElizabeth 95- 96 Sybil 59- 60 Nicholas
33- 34 usinElla 97-98 Williamina 61- 62 Norman
35- 36 ifiedEloise 99- 00 Yvonne 63- 64 Odo
37- 38 odElysande 65- 66 Percival
39-40 n mEmeny 67-68 Peter
41-42 beeEmma 69-70 Ralf
43-44 hasEm meline 71 - 72 Randa l
45- 46 DFErmina 73-74 Raymond
47- 48 is PEva 75- 76 Reynard
49- 50 ThGaliena
51 - 52 ENGLISH, MALE
53- 54 77-78 Richard
55- 56 dlOO Name
57-58 01-02 Adam
59-60 03- 04 Adela rd
61-62 05-06 Aldous
63- 64
6 5- 6 6 Geva 07- 08 Anselm
67-68
Giselle 09- 10 Arnold 79- 80 Robert

Griselda 11- 12 Bernard 81- 82 Roger

Hadwisa 13- 14 Bertram 83- 84 Ro land

Helen 15- 16 Charles 85- 86 Rolf

Herleva 17- 18 Clerebold 87-88 Simon

Hugolina 19- 20 Conrad 89- 90 Theobald

Ida 21- 22 Diggory 91- 92 Theodoric

Isabella 23- 24 Drogo 93-94 Thomas

jacoba 25- 26 Everard 95- 96 Timm

Jane 27- 28 Frederick 97- 98 William

Joan 29- 30 Geoffrey 99- 00 Wymar

31- 32 Gera ld

APPEND IX BI CH1\R.ACTER NA.MES

FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE

dlOO Name dlOO Name dlOO Name dlOO Name

01 - 02 Aalis 01 - 02 Ambroys 01 - 02 Adelhayt 01-02 Albrecht
03-04 Agatha 03-04 Ame 03- 04 Affra 03-04 Allexander

05-06 Agnez 05-06 Andri 05-06 Agatha 05-06 Baltasar
07-08 Alberea 07- 08 Andriet 07- 08 Allet 07-08 Benedick

09- 10 Alips 09- 10 Anthoine 09- 10 Angnes 09- 10 Berhart

11- 12 Amee 11- 12 Bernard 11-12 Anna 11-12 Caspar
13- 14 Amelot 13- 14 Charles 13- 14 Apell 13- 14 Clas

15- 16 Anne l 5-16 Charlot 15- 16 Applonia 15-16 Cristin

17-18 Avelina 17-18 Colin 17-18 Barbara 17-18 Cristoff

19-20 Blancha 19-20 Denis 19-20 Brida 19-20 Dieterich

21-22 Cateline 21 - 22 Durant 21 - 22 Brigita 21- 22 Engelhart

23-24 Cecilia 23-24 Edouart 23-24 Cecilia 23-24 Erhart

25-26 Claricia 25- 26 Eremon 25- 26 Clara 25- 26 Felix

27-28 Collette 27-28 Ernault 27-28 Cristi na 27-28 Frantz
29-30 Denisete 29-30 Ethor 29- 30 Dorothea 29-30 Fritz
31-32 Dorian 31-32 Felix 31-32 Duretta 31 -32 Gerhart

33-34 Edelina 33-34 Floquart 33-34 Ella 33-34 Gotleib

35- 3 6 Emelina 35- 36 Galleren 35- 36 Els 35-36 Hans
37-38 37-38 Gaultier 37- 38 Elsbeth 37- 38 Hartmann
39- 40 t.Emmelot 39-40 Gilles 39- 40 Engel 39-40 Heintz
41-42 rialisErmentrudis41-42 Guy 41 - 42 Enlein 41 - 42 Herman
43- 44 AeGibelina 43-44 Henry 43- 44 Enndlin 43 - 44 Jacob
45-46 DFGila 45-46 Hugo 45-46 Eva 45 - 46 Jeremias
47-48 nu PGillette47-48 Imbert 47- 48 Fela 47-48 Jorg
49-50 ebeGuiburgis49-50 Jacques 49-50 Fronicka 49-50 Kari l
51 - 52 of DGuillemette51 - 52 Jacquot51 - 52 Genefe 51-52 Kilian
53- 54 ionGuoite 53- 54 Jean 53- 54 Geras 53- 54 Lin hart
55- 56 versHecelina55- 56 Jehannin 55- 56 Gerhauss 55- 56 Lo re ntz
57-58 moHeloysis 57- 58 Louis 57- 58 Gertrudt 57- 58 Ludwig
59- 60 a deHelyoudis59-60 Louys 59-60 Gu t t e l 59-60 Marx
61-62 ingHodeardis61-62 Loys 61 - 62 Helena 61 - 62 Melchor
63-64 uslsabellis 63-64 Martin 63-64 lrmel 63-64 Mertin
65- 66 ifiedJaquette65-66 Michel 65-66 Jonata 65-66 Michel
67- 68 modJehan 67- 68 Mille 67- 68 Kate rina 67-68 Moritz
69- 70 enJohanna 69- 70 Morelet 69- 70 Kuen 69- 70 Osswald
71 - 7 2 s beJuliote 71- 72 Nicolas 71 - 7 2 Kungund 71-72 Ott
73- 74 F haKaterine73-74 Nicolle 73- 74 Lucia 73- 74 Peter
75-76 PDLuciana 75-76 Oudart 75- 76 Madalena 75- 76 Rudolff
77-78 ThisMargot
77-78 Perrin 77- 78 Magdalen 77-78 Ruprecht
Marguerite

79-80 Maria 79-80 Phillippe 79-80 Margret 79-80 Sewastia n

81 -82 Marie 81-82 Pierre 81-82 Marlein 81-82 Sigmund

83- 84 Melisende 83-84 Regnault 83-84 Martha 83-84 Steffan

85- 86 Odelina 85-86 Richart 85-86 Otilia 85-86 Symon

87- 88 Perrette 87- 88 Robert 87- 88 Ottilg 87-88 Thoman

89- 90 Petronilla 89- 90 Robinet 89- 90 Peternella 89- 90 Ulrich

91-92 Sedilia 91- 92 Sauvage 91- 92 Reusin 91-92 Vallentin

93-94 Stephana 93- 94 Simon 93- 94 Sibilla 93- 94 Wendel

95-96 Sybilla 95- 96 Talbot 95- 96 Ursel 95- 96 Wilhelm

97-98 Ysabeau 97-98 Tanguy 97- 98 Vrsula 97-98 Wolff

99- 00 Ysabel 99- 00 Vincent 99-00 Walpurg 99-00 Wolfgang

APPENDIX B I CHARACTER NAMES

GREE K, FE MALE GREE K, MA LE INDIA N, FEMALE INDIAN, MA LE

dlOO Name dlOO Name dlOO Name dlOO Name

01-02 Acantha 01-02 Adonis 01-02 Abha 01- 02 Abhay
03-04 Aella 03- 04 Adrastos 03-04 Aishwarya 03- 04 Ahsan
05-06 Alektos 05-06 Aeson 05-06 Amala 05- 06 Ajay
07- 08 Alkippe 07- 08 Aias 07-08 Ananda 07- 08 Ajit

09- 10 And romeda 09- 10 Aineias 09-10 Ankita 09- 10 Akhil

11 - 12 Antigone 11- 12 Aiolos 11-12 Archana 11- 12 Amar
13-14 Ariadne 13-14 Alekto 13-14 Avan i 13- 14 Amit

l 5- 16 Astraea 15-16 Alkeides 15- 16 Chandana l 5- 16 Ananta

17-18 Chloros 17-18 Argos 17- 18 Chandrakanta 17-18 Aseem

19-20 Chryseos 19-20 Brontes 19- 20 Chetan 19- 20 Ashok

21-22 Daphne 21-22 Damazo 21-22 Darshana 21 - 22 Bahadur

23-24 Despo ina 23-24 Dardanos 23-24 Devi 23-24 Basu
25-26 Dione 25- 26 Deimos 25-26 Dipti 25-26 Chand
27-28 Eileithyia 27-28 Diomedes 27-28 Esha 27-28 Chandra
29-30 Elektra 29-30 Endymion 29- 30 Gauro 29-30 Damodar
31- 32 Euadne 31 - 32 Epimetheus 31-32 Gita 31-32 Darhsan
33- 34 Eudora 33-34 Erebos 33- 34 Indi ra 33-34 Devdan

35- 36 Eunomia 35- 36 Euandros 35- 36 lndu 35-36 Dinesh
37- 3 8 37-38 Ganymedes 37-38 jaya 37-38 Dipak
39- 40 list.Hekabe 39- 40 Glaukos 39-40 Kala 39- 40 Gopal
41- 42 riaHelene 41 - 42 Hektor 41-42 Kalpana 41 - 42 Govind
43- 44 F AeHermoione43- 44 Heros 43- 44 Kamala 43- 44 Harendra
45-46 PDHippolyte 45-46 Hippolytos 45-46 Kanta 45- 46 Harsha
47- 48 enuIanthe 47-48 lacchus 47- 48 Kashi 47- 48 Ila
49-50 Deblokaste 49-50 lason 49- 50 Kishori 49- 50 lsha
51-52 oflole 51- 52 Kadmos 51 - 52 Lalita 51 - 52 Johar
53-54 rsionIphigenia53- 54 Kastor 53- 54 Li na 53- 54 Kalyan
55-56 velsmene 55- 56 Kepha los 55- 56 Madhu r 55- 56 Kiran
57- 58 emoKalliope 57- 58 Kepheus 57-58 Manju 57-58 Kumar
59-60 a dKallisto 59-60 Koios 59- 60 Meera 59-60 Lakshmana
61- 62 singKalypso 61 - 62 Kreios 61 - 62 Mohana 61-62 Mahavir
63- 64 ified uKarme63- 64 Laios 63-64 Mu kta 63-64 Narayan
65-66 dKassandra 65-66 Leandros 65-66 Nisha 65- 66 Naveen
67-68 n moKassiopeia67- 68 Linos 67-68 Nitya 67- 68 Nirav
69- 70 beeKirke 69-70 Lykos 69-70 Padma 69- 70 Prabhakar
71 - 72 asKleio 71-72 Melanthios 71-72 Pratima 71-72 Prasanna
73- 74 DF hKlotho 73- 74 Menelaus 73-74 Priya 73- 74 Raghu
75-76 is PKlytie 75-76 Mentor 75-76 Rani 75-76 Rajani kant
ThKynthia

77-78 Leto 77-78 Neo ptolemus 77-78 Sarala 77-78 Rakesh

79-80 Megaera 79-80 Okeanos 79-80 Shakti 79-80 Ranjeet
81-82 Melaina 81- 82 Orestes 81- 82 Shanta 81-82 Rishi

83- 84 Melpomene 83-84 Pallas 83- 84 Shobha 83-84 Sanjay

85- 86 Nausikaa 85- 86 Patroklos 85-86 Sima 85-86 Sekar

87- 88 Nemesis 87- 88 Philandros 87-88 Sonal 87-88 Shandar

89- 90 Niobe 89-90 Phoibos 89-90 Sumana 89- 90 Sumantra
91- 92 Ourania 91- 92 Phrixus 91- 92 Sunita 91 - 92 Vijay

93- 94 Phaenna 93-94 Priamos 93-94 Tara 93- 94 Vikram

95- 96 Polymn ia 95-96 Pyrrhos 95- 96 Valli 95- 96 Vimal

97- 98 Semele 97-98 Xanthos 97- 98 Vijaya 97- 98 Vishal

99-00 Theia 99-00 Zephyros 99- 00 Vimala 99- 00 Yash

APPENDlX B I CHARACTER NAM ES

JAPA N ESE , FEMALE

dlOO Name

01 - 02 Aika

03- 04 Akemi

0 5- 06 Akiko

07-08 Amaya

09- 10 Asa mi

11- 12 Ayumi

13-14 Bunke

15-16 Chieko
17-18 Chika

19- 20 Chiyo
21 - 22 Cho

23-24 Eiko
25-26 Emiko

27-28 Eri

29-30 Etsuko

31- 32 Gina JAPANESE, MALE
33-34
35-36 t.Hana dlOO Name
37- 38 rialisHaruki
39-40 AeH i d eko 01- 02 Akio JAPANESE, MALE
41 - 42 DFH i kari
43- 44 nu PHiroko 03- 04 Ats ushi dlOO Name
45- 46 ebeH i soka
47-48 of DHishi 05- 06 Daichi 53-54 Makoto
49-50 ionHotaru 55-56 Mamoru
51-52 versIzumi 07- 08 Daiki 57-58 Masato
53-54 moKameyo 59-60 Masumi
55- 56 deKasumi 09-10 Daisuke
57-58 ing aKimiko
59-60 usKotone 11-12 Eiji 61 - 62 Noboru
61-62 ifiedKyoko 13-14 Fumio 63- 64 Norio
63- 64 modMaiko 15-16 Hajime 65-66 Osamu
65-66 enMasako 67- 68 Ryota
67- 68 s beMi 17-18 Haru 69-70 Sadao
69- 70 F haM inori 71- 72 Satos h i
71-72 PDMizuki
73-74 ThisN aoki
19- 20 Hideaki

21-22 Hideo

23-24 Hikaru

Natsuko 25-26 Hiro 73-74 Shigeo

75-76 Noriko 27-28 Hiroki 75- 76 Shin

77-78 Rei 29-30 Hisao 77- 78 Sora

79-80 Ren 31-32 Hitoshi 79- 80 Tadao

81-82 Saki 33-34 Isa mu 81- 82 Takehiko

83- 84 Shigeko 35- 36 lsao 83- 84 Takeo

85-86 Shinju 37-38 Jun 85- 86 Takeshi

87- 88 Sumiko 39- 40 Katashi 87- 88 Takumi

89-90 Tos hiko 41-42 Katsu 89-90 Tamotsu

91-92 Tsukiko 43-44 Kei 91-92 Tatsuo

93-94 Ume 45-46 Ken 93- 94 Toru

95-96 Usagi 47-48 Ken shin 95-96 Toshio

97- 98 Yasuko 49- 50 Kenta 97-98 Yasuo

99- 00 Yuriko 51 - 52 Kioshi 99-00 Yukio

AP PEND fX B I C H ARACTER NAMES

MESOAM ERIC AN 1 FEMA LE M ESOAME RI CA N 1 FEMALE M ESOAMERICAN 1 M ALE

dl OO Name dl OO Name dlOO Name

01 - 02 Ahuiliztli 69-70 Papan 33-34 lccauhtli
71-72 PatIi 35-36 llhicamina
list.03- 04 Atl 73-74 Quetzalxochitl 37-38 ltztli
ria05- 06 Centehua 75-76 Sacnite 39-40 lxtli
Ae07- 08 Chalchiuitl 77-78 Teicui 41 - 42 Mahuizoh
PDF09- 10 Chipahua 79-80 Tepin 43- 44 Manauia
nu11- 12 Cihuaton 81-82 Teuicui 45- 46 Matlal
ebe13- 14 Citlali 83- 84 Teyacapan 47- 48 Matlalihuitl
of D15- 16 Citlalmina 85-86 Tiaco 49- 50 Mazati
rsion17- 18 Coszcatl 87- 88 Tlacoehua 51 - 52 Mictlantecuhtli
ve19- 20 Cozamalotl 89-90 Tlacotl 53- 54 Milintica
mo21- 22 Cuicatl 91 - 92 TiaIii 55- 56 Momoztli
a de23- 24 Eleuia 93- 94 Tlanextli 57- 58 Namacuix
ing25- 26 Eloxochitl 95- 96 Xihu itl 59- 60 Necalli
d us27- 28 Eztli 97- 98 Xiuhcoatl 61 - 62 Necuametl
difie29- 30 lchtaca 99-00 Xiuhtonal 63 - 64 Nezahualcoyotl
mo31- 32 lcnoyotl 65- 66 Nexahualpilli
een33- 34 lhuicatl ME SO AMERICAN 1 MALE 67- 68 Nochehuatl
as b35- 36 llhuitl 69- 70 Nopaltzin
F h37- 38 ltotia dlOO Name 71 - 72 Ollin
PD39- 40 luitl 73- 74 Quauhtli
This41- 42 lxcatzin 01-02 Achcauhtli
03-04 Amoxtli 75 - 76 Tenoch

43- 44 lzel 05-06 Chicahua

45- 46 Malinalxochitl 07-08 ChimaIii 77- 78 Teoxihuitl

47- 48 Mecatl 09-10 Cipactli 79- 80 Tepiltzin

49-50 Meztli 11- 12 Coaxoch 81- 82 Tezcacoatl

51 - 52 Miyaoaxochitl 13- 14 Coyotl 83- 84 Tlacaelel

53- 54 Mizquixaual 15- 16 CualIi 85-86 TlaceIel

55- 56 Moyolehuani 17-18 Cuauhtemoc 87- 88 Tlaloc

57- 58 Nahuatl 19-20 Cuetlachtilo 89- 90 Tlanextic

59- 60 Necahual 21-22 Cuetzpalli 91- 92 Tlazohtlaloni

61 - 62 Nenetl 23-24 Cuixtli 93- 94 Tlazopillo

63-64 Nochtli 25-26 Ehecatl 95-96 Uetzcayotl

65- 66 Noxochicoztli 27-28 Etalpalli 97- 98 Xipilli

67- 68 Ohtli 29-30 Huemac 99-00 Yaoti

31-32 Huitzilihuitl

APPENDIX BJ CHARACTER NAMES

NIGER-CONGO, NIGER-CONGO, NORSE, FEMALE NORSE, MALE

FEMALE MALE dlOO Name dlOO Name

dlOO Name dlOO Name 01- 02 Alfhild 01 - 02 Agni

01-02 Abebi 01 - 02 Abebe 03- 04 Arnbjorg 03-04 Alaric

03-04 Abena 03-04 Abel 05- 06 Ase 05- 06 Anvindr

05- 06 Abimbola 05- 06 Abidemi 07- 08 Aslog 07- 08 Arvid

07- 08 Akoko 07- 08 Abrafo 09- 10 Astrid 09- 10 Asger

09- 10 Akachi 09-10 Adisa 11-1 2 Auda 11- 12 Asmund

11-12 Alaba 11 - 12 Amadi 13- 14 Audhid 13- 14 Bjarte

13- 14 Anuli 13- 14 Amara 15- 16 Bergljot 15- 16 Bjorg

15- 16 Ayo 15- 16 Anyim 17- 18 Birgh ild 17- 18 Bjorn

17-18 Bolanle 17-18 Azubuike 19- 20 Bodil 19- 20 Brandr

19-20 Bosede 19- 20 Bapoto 21 - 22 Brenna 21- 22 Brandt

21-22 Chiamaka 21 - 22 Baraka 23- 24 Brynhild 23- 24 Brynjar

23-24 Chidi 23- 24 Bohlale 25-26 Dagmar 25- 26 Calder

25-26 Chidimma 25-26 Bongani 27-28 Eeri ka 27-28 Colborn

27- 28 Chinyere 27-28 Bujune 29-30 Eira 29-30 Cuyler

29-30 Chioma 29- 30 Buziba 31 - 32 Gudrun 31-32 Egil

31-32 Dada 31 -32 Chakide 33- 34 Gunborg 33-34 Einar

33-34 Ebele 33-34 Chibuzo 35- 36 Gunhild 35- 36 Eric

t.35- 36 Efemena 35- 36 Ch ika 37- 38 Gunvor 37- 38 Erland
rialis37- 38 Ejiro37-38 Chimola 39- 40 Helga 39- 40 Fiske
Ae39-40 Ekundayo 39-40 Chiratidzo 41-42 Hertha 41 - 42 Fol kvar
DF41 - 42 Enitan 41-42 Dabulamanzi 43-44 Hilde 43- 44 Fritjof
nu P43- 44 Funanya43-44 Dumisa 45-46 Hillevi 45-46 Frede
ebe45-46 lfunanya 45-46 Dwanh 47- 48 Ingrid 47-48 Geir
f D47-48 lge 47-48 Emeka 49-50 Iona 49- 50 Halvar
ion o49- 50 lme 49-50 Folami 51 - 52 )orunn 51 - 52 Hemming
ers51- 52 Kunto 51-52 Gatura 53- 54 Kari 53- 54 Hjalmar
o v53- 54 Lesedi 53-54 Gebhuza 55-56 Kenna 55-56 Hjortr
dem55-56 Lumusi 55- 56 Gero 57-58 Magnhild 57- 58 lngimarr
ing a57-58 Mojisola57- 58 lsoba 59-60 Nanna 59- 60 Iva r
us59- 60 Monifa 59- 60 Kagiso 61-62 Olga 61-62 Knud
ified61-62 Nakato 61 - 62 Kamau 63-64 Ragna 63-64 Leif
od63-64 Ndidi 63- 64 Katlego 65- 66 Ragnhild 65- 66 Liufr
en m65- 66 Ngozi 65-66 Masego 67- 68 Ranveig 67- 68 Manning
s be67- 68 Nkiruka67-68 Matata 69- 70 Runa 69- 70 Oddr
ha69- 70 Nneka 69- 70 Nthanda 71- 72 Saga 71 - 72 Olin
PDF71- 72 Ogechi 71 - 72 Ogechi 73- 74 Sigfrid 73-74 Ormr
This73- 74 Olamide73-74 Olwenyo 75-76 Signe 75- 76 Ove

75- 76 Oluchi 75- 76 Osumare 77-78 Sigrid 77- 78 Rannulfr

77-78 Omolara 77- 78 Paki 79-80 Sigr.unn 79-80 Sigurd

79-80 Onyeka 79-80 Qin isela 81 - 82 Solveg 81-82 Skari

81 - 82 Simisola 81-82 Quanda 83-84 Svanhild 83-84 Snorri

83- 84 Temitope 83-84 Samanya 85- 86 Thora 85- 86 Sten

85- 86 Thema 85-86 Shanika 87-88 Torborg 87- 88 Stigandr

87- 88 Titlayo 87-88 Sibonakaliso 89- 90 Torunn 89- 90 Stigr

89- 90 Udo 89- 90 Tapiwa 91 - 92 Tove 91- 92 Sven

91- 92 Uduak 91 - 92 Thabo 93-94 Unn 93- 94 Trygve
93-94 Ufuoma 93- 94 Themba 95-96 Vigdis 95-96 Ulf
95-96 Yaa 95- 96 Uzoma 97-98 Ylva 97- 98 Vali
97- 98 Yejide 97-98 Zuberi 99- 00 Yngvild 99- 00 Vidar

99- 00 Yewande 99-00 Zuri

APPENDIX B I CHARACTER NAMES

PO LYNESIAN , POLYNESIAN, MALE ROMAN, FEMALE ROMAN, MALE

FEMAL E dlOO Name dlOO Name dlOO Name

dlOO Name 01- 02 Afa 01- 02 Aelia 01 -02 Aelius

01-02 Ahulani 03- 04 Ahohako 03- 04 Aemilia 03- 04 Aetius
03- 04 Airini 05- 06 Aisake 05- 06 Agrippina 05-06 Agrippa
05- 06 Alani 07- 08 Aleki 07- 08 Alba 07-08 Albanus
07-08 Aluala 09-10 Anewa 09-10 Antonia 09-10 Albus
09-10 Anahera 11-12 Anitelu 11-12 Aquila 11-12 Antonius

11-12 Anuhea 13- 14 Aputi 13-14 Augusta 13-14 Appius

13-14 Aolani 15- 16 Ariki 15-16 Aurelia 15-16 Aquilinus

15- 16 Elenoa 17- 18 Butat 17- 18 Balbina 17-18 Atilus

17- 18 Emele 19-20 Enele 19-20 Blandina 19-20 Augustus

19-20 Fetia 21 -22 Fef 21-22 Caelia 21-22 Aurelius

21-22 Fiva 23-24 Fu ifui 23- 24 Camilla 23-24 Avitus

23- 24 Halona 25- 26 Ha'aheo 25- 26 Casia 25-26 Balbus

25-26 Hi'ilei 27-28 Hanohano 27- 28 Claudia 27-28 Blandus

27- 28 Hina 29-30 Haunui 29- 30 Cloelia 29-30 Blasius

29- 30 Hinatea 31-32 Hekili 31-32 Domitia 31-32 Brutus

31- 32 Huali 33-34 Hiapo 33- 34 Drusa 33-34 Caelius

33-34 lnia 35-36 Hikawera 35- 36 Fabia 35-36 Ca ius
35- 36 37-38 Hanano 37- 38 Fabricia 37- 38 Casian
37-38 t.lnina 39-40 Ho'onani 39-40 Fausta 39-40 Cassius
39- 40 rialislolani41-42 Hoku 41- 42 Flavia 41-42 Cato
41- 42 AeIsa 43-44 HO'eu 43- 44 Floriana 43-44 Celsus
43- 44 DFKa 'ana'ana45-46 Ina 45-46 Fulvia 45- 46 Claudius
45-46 nu PKa'ena47-48 ltu 47- 48 Germana 47- 48 Cloeli us
47- 48 ebeKaamia49-50 Ka'aukai 49- 50 Glaucia 49- 50 Cnaeus
49- 50 of DKahula51-52 Ka'eo 51-52 Gratiana 51-52 Crispus
51- 52 ionKailani53-54 Kaelani 53- 54 Hadriana 53- 54 Cyprianus
53- 54 versKamaile55-56 Kahale 55-56 Hermina 55- 56 Diocletianus
55-56 moKamakani57-58 Kaiea 57- 58 Horatia 57- 58 Egnatius
57- 58 a deKamea59-60 Kaikoa 59-60 Hortensia 59- 60 Ennius
59-60 ingLatai61-62 Kana'I 61- 62 lovita 61-62 Fabricius
61- 62 usLiona 63-64 Koamalu 63-64 lulia 63-64 Faustus
63- 64 ifiedLokelani65-66 Ka 65- 66 Laelia 65-66 Gaius
65- 66 modMarva67-68 Laki 67- 68 Laurentia 67-68 Germanus
67- 68 enMehana69-70 Makai 69-70 Livia 69-70 Gnaeus
69-70 s beMillawa71-72 Manu 71- 72 Longina 71-72 Horatius
71 -72 F haMoana73-74 Manuka 73- 74 Luci lla 73- 74 lovianus
73- 74 PDNgana 75-76 Nui 75-76 Lucretia 75- 76 lulius
ThisNohea
77- 78 Marcella 77- 78 Lucilius
75-76 Pelika 77-78 Pono

77-78 Sanoe 79-80 Popoki 79-80 Marcia 79-80 Manius

79-80 Satina 81-82 Ruru 81- 82 Maxima 81 -82 Marcus
81- 82 Tahia 83-84 Tahu 83-84 Nona 83- 84 Mariu s
83- 84 Tasi 85-86 Taurau 85-86 Octavia 85- 86 Maximus
85- 86 Tiaho 87-88 Tuala 87-88 Paulina 87- 88 Octavius
87-88 Tihani 89-90 Turoa 89-90 Petronia 89- 90 Paulus
89- 90 Toroa 91-92 Tusitala 91-92 Porcia 91 - 92 Quintilian
91-92 Ulanni 93-94 Uaine 93- 94 Tacita 93- 94 Regulus
93-94 Uluwehi 95- 96 Waata 95- 96 Tullia 95-96 Servius
95- 96 Vaina 97- 98 Waipuna 97-98 Verginia 97-98 Tacitus
97- 98 Waiola 99-00 Zamar 99- 00 Vita 99-00 Varius

99-00 Wa itara

A P PEND IX B J CHAR1\ CTER NA~I ES

SLAVIC, FEMALE SLAVIC, MALE

dlOO Name dlOO Name

01-02 Agripina 01-02 Aleksandru

03-04 Anastasiya 03-04 Berislav

05-06 Bogdan a 05-06 Blazh

07-08 Boleslava 07-08 Bogumir
09- 10 Bozhena 09-10 Boguslav

11-12 Danica 11 - 12 Borislav

13-14 Darya 13- 14 Bozhidar
15- 16 Desislava 15- 16 Bratomil

17- 18 Dragoslava 17- 18 Bratoslav

19- 20 Dunja 19-20 Bronislav
21 - 22 Efrosinia 21-22 Chedomir

23-24 Ekaterina 23- 24 Chestibor

25-26 Elena 25-26 Chestirad

27-28 Faina 27-28 Chestislav

29- 30 Galina 29- 30 Desilav

31-32 Irina 31-32 Dmitrei
33- 34 Iskra 33- 34 Dobromil

35-36 Jasna 35- 36 Dobroslav
t.Katarina
37- 38 rialisKatya37-38 Dragomir
39- 40 AeKresimira39- 40 Dragutin
41 - 42 DFLyudmila 41-42 Drazhan
43- 44 nu PMagda 43-44 Gostislav
45-46 ebeMariya 45-46 Kazimir
47-48 of DMilitsa47-48 Kyrilu
49- 50 ionMiloslava49-50 Lyubomir
51 - 52 ersMira 51-52 Mechislav
53- 54 mo vMiroslava53-54 Milivoj
55- 56 deMokosh 55-56 Milosh
57-58 ing aMorana57-58 Mstislav
59-60 usNatasha 59-60 Nikola
61-62 ifiedNika 61-62 Ninoslav
63- 64 odOlga 63-64 Premislav
65- 66 en mRada 65-66 Radomir
67- 68 s beRadoslava67-68 Radovan
69-70 haRaisa 69- 70 Ratimir
71-72 PDFSlavitsa71 - 72 Rostislav
73- 74 ThisSofiya 73-74 Slavomir
75- 76 75 - 76 Stanislav

77-78 Stanislava 77-78 Svetoslav

79-80 Svetlana 79-80 Tomislav

81-82 Tatyana 81 - 82 Vasili

83-84 Tomislava 83- 84 Velimir

85-86 Veronika 85- 86 Vladimir

87- 88 Vesna 87- 88 Vladislav

89- 90 Vladimira 89- 90 Vlastimir
91 - 92 Ya roslava 91-92 Volodimeru

93-94 Yelena 93- 94 Vratislav

95-96 Zaria 95- 96 Yarognev
97-98 Zarya 97- 98 Yaromir

99- 00 Zoria 99- 00 Zbignev

SPAN I SH, FEMALE SPA NISH, FEM ALE SPAN ISH , M ALE

dlOO Name dlOO Name d lOO Name

01 - 02 Abella 69-70 Melania 33-34 Escobar
03- 04 71-72 Monica 35-36 Etter
05-06 t.Adalina 73-74 Neva 37-38 Fernando
07-08 rialisAdora 75-76 Nilda 39-40 Franciso
09- 10 AeAdriana 77-78 Petrona 41-42 Gabriel
11- 12 PDFAna 79-80 Rafaela 43-44 Garcia
13-14 nuAntonia 81-82 Ramira 45-46 Gaspar
15-16 ebeBasilia 83-84 Rosario 47-48 Gil
17-18 of DBeatriz 85-86 Sofia 49-50 Gomes
19-20 ionBonita 87-88 Suelo 51-52 Goncalo
21-22 versCamila 89-90 Teresa 53-54 Gostantin
23-24 moCande 91-92 Tomasa 55-56 Jayme
25-26 a deCarmen 93-94 Valentia 57-58 Joan
27-28 ingCatlina 95-96 Ve ro nica 59-60 Jorge
29- 30 usDolores 97-98 Ynes 61-62 Jose
31 - 32 ifiedDominga 99- 00 Ysabel 63-64 Ju an
33-34 modDorotea 65-66 Machin
35 - 3 6 eenElena 67-68 Martin
37-38 s bElicia 69-70 Mateu
39- 40 F haEsmerelda 71-72 Miguel
41-42 PDFelipina 73-74 Nicolas
ThisFrancisca
SPANISH, MALE 75-76 Pascual

dlOO Name
01 - 02 Alexandre
03- 04 Alfonso

43- 44 Gabriela 05-06 Alonso

45- 46 Imelda 07-08 Anthon 77-78 Pedro

47- 48 Ines 09- 10 Arcos 79-80 Perico

49- 50 Isabel 11 - 12 Arnaut 81-82 Ramiro

51 -52 Juana 13- 14 Arturo 83-84 Ramon

53-54 Leocadia 15-16 Bartoleme 85-86 Rodrigo

55-56 Leono r 17-18 Benito 87-88 Sabastian

57-58 Leta 19-20 Bernat 89-90 Salvador

59-60 Lucinda 21-22 Blasco 91-92 Simon

61 - 62 Maresol 23-24 Carlos 93-94 Tomas

63-64 Maria 25-26 Damian 95-96 Tristan

65- 66 Maricela 27-28 Di ego 97- 98 Valeriano

67- 68 Matilde 29-30 Domingo 99-00 Ynigo

31-32 Enrique

APPENDfX 8 J CHARACTER NAMES




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