Dan Dillon, Jeff Lee, and Chris Harris
1
Credits Additional Design: Dan Abrahmsen, John‑Michael
Albrecht, Steven Andrews, Anonymous (2), Brice
Lead Designers: Dan Dillon, Chris Harris, and Jeff Lee Barnett, Mary Beaton, Tor Bittamnn, John H.
Bookwalter Jr., Carl Brost, Joshua K. Brown, Nick
Designers: Wolfgang Baur, Scott Carter, Matthew Brown, Peter Bruhn, Steve Collin, Trevor Lee
Corley, Jesse Jordan, Phillip Larwood, Chris Lockey, Cooper, Andrew Croft, Kameron Crump, Wally
Michael Ohl, Carlos Ovalle, Greg Marks, Shawn D., Jordan Day, Stephen Diamond, Scott Dornian,
Merwin, Mike Welham, and Steve Winter Melissa Doucette, Brandon Elms, William Fischer,
Alex Fosth, Casey Geyer, Seth Grimes, Kim Hanley,
Developer: Steve Winter Chris D. Hansen, Randall Hartman, Claire Hogan,
Matthew House, Kristopher R. Hunter, Jacob Johnson,
Editor: Kim Mohan John Landis, Frank Licato, Michael Liebhart, James
McManus, Andre Montague, Fabrizio Nava, Patrick
Additional Editing: Meagan Maricle, Steve Winter, Martin Frosz Nielsen, Xavier Noé, Conlan Parkman,
Marcie Wood Kelly Pawlik, Tim Prior, Brian Oppermann, Craig
C. Robertson, Abbey Ross, George Sager, Ricardo L.
Fantasy Grounds Digital Edition: Linda Buth Santiago, Francisco Santos, John Seidler, Skagasaurus,
Kenneth Smith, Brian Suskind, Dennis Sustare,
Roll20 Digital Edition: Nic Bradley Michael Swords, David Truman, Cody Tunison,
Nsima Uwah, Andrew Vince, Adam Weiler, Joseph
Art Director: Marc Radle
Williams, and John Windsor
Cover Art: Marcel Mercado
Interior Artists: Emile Denis, Rita Fei, Marcel
Mercado, Julia Metzger, David Auden Nash, William
O'Brien, Corwin Paradinha, Florian Stitz, Bryan Syme,
Addison Rankin, Egil Thompson, Mateusz Wilma
Graphic Designer: Marc Radle
Publisher: Wolfgang Baur
A special thanks to the 4,456 backers who made this volume possible! Thanks also to the playtesters who kept
us sharp, the fans who wrote in with questions for clarification, and the designers of some of these spells in prior
editions of the game going back to the dawn of Zobeck and the ticking pendulum.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities,
etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been
designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open Game Content includes the spells previously published and the backer spells.
All other material is Product Identity, especially place names, character names, locations, story elements, and fiction.
No other portion of this work may be reproduced in any form without permission.
©2020 Open Design LLC. All rights reserved.
Printed in China
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ISBN: 978-1-936781-31-7
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2
Introduction
My first spell-slinger was a cleric of Thor who was more these are updated, revised, and collected here together
about crushing the enemy than healing the wounded. with almost 200 all-new spells, plus material collected
Choosing which spells he would be able to cast was a thrill from the Warlock Patreon booklets, Tales of the Old
from the very beginning. Plus, announcing each spell Margreve, Empire of the Ghouls, and other sources. Topped
with a shout of praise for thunder and lightning felt, well, off by the best spells submitted by Kickstarter backers,
extremely metal. I was 12, and casting spells was the best this volume offers you a rich collection of particular styles
part of playing D&D. of magic as well as everyday, highly useful spells for any
caster. In its wide-ranging approach, it also includes spells
Not that much has changed. This Deep Magic collection designed expressly for villains and variations on three
offers more than 700 new spells for your character or traditional spells dating from the earliest days of the game.
your campaign’s NPCs to enhance the richness of your
adventures. That’s 700 new ways to explore, explode, This book will inspire you, spark encounters and
manipulate, disintegrate, and master the fantasy campaign nefarious plots, and give your hero new tools to outsmart
of your choice. When you add in the subclasses, domains, and outfight the monstrous foes that await in any dungeon.
and appendices, you’ll see that this collection broadens the This volume enables all that and more.
scope of what spells can accomplish. If you enjoy magic in its
endless variety, this book is a treasure trove of possibilities. Go forth and make magic!
The Deep Magic series for 5th Edition started in 2016 Wolfgang Baur, Kirkland WA
and has expanded to twenty-some installments since then; April 2020
3
contents
Spell Lists..................................6 Otherworldly Patrons.............. 148 Illumination Magic.............. 221
The Genie Lord..................... 148 Illumination Magic
Spell Descriptions................. 33 The Sibyl............................... 150 Spell Lists............................. 221
Arcane Tradition......................151 Spell Descriptions...................224
Class Options......................... 123 Elementalist.......................... 151 Illuminator............................. 227
Bard College............................123 White Necromancer..............153
College of Wyrdsingers..........123 Arcane Backgrounds............... 154 Ring Magic.............................229
Greenleaf College................. 124 Archivist............................... 154 Ring Magic Spell Lists............. 230
Divine Domains.......................125 Fey Hostage...........................156 Spell Descriptions....................231
Beer Domain.........................125 Soul Channeler......................158 Ring Magic Feats..................... 234
Cat Domain.......................... 126 Transformed Familiar............159 Ring Warden........................... 234
Darkness Domain................. 126
Dragon Domain................... 127 Alkemancy Magic.................. 161 Rune Magic............................. 236
Hunger Domain................... 127 Magic in All Things.................. 162 Rune Powers........................... 236
Hunting Domain.................. 128 Alkemancy Magic Spell Lists... 162 Invoking Rune Powers............ 237
Justice Domain..................... 129 Spell Descriptions....................163 Rune Descriptions.................. 237
Labyrinth Domain................ 129 Alkemancer............................. 167
Moon Domain...................... 130 The Six Elixirs......................... 169 Shadow Magic........................244
Mountain Domain................131 Alkemancy Magic Items.......... 170 Shadow Magic Spell Lists........244
Ocean Domain......................132 Mundane Alkemical Items...... 172 Spell Descriptions...................246
Prophecy Domain..................132 Shadow Bloodline....................253
Speed Domain.......................133 Angelic Magic....................... 173
Time Domain........................133 Angelic Spells.......................... 174 Temporal Magic.................... 254
Travel Domain...................... 134 Angelic Magic Spell Lists......... 174 Temporal Magic Spell Lists..... 254
Winter Domain.................... 134 Spell Descriptions....................175 Spell Descriptions................... 257
Druid Circles............................136 Angelic Scribe..........................177 Timekeeper............................. 263
Circle of Oaks........................136
Circle of Owls........................136 Chaos Magic...........................180 Winter Magic........................ 265
Circle of Roses.......................137 Chaos Magic Spell Lists........... 180 Winter Magic Spell Lists.......... 265
Circle of the Spirits............... 139 Spell Descriptions................... 182 Spell Descriptions................... 268
Martial Archetype................... 139 Entropist................................ 190 The Frozen One...................... 277
Prescient Knight................... 139 College of Entropy.................. 192 Boreal Bloodline..................... 278
Sacred Oaths........................... 141 Chaos Magic Surges.................193
Oath of Radiance.................. 141 Wizard’s Entourage.............280
Oath of Thunder................... 142 Dragon Magic........................ 195 Apprentices.............................280
Ranger Archetypes.................. 143 Dragon Magic Spell Lists......... 196 Lereilel Cloudwood.............. 281
Griffon Scout........................ 143 Spell Descriptions................... 198 Terindor Grayveil................. 282
Vampire Slayer...................... 144 Dragon Mage.......................... 205 Erolimar............................... 282
Sorcerous Origins................... 145 Arn of Rowan....................... 283
Aristocratic........................... 145 Elven Ritual Magic..............208 Xelasora............................... 284
Elemental Essence................ 146 Elven Ritual Spell Lists............209 Magic Constructs.................... 285
Farseer................................. 147 Spell Descriptions................... 210 Bzeldruin’s Hundred............ 285
Hieroglyph Magic................ 214 Leothar’s Bust...................... 286
Invoking Hieroglyph Powers.....215 Nisruel’s Coachfly................. 287
Hieroglyph Descriptions...........215 Sivvar’s Writing Desk............ 288
4
Oddities for Every Occasion..... 289 Oath of the Annihilator......... 314 Mythos Magic..........................335
Familiar Territory.................... 291 Doomsayer............................ 315 Essence of the Void................337
Standard Familiars............... 291 Blood Magic.............................316 Mythos Magic Spell Lists.......337
Variant Familiars.................. 295 Blood Magic Spell Lists..........316 Spell Descriptions .................337
Spell Descriptions..................317 Grimoires of the
APPENDICES Serophage.............................321 Cthulhu Mythos................ 343
A. Clockwork Magic............ 301 Blood Mage.......................... 322 Unsavory Characters............... 344
Clockwork Familiars............... 301 Fiendish Magic........................323 Lust Domain........................ 344
Clockwork Magic Spell Lists... 301 Fiendish Magic Spell Lists.....323 Necrophage.......................... 345
Spell Descriptions................. 324
B. Labyrinth Magic...............304 Master of Fiends................... 328 D. Arcane Traps.....................346
Labyrinth Magic Spell Lists.....304 Void Magic.............................. 329
Void Magic Spell Lists........... 330 E. Spell Variations................ 347
C. Dark Magic........................306 Spell Descriptions ................ 330 Variant Spell Lists.................... 347
Apocalypse Magic...................306 Touch of the Void...................333 Charm Person Variants............ 349
Apocalypse Magic Void Domain........................ 334 Raise Dead Variants................ 350
Spell Lists..........................306 Void Caster............................335 Fireball Variants.......................352
Spell Descriptions.................309
Apocalypse Domain.............. 314
5
Spell Lists
The spells in Deep Magic for 5th Edition are all listed here, BARD SPELLS
and the great majority of the spells listed are found in
the spell descriptions detailed in the section after this CANTRIPS (0 LEVEL)
one. A spell whose entry in the lists ends with a term in
brackets (such as [chaos] or [dragon] or [Void]) is found Abhorrence (enchantment)
in a separate section devoted to that category and its Acumen (transmutation)
traditions and quirks. Ale-dritch blast (conjuration)
Allure (transmutation)
A spell whose entry ends with “[clockwork]” is an Bewilderment (enchantment)
example of clockwork magic, which is an integral part Brawn boost (transmutation)
of the Midgard Campaign Setting. The appendix of this Clockwork bolt (evocation) [clockwork]
book presents clockwork magic spell lists for each class Clumsiness (necromancy)
capable of using such magic Dragon roar (evocation) [dragon]
Encrypt / decrypt (alteration)
Similarly, a spell whose entry ends with “[labyrinth]” Enumerate (divination)
belongs to a small group of rare spells collectively known
as labyrinth magic. The appendix presents labyrinth
magic spell lists for each class capable of using such magic.
6 SPELL LISTS
Exceptional wit (transmutation) Seer's reaction (divination) [temporal]
Fortitude (transmutation) Slippery fingers (enchantment)
Frailty (necromancy) Telekinetic parry (evocation)
Hamstring (evocation) Tireless (transmutation) [clockwork]
Hobble (evocation) Trick question (enchantment)
Impotence (necromancy) Undermine armor (transmutation) [chaos]
Iron hand (abjuration) Unluck on that (enchantment)
Nimbleness (transmutation) Unruly item (transmutation) [chaos]
Obtuse (enchantment) Withered sight (necromancy)
Quicken (transmutation) [temporal] [clockwork]
Scribe (transmutation) 2ND LEVEL
Telekinetic trip (transmutation)
Uncanny avoidance (divination) Anticipate attack (divination) [temporal]
Ashen memories (divination)
1ST LEVEL Bad timing (divination) [chaos]
Batsense (transmutation)
Adjust position (transmutation) Beguiling bet (enchantment)
Agonizing mark (evocation) Bleating call (enchantment)
Alter arrow’s fortune (divination) Chaotic vitality (conjuration) [chaos]
Anchoring rope (evocation) Convoluted dictum (enchantment)
Anticipate weakness (divination) [temporal] Detect dragons (divination) [dragon]
Auspicious warning (enchantment) [temporal] Discern weakness (divination)
Avoid grievous injury (divination) Distracting divination (divination)
Blinding pain (enchantment) Distraction cascade (divination)
Broken charge (enchantment) [labyrinth] Dome of silence (abjuration)
Candle's insight (divination) Doom of the slippery rogue (conjuration)
Converse with dragon (divination) [dragon] Enhance greed (divination) [dragon]
Earworm melody (enchantment) Frenzied bolt (evocation) [chaos]
Extract essence (transmutation) [elven ritual] Gift of resilience (enchantment)
Fey glamer (illusion) Gift of luck (divination)
Foretell distraction (divination) [temporal] Glyph of shifting (conjuration)
Glamer of mundanity (illusion) Grain of truth (divination)
Gordolay's pleasant aroma (transmutation) Grave sense (divination) [apocalypse]
Guest of honor (enchantment) [elven ritual] Heartache (enchantment)
Hard heart (enchantment) Heartstop (necromancy) [clockwork]
Heart to heart (necromancy) Holy warding (abjuration)
Ill-fated word (divination) [chaos] Hypnotic missive (enchantment)
Kobold’s fury (transmutation) [dragon] Indecision (enchantment)
Liar’s gift (enchantment) Lacerate (evocation)
Nourishing repast (transmutation) Power word kneel (enchantment)
Pendulum (enchantment) [clockwork] Read object (divination)
Proselytize (enchantment) [apocalypse] Shade (abjuration) [dragon]
Screaming ray (evocation) Shadows brought to light (divination) [elven ritual]
SPELL LISTS 7
Shifting the odds (divination) [chaos] Distressing resonance (evocation)
Stench of rot (necromancy) Draconic senses (divination) [dragon]
Timely distraction (evocation) [chaos] Energy foreknowledge (divination)
Time step (conjuration) [temporal] [clockwork] Fluctuating alignment (enchantment) [chaos]
Trench (transmutation) Fog of war (illusion)
Warning shout (divination) Giant's jest (transmutation)
Harry (enchantment)
3RD LEVEL Inspiring speech (enchantment)
Keening wail (necromancy)
Accelerate (transmutation) [temporal] [clockwork] Labyrinth mastery (divination) [labyrinth]
Aura of listlessness (enchantment) Lovesick (enchantment)
Calm of the storm (abjuration) [chaos] Raid the lair (abjuration) [dragon]
Catch the breath (transmutation) [dragon] Reposition (conjuration)
Closing in (illusion) Reset (transmutation) [temporal] [clockwork]
Compelled movement (enchantment) Sacrificial healing (necromancy)
Curse of incompetence (necromancy) Scale rot (necromancy) [dragon]
Dimensional shove (conjuration) [labyrinth] Scry ambush (divination) [temporal]
Doom of dancing blades (illusion) Sudden stampede (conjuration)
Draconic majesty (enchantment) [dragon] Wild shield (abjuration) [chaos]
Dragon’s pride (enchantment) [dragon]
Entropic damage field (transmutation) [chaos] 5TH LEVEL
Glimpse the end (divination) [apocalypse]
Hero’s steel (transmutation) Animated object swarm (conjuration)
Illusory trap (illusion) Babble (enchantment) [chaos]
Iron mind (abjuration) Battle mind (divination)
Laugh in the face of fear (abjuration) Claws of the earth dragon (evocation) [dragon]
Legion of rabid squirrels (conjuration) Eidetic memory (transmutation)
Life sense (divination) Fey crown (abjuration)
Opportunistic foresight (divination) Kiss of the succubus (necromancy)
Outflanking boon (illusion) Maim (necromancy)
Sidestep arrow (divination) Mass surge dampener (abjuration) [chaos]
Sir Mittinz's move curse (transmutation) Recharge (evocation)
Soothing chant (abjuration) See beyond (divination)
Soul borrowing (necromancy) Tongue tied (enchantment)
Surge dampener (abjuration) [chaos]
Targeting foreknowledge (divination) 6TH LEVEL
Throes of ecstasy (transmutation)
Tongue of sand (illusion) Ally aegis (abjuration)
Chaotic world (illusion) [chaos]
4TH LEVEL Claim lair (abjuration) [dragon]
Extract knowledge (necromancy)
Abhorrent apparition (illusion) Misfortune (necromancy) [chaos]
Binding oath (necromancy) Time loop (transmutation) [temporal] [clockwork]
Chaotic form (transmutation) [chaos]
Cursed gift (abjuration)
8 SPELL LISTS
7TH LEVEL 1ST LEVEL
Alter time flow (transmutation) [temporal] Adjust position (transmutation)
Celebration (enchantment) [elven ritual] Agonizing mark (evocation)
Time jaunt (transmutation) [temporal] Alter arrow’s fortune (divination)
Uncontrollable transformation (transmutation) [chaos] Ancestor's strength (transmutation)
Angelic guardian (conjuration) [angelic]
8TH LEVEL Anticipate weakness (divination) temporal]
Avoid grievous injury (divination)
Frailform (enchantment) [apocalypse] Blood scarab (necromancy) [blood]
Paragon of chaos (transmutation) [chaos] Bloody smite (necromancy) [blood]
Time jump (transmutation) [temporal] [clockwork] Bolster undead (necromancy)
Brimstone (conjuration) [apocalypse]
9TH LEVEL Converse with dragon (divination) [dragon]
Deep breath (transmutation)
Time in a bottle (transmutation) [temporal] [clockwork] Find kin (divination)
Flurry (transmutation) [winter]
CLERIC SPELLS Foretell distraction (divination) [temporal]
Freeze potion (transmutation) [winter]
CANTRIPS (0 LEVEL) Gird the spirit (abjuration)
Grim siphon (necromancy) [apocalypse]
Abhorrence (enchantment) Hobble mount (necromancy)
Acumen (transmutation) Hone blade (transmutation)
Allure (transmutation) Insightful maneuver (divination)
Benediction (abjuration) [angelic] Kareef 's entreaty (abjuration)
Bewilderment (enchantment) Kobold’s fury (transmutation) [dragon]
Bless the dead (abjuration) Liar’s gift (enchantment)
Brawn boost (transmutation) Life transference arrow (necromancy)
Caustic touch (evocation) Mammon’s avarice (divination) [fiendish]
Clockwork bolt (evocation) [clockwork] Nourishing repast (transmutation)
Clumsiness (necromancy) Pendulum (enchantment) [clockwork]
Dark maw (necromancy) Proselytize (enchantment) [apocalypse]
Decay (necromancy) Seer's reaction (divination) [temporal]
Encrypt / decrypt (alteration) Slippery fingers (enchantment)
Exceptional wit (transmutation) Speak with inanimate object (divination)
Fist of iron (transmutation) [clockwork] Stanch (transmutation) [blood]
Fortitude (transmutation) Strength of an ox (transmutation)
Frailty (necromancy) Twist the skein (enchantment)
Hand of doom (necromancy) [apocalypse] Unluck on that (enchantment)
Hobble (evocation) Withered sight (necromancy)
Impotence (necromancy) Withering smite (necromancy) [apocalypse]
Iron hand (abjuration)
Memento mori (necromancy) SPELL LISTS
Nimbleness (transmutation)
Obtuse (enchantment)
Quicken (transmutation) [temporal] [clockwork]
Scribe (transmutation)
Shiver (evocation) [winter]
9
2ND LEVEL Unholy defiance (necromancy)
Warning shout (divination)
Animate ghoul (necromancy)
Anticipate attack (divination) [temporal] 3RD LEVEL
As you were (necromancy)
Ashen memories (divination) Accelerate (transmutation) [temporal] [clockwork]
Blessed halo (evocation) [angelic] Alone (enchantment)
Blessed rest (enchantment) Anticipate arcana (divination) [temporal]
Blood lure (enchantment) [blood] Aura of protection or destruction (abjuration)
Boreas's breath (transmutation) [winter] Blade of wrath (evocation) [angelic]
By the light of the moon (divination) [labyrinth] Bolstering brew (conjuration)
Cloak of fiendish menace (transmutation) [fiendish] Bones of stone (transmutation)
Conjure scarab swarm (conjuration) Catch the breath (transmutation) [dragon]
Conjure spectral dead (conjuration) Command undead (necromancy)
Crushing trample (transmutation) [labyrinth] Confound senses (enchantment) [labyrinth]
Distracting divination (divination) Conjure undead (conjuration)
Distraction cascade (divination) Curse of incompetence (necromancy)
Dome of silence (abjuration) Delayed healing (evocation)
Doom of consuming fire (evocation) Doom of blue crystal (transmutation)
Enhance greed (divination) [dragon] Doom of dancing blades (illusion)
Fire darts (evocation) Doom of disenchantment (abjuration)
Furious hooves (transmutation) [labyrinth] Glimpse the end (divination) [apocalypse]
Gift of luck (divination) Gloomwrought barrier (conjuration)
Grain of truth (divination) Hematomancy (divination)
Grave sense (divination) [apocalypse] Hero’s steel (transmutation)
Holy warding (abjuration) Invested champion (evocation)
Ice hammer (conjuration) [winter] Iron mind (abjuration)
Jerilyn's cadaverous uprising (necromancy) [apocalypse] Lance of the sun god (evocation)
Lacerate (evocation) Life from death (necromancy)
Mantle of the brave (abjuration) Life sense (divination)
Plaguebearer (abjuration) [fiendish] Mass hobble mount (necromancy)
Poisonous flesh (transmutation) Mire (transmutation)
Power word kneel (enchantment) Mortal insight (divination)
Prayer of resolve (evocation) [apocalypse] Nest of infernal vipers (conjuration) [fiendish]
Rotting corpse (necromancy) Nightfall (evocation)
Shade (abjuration) [dragon] Protective ice (abjuration) [winter]
Shadows brought to light (divination) [elven ritual] Reaver spirit (enchantment)
Shared sacrifice (evocation) Seeping death (necromancy)
Snow fort (conjuration) [winter] Sidestep arrow (divination)
Stench of rot (necromancy) Soothing chant (abjuration)
Time step (conjuration) [temporal] [clockwork] Soul borrowing (necromancy)
Trench (transmutation) Spiteful weapon (necromancy)
Sting of the scorpion goddess (transmutation)
10 SPELL LISTS
Sudden dawn (evocation) 5TH LEVEL
Targeting foreknowledge (divination)
Throes of ecstasy (transmutation) Ancient shade (necromancy)
Thunderclap (evocation) Blazing chariot (conjuration) [angelic]
Tongue of sand (illusion) Chains of the goddess (enchantment) [clockwork]
Touch of the unliving (necromancy) Claws of the earth dragon (evocation) [dragon]
Vital mark (transmutation) [blood] Clockwork bodyguard (conjuration) [clockwork]
Wave of corruption (necromancy) [fiendish] Cruor of visions (divination) [blood]
Detonate corpses (necromancy) [apocalypse]
4TH LEVEL Eidetic memory (transmutation)
Exsanguinate (necromancy) [blood]
Binding oath (necromancy) Exsanguinating cloud (necromancy) [blood]
Blade of my brother (transmutation) Fiendish brand (necromancy) [fiendish]
Blood and steel (transmutation) [blood] Grasp of the tupilak (necromancy)
Blood puppet (transmutation) [blood] Holy ground (evocation)
Brittling (transmutation) [winter] Ice fortress (conjuration) [winter]
By the light of the watchful moon (divination) Kiss of the succubus (necromancy)
Caustic waste (evocation) [apocalypse] Lay to rest (evocation)
Cherub’s burning blade (evocation) Not this day! (abjuration)
Consult the storm (divination) Rain of blades (conjuration)
Desiccating breath (evocation) Recharge (evocation)
Deva’s wings (transmutation) [angelic] Sanguine horror (conjuration) [blood]
Doom of the earthen maw (evocation) Souleater (evocation) [apocalypse]
Doom of serpent coils (necromancy) Surprise blessing (abjuration)
Energy foreknowledge (divination) Tongue tied (enchantment)
Evercold (necromancy) [winter] Wall of time (abjuration) [temporal] [clockwork]
Inspiring speech (enchantment)
Keening wail (necromancy) 6TH LEVEL
Lovesick (enchantment)
Moon trap (abjuration) [labyrinth] Ally aegis (abjuration)
Not dead yet (necromancy) Animate greater undead (necromancy)
Power word pain (enchantment) Aspect of the firebird (transmutation)
Reset (transmutation) [temporal] [clockwork] Burning radiance (evocation) [illumination]
Scale rot (necromancy) [dragon]
Scry ambush (divination) [temporal]
Servant of doom (transmutation) [apocalypse]
Shadowy retribution (necromancy) [elven ritual]
Shocking shroud (evocation)
Shroud of death (necromancy)
Spectral herd (conjuration)
Staff of violet fire (evocation)
True light of revelation (abjuration)
SPELL LISTS 11
Celestial fanfare (evocation) [angelic] DRUID SPELLS
Curse of Boreas (transmutation) [winter]
Encroaching shadows (illusion) [elven ritual] CANTRIPS (0 LEVEL)
Extract knowledge (necromancy)
Fault line (evocation) Abhorrence (enchantment)
Firewalk (transmutation) Acumen (transmutation)
Heavenly crown (enchantment) Ale-dritch blast (conjuration)
Investiture of blight (transmutation) [apocalypse] Allure (transmutation)
Smiting arrow (evocation) Animated scroll (transmutation)
Time loop (transmutation) [temporal] [clockwork] Bewilderment (enchantment)
Tolling doom (necromancy) Biting arrow (evocation) [winter]
Winter’s radiance (evocation) [winter] Bless the dead (abjuration)
Brawn boost (transmutation)
7TH LEVEL Caustic touch (evocation)
Clumsiness (necromancy)
Alter time flow (transmutation) [temporal] Decay (necromancy)
Conjure greater spectral dead (conjuration) Exceptional wit (transmutation)
Curse of dust (necromancy) Fortitude (transmutation)
Curse of the grave (necromancy) Frailty (necromancy)
Death god's touch (necromancy) Hobble (evocation)
Defile healing (necromancy) Impotence (necromancy)
Glacial fog (evocation) [winter] Iron hand (abjuration)
Ice soldiers (conjuration) Memento mori (necromancy)
Ravages of time (transmutation) [temporal] [clockwork] Obtuse (enchantment)
Seal of sanctuary (abjuration) [angelic] Shiver (evocation) [winter]
Time jaunt (transmutation) [temporal] Starburst (evocation) [illumination]
Transmogrification (transmutation) [apocalypse] Tree heal (evocation)
8TH LEVEL 1ST LEVEL
Bloom (conjuration) [elven ritual] Agonizing mark (evocation)
Costly victory (evocation) Alter arrow’s fortune (divination)
Desolation (necromancy) [elven ritual] Ancestor's strength (transmutation)
Ghoul king's cloak (transmutation) Anchoring rope (evocation)
Lower the veil (divination) Anticipate weakness (divination) [temporal]
Quintessence (transmutation) [angelic] Avoid grievous injury (divination)
Wind of the hereafter (conjuration) Bloodhound (transmutation)
Bloody smite (necromancy) [blood]
9TH LEVEL Breathtaking wind (evocation) [winter]
Conjure mock animals (conjuration)
Afflict line (necromancy) [elven ritual] Cure beast (evocation)
Form of the gods (transmutation) Deep breath (transmutation)
Greater seal of sanctuary (abjuration) [angelic] Doom of the cracked shield (transmutation)
Mammon’s due (conjuration) Draconic smite (evocation) [dragon]
Time in a bottle (transmutation) [temporal] [clockwork] Extract essence (transmutation) [elven ritual]
12 SPELL LISTS
Feather field (abjuration) Mud pack (conjuration)
Fire under the tongue (transmutation) Nature’s aegis (abjuration)
Flurry (transmutation) [winter] Scentless (transmutation)
Forest affinity (illusion) Seer's reaction (divination) [temporal]
Forest native (transmutation) Slippery fingers (enchantment)
Freeze potion (transmutation) [winter] Snowy coat (transmutation) [winter]
Gird the spirit (abjuration) Stanch (transmutation) [blood]
Gliding step (abjuration) Thin the ice (transmutation)
Goat’s hoof charm (transmutation) Tree speak (divination)
Gordolay's pleasant aroma (transmutation) Trick question (enchantment)
Green mantle (transmutation) Withered sight (necromancy)
Grim siphon (necromancy) [apocalypse] Wolfsong (transmutation)
Hobble mount (necromancy)
Hone blade (transmutation) 2ND LEVEL
Illuminate spoor (divination)
Maw of needles (transmutation) Animal spy (divination)
Mosquito bane (necromancy) Anticipate attack (divination) [temporal]
Aspect of the ape (transmutation)
Aspect of the ram (transmutation) 13
SPELL LISTS
Batsense (transmutation) 3RD LEVEL
Boreas's breath (transmutation) [winter]
Boulder toss (transmutation) Accelerate (transmutation) [temporal] [clockwork]
By the light of the moon (divination) [labyrinth] Aspect of the serpent (transmutation)
Carmello-Volta's irksome preserves (conjuration) Blood offering (necromancy)
Caustic blood (transmutation) [blood] Bones of stone (transmutation)
Clearing the field (transmutation) [elven ritual] Breeze compass (divination)
Comprehend wild shape (divination) Cloak of vermin (conjuration)
Conjure scarab swarm (conjuration) Conjure undead (conjuration)
Creeping ice (conjuration) [winter] Cynophobia (enchantment)
Crushing trample (transmutation) [labyrinth] Dark heraldry (necromancy)
Decelerate (transmutation) [temporal] [clockwork] Deep focus (evocation)
Detect dragons (divination) [dragon] Defensive quills (transmutation)
Distraction cascade (divination) Drown (evocation)
Elemental horns (evocation) [labyrinth] Dryad's kiss (conjuration)
Feather travel (transmutation) Ears of the bat (transmutation)
Fire darts (evocation) Freezing fog (conjuration)
Furious hooves (transmutation) [labyrinth] Frostbitten fingers (evocation) [winter]
Heartstrike (divination) Glimpse the end (divination) [apocalypse]
Hunter’s cunning (divination) Going in circles (illusion)
Iron stomach (transmutation) Hedren's birds of clay (conjuration)
Magma spray (transmutation) [apocalypse] Ice burn (conjuration) [winter]
Mark prey (divination) Legion of rabid squirrels (conjuration)
Nip at the heels (illusion) Life sense (divination)
Phantom light (illusion) [illumination] Mass hobble mount (necromancy)
Poisoned volley (conjuration) Mire (transmutation)
Revive beast (necromancy) Monstrous empathy (enchantment)
Sculpt snow (transmutation) [winter] Mortal insight (divination)
Snap the leash (enchantment) Nightfall (evocation)
Stench of rot (necromancy) Phantom dragon (illusion) [dragon]
Thorn cage (conjuration) Phase bolt (evocation)
Tree running (transmutation) Potency of the pack (transmutation)
Trench (transmutation) Quench (transmutation)
Vine trestle (conjuration) [elven ritual] Reaver spirit (enchantment)
Weiler's ward (conjuration) Remove scent (transmutation)
Wresting wind (evocation) Seeping death (necromancy)
Sidestep arrow (divination)
14 SPELL LISTS Sir Mittinz's move curse (transmutation)
Song of the forest (transmutation) [elven ritual]
Soul borrowing (necromancy)
Storm god’s doom (evocation)
Sudden dawn (evocation)
Targeting foreknowledge (divination) Starfall (evocation) [illumination]
Thunderous wave (evocation) Sun's bounty (transmutation)
Tongue of sand (illusion) 6TH LEVEL
Tracer (divination) Conjure forest defender (conjuration)
Fault line (evocation)
4TH LEVEL Firewalk (transmutation)
Investiture of blight (transmutation) [apocalypse]
Brittling (transmutation) [winter] Storm form (transmutation)
By the light of the watchful moon (divination) Time loop (transmutation) [temporal] [clockwork]
Caustic waste (evocation) [apocalypse] Winterdark (transmutation) [winter]
Consult the storm (divination) Winter’s radiance (evocation) [winter]
Desiccating breath (evocation) 7TH LEVEL
Doom of the earthen maw (evocation) Arcane parasite (transmutation)
Doom of serpent coils (necromancy) Curse of dust (necromancy)
Energy foreknowledge (divination) Glacial fog (evocation) [winter]
Harry (enchantment) Ice soldiers (conjuration)
Hunting stand (conjuration) Transmogrification (transmutation) [apocalypse]
Looping trail (transmutation) Triumph of ice (transmutation) [winter]
Moon trap (abjuration) [labyrinth] Volley shield (abjuration)
Quick time (conjuration) [temporal] 8TH LEVEL
Ray of life suppression (necromancy) Awaken object (transmutation)
Reset (transmutation) [temporal] [clockwork] Bloom (conjuration) [elven ritual]
Scry ambush (divination) [temporal] Desolation (necromancy) [elven ritual]
Servant of doom (transmutation) [apocalypse] Disruptive aura (evocation)
Shocking shroud (evocation) Frailform (enchantment) [apocalypse]
Snow boulder (transmutation) [winter] Harsh light of summer’s glare (enchantment)
Storm of wings (conjuration) 9TH LEVEL
Sudden stampede (conjuration)
Wintry glide (conjuration) [winter] Forest sanctuary (abjuration)
5TH LEVEL PALADIN SPELLS
Clash of glaciers (evocation) [winter] 1ST LEVEL
Conjure fey hound (conjuration) Ancestor's strength (transmutation)
Control ice (transmutation) [winter] Angelic guardian (conjuration) [angelic]
Earth wave (transmutation) Draconic smite (evocation) [dragon]
Eidetic memory (transmutation) Find kin (divination)
Energy absorption (abjuration) Gird the spirit (abjuration)
Fey crown (abjuration) Heart to heart (necromancy)
Forest of spears (evocation) Hobble mount (necromancy)
Harrying hounds (enchantment) Insightful maneuver (divination)
Maim (necromancy) Life transference arrow (necromancy)
Necrotic leech (necromancy)
Recharge (evocation) SPELL LISTS
See beyond (divination)
15
Litany of sure hands (divination) Inspiring speech (enchantment)
Pendulum (enchantment) [clockwork] Reset (transmutation) [temporal] [clockwork]
Spur mount (transmutation) Spectral herd (conjuration)
Strength of an ox (transmutation) True light of revelation (abjuration)
Withering smite (necromancy) [apocalypse]
5TH LEVEL
2ND LEVEL
Battle mind (divination)
Anticipate attack (divination) [temporal] Blazing chariot (conjuration) [angelic]
Blessed halo (evocation) [angelic] Holy ground (evocation)
Blessed rest (enchantment) Lay to rest (evocation)
Champion's weapon (conjuration) Rain of blades (conjuration)
Decelerate (transmutation) [temporal] [clockwork] Surprise blessing (abjuration)
Holy warding (abjuration)
Mantle of the brave (abjuration) RANGER SPELLS
Prayer of resolve (evocation) [apocalypse]
Shadows brought to light (divination) [elven ritual] 1ST LEVEL
Shared sacrifice (evocation)
Trench (transmutation) Agonizing mark (evocation)
Warning shout (divination) Alter arrow’s fortune (divination)
Anchoring rope (evocation)
3RD LEVEL Anticipate weakness (divination) [temporal]
Bleed (necromancy)
Anticipate arcana (divination) [temporal] Bloodhound (transmutation)
Aura of protection or destruction (abjuration) Bloody smite (necromancy) [blood]
Blade of wrath (evocation) [angelic] Breathtaking wind (evocation) [winter]
Hellfire blitz (evocation) [apocalypse] Cobra fangs (transmutation)
Hero’s steel (transmutation) Conjure mock animals (conjuration)
Holy vow (abjuration) Converse with dragon (divination) [dragon]
Invested champion (evocation) Cure beast (evocation)
Iron mind (abjuration) Feather field (abjuration)
Lance of the sun god (evocation) Fire under the tongue (transmutation)
Life from death (necromancy) Flurry (transmutation) [winter]
Life sense (divination) Forest affinity (illusion)
Mass hobble mount (necromancy) Foretell distraction (divination) [temporal]
Sir Mittinz's move curse (transmutation) Gliding step (abjuration)
Goat’s hoof charm (transmutation)
4TH LEVEL Green mantle (transmutation)
Hobble mount (necromancy)
Aura of entropy (abjuration) [apocalypse] Hone blade (transmutation)
Binding oath (necromancy) Hunter's endurance (enchantment)
Blade of my brother (transmutation) Illuminate spoor (divination)
By the light of the watchful moon (divination) Insightful maneuver (divination)
Cherub’s burning blade (evocation) Maw of needles (transmutation)
Deva’s wings (transmutation) [angelic] Mud pack (conjuration)
Echoes of steel (evocation)
16 SPELL LISTS
Nature’s aegis (abjuration) Time step (conjuration) [temporal] [clockwork]
Scentless (transmutation) Tree running (transmutation)
Seer's reaction (divination) [temporal] Vine trestle (conjuration) [elven ritual]
Snowy coat (transmutation) [winter] Wresting wind (evocation)
Spur mount (transmutation)
Stanch (transmutation) [blood] 3RD LEVEL
Step like me (transmutation)
Thin the ice (transmutation) Blood offering (necromancy)
Thunderous charge (transmutation) [labyrinth] Bones of stone (transmutation)
Withered sight (necromancy) Booster shot (evocation)
Wolfsong (transmutation) Conjure undead (conjuration)
Cynophobia (enchantment)
2ND LEVEL Defensive quills (transmutation)
Frostbitten fingers (evocation) [winter]
Animal spy (divination) Going in circles (illusion)
Anticipate attack (divination) [temporal] Hedren's birds of clay (conjuration)
Aspect of the ape (transmutation) Hero’s steel (transmutation)
Aspect of the ram (transmutation) Legion of rabid squirrels (conjuration)
Batsense (transmutation) Life sense (divination)
Bestial fury (enchantment) Mass hobble mount (necromancy)
Bleating call (enchantment) Monstrous empathy (enchantment)
Boreas's breath (transmutation) [winter] Mortal insight (divination)
By the light of the moon (divination) [labyrinth] Potency of the pack (transmutation)
Caustic blood (transmutation) [blood] Quench (transmutation)
Clearing the field (transmutation) [elven ritual] Reaver spirit (enchantment)
Conjure mantelet (abjuration) Remove scent (transmutation)
Creeping ice (conjuration) [winter] Sidestep arrow (divination)
Crushing trample (transmutation) [labyrinth] Song of the forest (transmutation) [elven ritual]
Dead walking (illusion) Spiteful weapon (necromancy)
Decelerate (transmutation) [temporal] [clockwork] Targeting foreknowledge (divination)
Distraction cascade (divination) Tracer (divination)
Elemental horns (evocation) [labyrinth]
Grudge match (evocation) 4TH LEVEL
Heartstrike (divination)
Hunter’s cunning (divination) Blood spoor (divination) [blood]
Ice hammer (conjuration) [winter] By the light of the watchful moon (divination)
Instant snare (abjuration) Fusillade of ice (evocation) [winter]
Mark prey (divination) Harry (enchantment)
Nip at the heels (illusion) Heart-seeking arrow (transmutation)
Poisoned volley (conjuration) Hunting stand (conjuration)
Poisonous flesh (transmutation) Labyrinth mastery (divination) [labyrinth]
Revive beast (necromancy) Looping trail (transmutation)
Stench of rot (necromancy) Raid the lair (abjuration) [dragon]
Scale rot (necromancy) [dragon]
Scry ambush (divination) [temporal] 17
SPELL LISTS
Snow boulder (transmutation) [winter] Nimbleness (transmutation)
Storm of wings (conjuration) Obtuse (enchantment)
Sudden stampede (conjuration) Puff of smoke (evocation) [dragon]
Wintry glide (conjuration) [winter] Pummelstone (conjuration)
Quicken (transmutation) [temporal] [clockwork]
5TH LEVEL Shiver (evocation) [winter]
Telekinetic trip (transmutation)
Conjure fey hound (conjuration) Thunder bolt (evocation) [dragon]
Fey crown (abjuration) Uncanny avoidance (divination)
Harrying hounds (enchantment) Wind lash (evocation)
Killing fields (transmutation)
Primal infusion (transmutation) 1ST LEVEL
See beyond (divination)
Sun's bounty (transmutation) Agonizing mark (evocation)
Anticipate weakness (divination) [temporal]
SORCERER SPELLS Alter arrow’s fortune (divination)
Analyze device (divination) [clockwork]
CANTRIPS (0 LEVEL) Auspicious warning (enchantment) [temporal]
Avoid grievous injury (divination)
Abhorrence (enchantment) Black ribbons (conjuration) [shadow]
Acumen (transmutation) Blinding pain (enchantment)
Allure (transmutation) Bloodhound (transmutation)
Animated scroll (transmutation) Bloody hands (necromancy) [blood]
Bewilderment (enchantment) Bolster undead (necromancy)
Biting arrow (evocation) [winter] Breathtaking wind (evocation) [winter]
Blood tide (necromancy) [blood] Brimstone (conjuration) [apocalypse]
Brawn boost (transmutation) Chronal lance (transmutation) [temporal] [clockwork]
Caustic touch (evocation) Circle of wind (abjuration) [ring]
Claws of darkness (evocation) [shadow] Converse with dragon (divination) [dragon]
Clumsiness (necromancy) Deep breath (transmutation)
Dark maw (necromancy) Disquieting gaze (necromancy)
Douse light (transmutation) [shadow] Fey glamer (illusion)
Dragon roar (evocation) [dragon] Forest affinity (illusion)
Encrypt / decrypt (alteration) Foretell distraction (divination) [temporal]
Enumerate (divination) Freeze potion (transmutation) [winter]
Exceptional wit (transmutation) Glamer of mundanity (illusion)
Fist of iron (transmutation) [clockwork] Goat’s hoof charm (transmutation)
Fortitude (transmutation) Gordolay's pleasant aroma (transmutation)
Frailty (necromancy) Grim siphon (necromancy) [apocalypse]
Hamstring (evocation) Heart to heart (necromancy)
Hoarfrost (evocation) [ring] Icicle daggers (conjuration) [winter]
Hobble (evocation) Ill-fated word (divination) [chaos]
Impotence (necromancy) Insightful maneuver (divination)
Memento mori (necromancy)
Misstep (enchantment) [labyrinth]
18 SPELL LISTS
Kobold’s fury (transmutation) [dragon] Cloak of fiendish menace (transmutation) [fiendish]
Mosquito bane (necromancy) Convoluted dictum (enchantment)
Mud pack (conjuration) Creeping ice (conjuration) [winter]
Pendulum (enchantment) [clockwork] Crushing trample (transmutation) [labyrinth]
Ring strike (transmutation) [ring] Darkbolt (evocation) [shadow]
Scentless (transmutation) Dark path (conjuration) [shadow]
Screaming ray (evocation) Dead walking (illusion)
Seer's reaction (divination) [temporal] Decelerate (transmutation) [temporal] [clockwork]
Shadow armor (abjuration) [shadow] Detect dragons (divination) [dragon]
Slippery fingers (enchantment) Discern weakness (divination)
Stanch (transmutation) [blood] Distracting divination (divination)
Step like me (transmutation) Distraction cascade (divination)
Strength of an ox (transmutation) Dome of silence (abjuration)
Telekinetic parry (evocation) Doom of consuming fire (evocation)
Thin the ice (transmutation) Doom of the slippery rogue (conjuration)
Thunderous charge (transmutation) [labyrinth] Elemental horns (evocation) [labyrinth]
Tidal barrier (abjuration) Elemental twist (evocation) [chaos]
Tireless (transmutation) [clockwork] Enhance greed (divination) [dragon]
Trick question (enchantment) Entomb in ice (evocation) [winter]
Twist the skein (enchantment) Exude acid (transmutation)
Undermine armor (transmutation) [chaos] Frenzied bolt (evocation) [chaos]
Unluck on that (enchantment) Furious hooves (transmutation) [labyrinth]
Unruly item (transmutation) [chaos] Gear barrage (conjuration) [clockwork]
Waft (transmutation) [dragon] Gift of resilience (enchantment)
Weapon of blood (transmutation) [blood] Greater analyze device (divination) [clockwork]
Wind tunnel (evocation) Heartache (enchantment)
Writhing arms (transmutation) Indecision (enchantment)
Lacerate (evocation)
2ND LEVEL Lock armor (transmutation) [clockwork]
Magma spray (transmutation) [apocalypse]
Althea's travel tent (conjuration) Mist of wonders (conjuration) [chaos]
Animate ghoul (necromancy) Negative image (conjuration) [shadow]
Anticipate attack (divination) [temporal] Power word kneel (enchantment)
Bad timing (divination) [chaos] Reverberate (evocation) [ring]
Batsense (transmutation) Rolling thunder (evocation)
Bitter chains (transmutation) [ring] Sculpt snow (transmutation) [winter]
Black swan storm (evocation) Shade (abjuration) [dragon]
Bleating call (enchantment) Shadow puppets (illusion) [shadow]
Blood lure (enchantment) [blood] Sheen of ice (evocation) [winter]
Bloodshot (conjuration) [blood] Shifting the odds (divination) [chaos]
Boiling oil (conjuration) [alkemancy] Snap the leash (enchantment)
Caustic blood (transmutation) [blood] Snow fort (conjuration) [winter]
Chaotic vitality (conjuration) [chaos]
SPELL LISTS
19
Spin (enchantment) [clockwork] Going in circles (illusion)
Spy my shadow (transmutation) Hellfire blitz (evocation) [apocalypse]
Stench of rot (necromancy) Hematomancy (divination)
Thunderous stampede (transmutation) [labyrinth] Ice burn (conjuration) [winter]
Timely distraction (evocation) [chaos] Illusory trap (illusion)
Treasure chasm (enchantment) [dragon] Impending ally (conjuration)
Trench (transmutation) Innocuous aspect (illusion) [ring]
Vomit tentacles (transmutation) Ire of the mountain (transmutation)
Weiler's ward (conjuration) Legion (conjuration) [shadow]
Wresting wind (evocation) Lesser maze (conjuration) [labyrinth]
Life sense (divination)
3RD LEVEL Opportunistic foresight (divination)
Outflanking boon (illusion)
Accelerate (transmutation) [temporal] [clockwork] Phantom dragon (illusion) [dragon]
Alone (enchantment) Phase bolt (evocation)
Anticipate arcana (divination) [temporal] Portal jaunt (conjuration)
Aspect of the serpent (transmutation) Riptide (conjuration)
Aura of listlessness (enchantment) Rune of imprisonment (abjuration)
Blood armor (necromancy) [blood] Shadow tendrils (necromancy) [shadow]
Blood offering (necromancy) Shield of starlight (abjuration) [illumination]
Booster shot (evocation) Sidestep arrow (divination)
Call shadow mastiff (conjuration) [shadow] Spiteful weapon (necromancy)
Chains of perdition (conjuration) [fiendish] Steal warmth (necromancy) [winter]
Chilling words (enchantment) Storm god’s doom (evocation)
Compelled movement (enchantment) Targeting foreknowledge (divination)
Confound senses (enchantment) [labyrinth] Thousand darts (evocation) [clockwork]
Cynophobia (enchantment) Throes of ecstasy (transmutation)
Deep focus (evocation) Thunderclap (evocation)
Doom of blue crystal (transmutation) Thunderous wave (evocation)
Doom of dancing blades (illusion) Touch of the unliving (necromancy)
Doom of disenchantment (abjuration) Vital mark (transmutation) [blood]
Draconic majesty (enchantment) [dragon]
Dragon's pride (enchantment) [dragon] 4TH LEVEL
Drown (evocation)
Entropic damage field (transmutation) [chaos] Abhorrent apparition (illusion)
Flesh to paper (transmutation) By the light of the watchful moon (divination)
Forceful repurposing (abjuration) [apocalypse] Blood puppet (transmutation) [blood]
Freeze blood (transmutation) [winter] Boiling blood (necromancy) [blood]
Freezing fog (conjuration) Caustic waste (evocation) [apocalypse]
Frostbitten fingers (evocation) [winter] Chaotic form (transmutation) [chaos]
Frozen razors (evocation) Cursed gift (abjuration)
Glimpse the end (divination) [apocalypse] Deep freeze (evocation) [winter]
Gloomwrought barrier (conjuration) Desiccating breath (evocation)
20 SPELL LISTS
Distressing resonance (evocation) Visage of the dead (necromancy)
Doom of serpent coils (necromancy) Wayward strike (transmutation)
Doom of the pit (conjuration)
Draconic senses (divination) [dragon] 5TH LEVEL
Drain item (evocation)
Dread wings (necromancy) Acid rain (conjuration) [alkemancy]
Earthskimmer (transmutation) Animated object swarm (conjuration)
Endow attribute (transmutation) Babble (enchantment) [chaos]
Energy foreknowledge (divination) Battle mind (divination)
Evercold (necromancy) [winter] Channel fiendish power (transmutation) [fiendish]
Flame wave (evocation) Clash of glaciers (evocation) [winter]
Fluctuating alignment (enchantment) [chaos] Claws of the earth dragon (evocation) [dragon]
Fog of war (illusion) Clockwork bodyguard (conjuration) [clockwork]
Fusillade of ice (evocation) [winter] Conjure fey hound (conjuration)
Giant's jest (transmutation) Control ice (transmutation) [winter]
Harry (enchantment) Cruor of visions (divination) [blood]
Hide in one's shadow (transmutation) [shadow] Curse ring (necromancy) [ring]
Labyrinth mastery (divination) [labyrinth] Dark dementing (illusion) [shadow]
Looping trail (transmutation) Dark lord’s mantle (enchantment) [fiendish]
Lovesick (enchantment) Dragon breath (evocation) [dragon]
Night terrors (illusion) Energy absorption (abjuration)
Not dead yet (necromancy) Essence instability (transmutation)
Overwhelming greed (enchantment) [dragon] Exsanguinating cloud (necromancy) [blood]
Pitfall (transmutation) Frostbite (evocation) [winter]
Power word pain (enchantment) Grasp of the tupilak (necromancy)
Ray of life suppression (necromancy) Harrying hounds (enchantment)
Reposition (conjuration) Ice fortress (conjuration) [winter]
Sacrificial healing (necromancy) Kiss of the succubus (necromancy)
Scale rot (necromancy) [dragon] Labyrinthine howl (illusion) [labyrinth]
Scaly hide (transmutation) [dragon] Magnetize (evocation)
Scry ambush (divination) [temporal] Maim (necromancy)
Searing sun (transmutation) [illumination] Necrotic leech (necromancy)
Servant of doom (transmutation) [apocalypse] Prismatic ray (evocation)
Shadow monsters (illusion) [shadow] Recharge (evocation)
Shadow step (conjuration) [shadow] Sanguine horror (conjuration) [blood]
Shadowy retribution (necromancy) [elven ritual] Shadow gateway (conjuration) [shadow]
Shocking shroud (evocation) Starfall (evocation) [illumination]
Spinning axes (evocation) [ring] Swift exchange (conjuration)
Steam blast (evocation) [clockwork] Thunderstorm (transmutation) [dragon]
Time vortex (evocation) [temporal] [clockwork] Wall of time (abjuration) [temporal] [clockwork]
Torrent of fire (conjuration) [dragon]
SPELL LISTS 21
6TH LEVEL Talons of a hungry land (evocation)
Transmogrification (transmutation) [apocalypse]
Absorbing field (abjuration) Triumph of ice (transmutation) [winter]
Ally aegis (abjuration) Uncontrollable transformation (transmutation) [chaos]
Aspect of the firebird (transmutation) Volley shield (abjuration)
Become nightwing (enchantment) [shadow] Walking wall (transmutation)
Catapult (transmutation) [clockwork] Wild trajectory (transmutation) [chaos]
Cave dragon's dominance (transmutation) [dragon]
Chaotic world (illusion) [chaos] 8TH LEVEL
Claim lair (abjuration) [dragon]
Curse of Boreas (transmutation) [winter] Arcane sight (divination)
Enchant ring (enchantment) [ring] Black sunshine (illusion)
Encroaching shadows (illusion) [elven ritual] Caustic torrent (conjuration) [alkemancy]
Entomb (transmutation) Create ring servant (transmutation) [ring]
Fault line (evocation) Creeping darkness (conjuration) [shadow]
Fire dragon's fury (transmutation) [dragon] Deadly sting (transmutation) [dragon]
Firewalk (transmutation) Disruptive aura (evocation)
Icy manipulation (transmutation) Harsh light of summer’s glare (enchantment)
Investiture of blight (transmutation) [apocalypse] Malevolent waves (abjuration)
Misfortune (necromancy) [chaos] Roaring winds of Limbo (conjuration) [chaos]
Mithral dragon's might (transmutation) [dragon] Steam whistle (evocation) [clockwork]
Time loop (transmutation) [temporal] [clockwork] Time jump (transmutation) [temporal] [clockwork]
Walk the twisted path (conjuration) [labyrinth]
Winterdark (transmutation) [winter] 9TH LEVEL
Winter’s radiance (evocation) [winter]
Black hole (conjuration) [apocalypse]
7TH LEVEL Circle of devastation (evocation) [ring]
Greater maze (conjuration) [labyrinth]
Amplify gravity (transmutation) Pyroclasm (evocation)
Arcane parasite (transmutation) Star’s heart (transmutation) [illumination]
Aspect of the dragon (transmutation) [dragon] Time in a bottle (transmutation) [temporal] [clockwork]
Blizzard (conjuration) [winter] Umbral storm (necromancy) [shadow]
Celebration (enchantment) [elven ritual] Unshackled magic (enchantment) [chaos]
Conjure shadow titan (conjuration) [shadow]
Curse of the grave (necromancy) WARLOCK SPELLS
Death god's touch (necromancy)
Dying of the light (evocation) [shadow] CANTRIPS (0 LEVEL)
Glacial fog (evocation) [winter]
Ice soldiers (conjuration) Bless the dead (abjuration)
Last rays of the dying sun (evocation) [illumination] Claws of darkness (evocation) [shadow]
Legend killer (divination) [dragon] Dark maw (necromancy)
Ravages of time (transmutation) [temporal] [clockwork] Decay (necromancy)
Ring ward (abjuration) [ring] Douse light (transmutation) [shadow]
Symbol of sorcery (evocation) Encrypt / decrypt (alteration)
Fist of iron (transmutation) [clockwork]
22 SPELL LISTS Hamstring (evocation)
Hand of doom (necromancy) [apocalypse]
Hoarfrost (evocation) [ring] Shadow armor (abjuration) [shadow]
Hobble (evocation) Shadow hands (evocation) [shadow]
Memento mori (necromancy) Slippery fingers (enchantment)
Pummelstone (conjuration) Stanch (transmutation) [blood]
Shadow blindness (illusion) [shadow] Strength of an ox (transmutation)
Starburst (evocation) [illumination] Thin the ice (transmutation)
Uncanny avoidance (divination) Thunderous charge (transmutation) [labyrinth]
Wind lash (evocation) Tidal barrier (abjuration)
Trick question (enchantment)
1ST LEVEL Twist the skein (enchantment)
Unluck on that (enchantment)
Adjust position (transmutation) Wind tunnel (evocation)
Anticipate weakness (divination) [temporal] Withered sight (necromancy)
Avoid grievous injury (divination) Writhing arms (transmutation)
Black ribbons (conjuration) [shadow]
Bleed (necromancy) 2ND LEVEL
Blinding pain (enchantment)
Blood scarab (necromancy) [blood] Bitter chains (transmutation) [ring]
Bloody hands (necromancy) [blood] Black swan storm (evocation)
Bolster undead (necromancy) Bloodshot (conjuration) [blood]
Breathtaking wind (evocation) [winter] Caustic blood (transmutation) [blood]
Brimstone (conjuration) [apocalypse] Conjure spectral dead (conjuration)
Broken charge (enchantment) [labyrinth] Convoluted dictum (enchantment)
Candle's insight (divination) Creeping ice (conjuration) [winter]
Circle of wind (abjuration) [ring] Dead walking (illusion)
Disquieting gaze (necromancy) Decelerate (transmutation) [temporal] [clockwork]
Extract essence (transmutation) [elven ritual] Darkbolt (evocation) [shadow]
Feather field (abjuration) Dark path (conjuration) [shadow]
Fire under the tongue (transmutation) Distracting divination (divination)
Flurry (transmutation) [winter] Distraction cascade (divination)
Foretell distraction (divination) [temporal] Enhance greed (divination) [dragon]
Freeze potion (transmutation) [winter] Entomb in ice (evocation) [winter]
Grim siphon (necromancy) [apocalypse] Exude acid (transmutation)
Hobble mount (necromancy) Gear barrage (conjuration) [clockwork]
Hunter's endurance (enchantment) Gift of luck (divination)
Icicle daggers (conjuration) [winter] Grain of truth (divination)
Insightful maneuver (divination) Grudge match (evocation)
Kobold’s fury (transmutation) [dragon] Heartache (enchantment)
Liar’s gift (enchantment) Heartstop (necromancy) [clockwork]
Mammon’s avarice (divination) [fiendish] Lock armor (transmutation) [clockwork]
Mosquito bane (necromancy) Magma spray (transmutation) [apocalypse]
Proselytize (enchantment) [apocalypse] Negative image (conjuration) [shadow]
Ring strike (transmutation) [ring] Orb of light (evocation) [illumination]
SPELL LISTS 23
Plaguebearer (abjuration) [fiendish] Frozen razors (evocation)
Poisonous flesh (transmutation) Glimpse the end (divination) [apocalypse]
Power word kneel (enchantment) Gloomwrought barrier (conjuration)
Read object (divination) Going in circles (illusion)
Reverberate (evocation) [ring] Hellfire blitz (evocation) [apocalypse]
Rolling thunder (evocation) Ice burn (conjuration) [winter]
Rotting corpse (necromancy) Impending ally (conjuration)
Shade (abjuration) [dragon] Innocuous aspect (illusion) [ring]
Shadow puppets (illusion) [shadow] Ire of the mountain (transmutation)
Shadows brought to light (divination) [elven ritual] Legion (conjuration) [shadow]
Sheen of ice (evocation) [winter] Lesser maze (conjuration) [labyrinth]
Spin (enchantment) [clockwork] Life sense (divination)
Spy my shadow (transmutation) Mass hobble mount (necromancy)
Stench of rot (necromancy) Mire (transmutation)
Thorn cage (conjuration) Mortal insight (divination)
Thunderous stampede (transmutation) [labyrinth] Nightfall (evocation)
Time step (conjuration) [temporal] [clockwork] Opportunistic foresight (divination)
Vomit tentacles (transmutation) Outflanking boon (illusion)
Phase bolt (evocation)
3RD LEVEL Potency of the pack (transmutation)
Riptide (conjuration)
Alone (enchantment) Seeping death (necromancy)
Anticipate arcana (divination) [temporal] Shadow tendrils (necromancy) [shadow]
Blood armor (necromancy) [blood] Sidestep arrow (divination)
Blood offering (necromancy) Sir Mittinz's move curse (transmutation)
Booster shot (evocation) Spiteful weapon (necromancy)
Call shadow mastiff (conjuration) [shadow] Steal warmth (necromancy) [winter]
Catch the breath (transmutation) [dragon] Sudden dawn (evocation)
Chains of perdition (conjuration) [fiendish] Terrifying lash (conjuration)
Chilling words (enchantment) Thousand darts (evocation) [clockwork]
Cloak of vermin (conjuration) Throes of ecstasy (transmutation)
Closing in (illusion) Touch of the unliving (necromancy)
Confound senses (enchantment) [labyrinth]
Curse of hostility (necromancy) 4TH LEVEL
Curse of incompetence (necromancy)
Cynophobia (enchantment) Black hand (necromancy) [shadow]
Dark heraldry (necromancy) Boiling blood (necromancy) [blood]
Deep focus (evocation) Chains of torment (conjuration)
Dimensional shove (conjuration) [labyrinth] Cloak of serpents (abjuration)
Ears of the bat (transmutation) Conjure fiends (conjuration) [fiendish]
Forceful repurposing (abjuration) [apocalypse] Drain item (evocation)
Freeze blood (transmutation) [winter] Dread wings (necromancy)
Frostbitten fingers (evocation) [winter] Earthskimmer (transmutation)
24 SPELL LISTS
Endow attribute (transmutation) Dragon breath (evocation) [dragon]
Evercold (necromancy) [winter] Energy absorption (abjuration)
Flame wave (evocation) Exsanguinate (necromancy) [blood]
Fog of war (illusion) Fey crown (abjuration)
Fusillade of ice (evocation) [winter] Fiendish brand (necromancy) [fiendish]
Giant's jest (transmutation) Frostbite (evocation) [winter]
Hide in one's shadow (transmutation) [shadow] Grasp of the tupilak (necromancy)
Keening wail (necromancy) Harrying hounds (enchantment)
Labyrinth mastery (divination) [labyrinth] Kiss of the succubus (necromancy)
Looping trail (transmutation) Necrotic leech (necromancy)
Lovesick (enchantment) Not this day! (abjuration)
Moon trap (abjuration) [labyrinth] Recharge (evocation)
Night terrors (illusion) Sanguine horror (conjuration) [blood]
Not dead yet (necromancy) Shadow gateway (conjuration) [shadow]
Overwhelming greed (enchantment) [dragon] Souleater (evocation) [apocalypse]
Power word pain (enchantment) Tongue tied (enchantment)
Ray of life suppression (necromancy)
Reposition (conjuration) 6TH LEVEL
Scale rot (necromancy) [dragon]
Scry ambush (divination) [temporal] Aura of wrath (enchantment) [fiendish]
Servant of doom (transmutation) [apocalypse] Avronin's astral assembly (necromancy)
Shadow monsters (illusion) [shadow] Become nightwing (enchantment) [shadow]
Shadow step (conjuration) [shadow] Catapult (transmutation) [clockwork]
Shadowy retribution (necromancy) [elven ritual] Entomb (transmutation)
Spinning axes (evocation) [ring] Extract knowledge (necromancy)
Steam blast (evocation) [clockwork] Investiture of blight (transmutation) [apocalypse]
Time vortex (evocation) [temporal] [clockwork] Shadow metamorphosis (transmutation) [shadow]
Visage of madness (enchantment) Time loop (transmutation) [temporal] [clockwork]
Visage of the dead (necromancy) Tolling doom (necromancy)
Wayward strike (transmutation) Winterdark (transmutation) [winter]
5TH LEVEL 7TH LEVEL
Acid rain (conjuration) [alkemancy] Amplify gravity (transmutation)
Channel fiendish power (transmutation) [fiendish] Blizzard (conjuration) [winter]
Clash of glaciers (evocation) [winter] Conjure greater spectral dead (conjuration)
Conjure nightmare (conjuration) [fiendish] Conjure shadow titan (conjuration) [shadow]
Cruor of visions (divination) [blood] Curse of dust (necromancy)
Curse ring (necromancy) [ring] Curse of the grave (necromancy)
Detonate corpses (necromancy) [apocalypse] Death god's touch (necromancy)
Dark dementing (illusion) [shadow] Defile healing (necromancy)
Dark lord’s mantle (enchantment) [fiendish] Dying of the light (evocation) [shadow]
Dark web of the spider monarch (conjuration) Symbol of sorcery (evocation)
Talons of a hungry land (evocation)
Transmogrification (transmutation) [apocalypse] 25
SPELL LISTS
8TH LEVEL Fist of iron (transmutation) [clockwork]
Fortitude (transmutation)
Arcane sight (divination) Frailty (necromancy)
Caustic torrent (conjuration) [alkemancy] Hamstring (evocation)
Creeping darkness (conjuration) [shadow] Hand of doom (necromancy) [apocalypse]
Disruptive aura (evocation) Hoarfrost (evocation) [ring]
Frailform (enchantment) [apocalypse] Hobble (evocation)
Ghoul king's cloak (transmutation) Impotence (necromancy)
Malevolent waves (abjuration) Memento mori (necromancy)
Time slippage (enchantment) [temporal] [clockwork] Misstep (enchantment) [labyrinth]
Nimbleness (transmutation)
9TH LEVEL Obtuse (enchantment)
Pummelstone (conjuration)
Circle of devastation (evocation) [ring] Quicken (transmutation) [temporal] [clockwork]
Mammon’s due (conjuration) Scribe (transmutation)
Pyroclasm (evocation) Semblance of dread (illusion) [mythos]
Umbral storm (necromancy) [shadow] Shadow bite (illusion) [shadow]
Shadow blindness (illusion) [shadow]
WIZARD SPELLS Shiver (evocation) [winter]
Silhouette (illusion) [shadow]
CANTRIPS (0 LEVEL) Starburst (evocation) [illumination]
Telekinetic trip (transmutation)
Abhorrence (enchantment) Uncanny avoidance (divination)
Acumen (transmutation) Wind lash (evocation)
Ale-dritch blast (conjuration) Word of misfortune (enchantment) [Void]
Allure (transmutation)
Animated scroll (transmutation) 1ST LEVEL
Benediction (abjuration) [angelic]
Bewilderment (enchantment) Adjust position (transmutation)
Biting arrow (evocation) [winter] Agonizing mark (evocation)
Black Goat’s blessing (enchantment) [mythos] Alter arrow’s fortune (divination)
Blood tide (necromancy) [blood] Amplify light (transmutation) [illumination]
Brawn boost (transmutation) Analyze device (divination) [clockwork]
Brimstone infusion (transmutation) [alkemancy] Angelic guardian (conjuration) [angelic]
Caustic touch (evocation) Anticipate weakness (divination) [temporal]
Claws of darkness (evocation) [shadow] Auspicious warning (enchantment) [temporal]
Clockwork bolt (evocation) [clockwork] Avoid grievous injury (divination)
Clumsiness (necromancy) Black ribbons (conjuration) [shadow]
Crushing curse (enchantment) [Void] Bloodhound (transmutation)
Dark maw (necromancy) Bloody hands (necromancy) [blood]
Decay (necromancy) Bloody smite (necromancy) [blood]
Douse light (transmutation) [shadow] Bolster undead (necromancy)
Dragon roar (evocation) [dragon] Bottomless stomach (transmutation) [alkemancy]
Encrypt / decrypt (alteration)
Enumerate (divination)
Exceptional wit (transmutation)
26 SPELL LISTS
Breathtaking wind (evocation) [winter] Strength of an ox (transmutation)
Brimstone (conjuration) [apocalypse] Telekinetic parry (evocation)
Broken charge (enchantment) [labyrinth] Thin the ice (transmutation)
Candle's insight (divination) Thunderous charge (transmutation) [labyrinth]
Chronal lance (transmutation) [temporal] [clockwork] Tidal barrier (abjuration)
Circle of wind (abjuration) [ring] Tireless (transmutation) [clockwork]
Cloak of shadow (illusion) [shadow] Trick question (enchantment)
Converse with dragon (divination) [dragon] Twist the skein (enchantment)
Deep breath (transmutation) Undermine armor (transmutation) [chaos]
Disquieting gaze (necromancy) Unluck on that (enchantment)
Extract essence (transmutation) [elven ritual] Unruly item (transmutation) [chaos]
Feather field (abjuration) Voorish sign (divination) [mythos]
Forest affinity (illusion) Weapon of blood (transmutation) [blood]
Foretell distraction (divination) [temporal] Wind tunnel (evocation)
Freeze potion (transmutation) [winter] Withered sight (necromancy)
Goat’s hoof charm (transmutation) Writhing arms (transmutation)
Gordolay's pleasant aroma (transmutation)
Guest of honor (enchantment) [elven ritual] 2ND LEVEL
Guiding star (divination) [illumination]
Hard heart (enchantment) Althea's travel tent (conjuration)
Heart to heart (necromancy) Animate ghoul (necromancy)
Hobble mount (necromancy) Anticipate attack (divination) [temporal]
Icicle daggers (conjuration) [winter] As you were (necromancy)
Ill-fated word (divination) [chaos] Ashen memories (divination)
Insightful maneuver (divination) Bad timing (divination) [chaos]
Kobold’s fury (transmutation) [dragon] Bitter chains (transmutation) [ring]
Mammon’s avarice (divination) [fiendish] Black swan storm (evocation)
Mosquito bane (necromancy) Bleating call (enchantment)
Mud pack (conjuration) Blessed halo (evocation) [angelic]
Pendulum (enchantment) [clockwork] Blood lure (enchantment) [blood]
Protection from the Void (abjuration) [Void] Bloodshot (conjuration) [blood]
Ring strike (transmutation) [ring] Boiling oil (conjuration) [alkemancy]
Roaming pain (necromancy) [chaos] Boreas's breath (transmutation) [winter]
Scentless (transmutation) By the light of the moon (divination) [labyrinth]
Screaming ray (evocation) Caustic blood (transmutation) [blood]
Seer's reaction (divination) [temporal] Chaotic vitality (conjuration) [chaos]
Shadow armor (abjuration) [shadow] Clearing the field (transmutation) [elven ritual]
Shadow hands (evocation) [shadow] Cloak of fiendish menace (transmutation) [fiendish]
Slippery fingers (enchantment) Conjure scarab swarm (conjuration)
Speak with inanimate object (divination) Conjure spectral dead (conjuration)
Stanch (transmutation) [blood] Convoluted dictum (enchantment)
Step like me (transmutation) Creeping ice (conjuration) [winter]
Daggerhawk (transmutation)
27
SPELL LISTS
Darkbolt (evocation) [shadow] Negative image (conjuration) [shadow]
Dark path (conjuration) [shadow] Orb of light (evocation) [illumination]
Dead walking (illusion) Phantom light (illusion) [illumination]
Decelerate (transmutation) [temporal] [clockwork] Plaguebearer (abjuration) [fiendish]
Delay potion (transmutation) [alkemancy] Poisoned volley (conjuration)
Destructive resonance (enchantment) [Void] Power word kneel (enchantment)
Detect dragons (divination) [dragon] Read object (divination)
Discern weakness (divination) Reverberate (evocation) [ring]
Distracting divination (divination) Rolling thunder (evocation)
Distraction cascade (divination) Rotting corpse (necromancy)
Doom of consuming fire (evocation) Sculpt snow (transmutation) [winter]
Doom of the slippery rogue (conjuration) Shade (abjuration) [dragon]
Ectoplasm (necromancy) [mythos] Shadow puppets (illusion) [shadow]
Elemental horns (evocation) [labyrinth] Shadows brought to light (divination) [elven ritual]
Elemental twist (evocation) [chaos] Sheen of ice (evocation) [winter]
Enhance familiar (transmutation) Shifting the odds (divination) [chaos]
Enhance greed (divination) [dragon] Slither (transmutation) [shadow]
Entomb in ice (evocation) [winter] Snap the leash (enchantment)
Exude acid (transmutation) Snow fort (conjuration) [winter]
Feather travel (transmutation) Spin (enchantment) [clockwork]
Fire darts (evocation) Spy my shadow (transmutation)
Frenzied bolt (evocation) [chaos] Thunderous stampede (transmutation) [labyrinth]
Furious hooves (transmutation) [labyrinth] Timely distraction (evocation) [chaos]
Gear barrage (conjuration) [clockwork] Time step (conjuration) [temporal] [clockwork]
Gift of resilience (enchantment) Trench (transmutation)
Glyph of shifting (conjuration) Vine trestle (conjuration) [elven ritual]
Grave sense (divination) [apocalypse] Vomit tentacles (transmutation)
Greater analyze device (divination) [clockwork] Warning shout (divination)
Heartache (enchantment) Weiler's ward (conjuration)
Heartstop (necromancy) [clockwork] Unholy defiance (necromancy)
Holy warding (abjuration)
Hypnotic missive (enchantment) 3RD LEVEL
Indecision (enchantment)
Jerilyn's cadaverous uprising (necromancy) [apocalypse] Accelerate (transmutation) [temporal] [clockwork]
Kavelin’s instant aerosol (transmutation) Alone (enchantment)
Lacerate (evocation) Anticipate arcana (divination) [temporal]
Lair sense (divination) [dragon] Aspect of the serpent (transmutation)
Lock armor (transmutation) [clockwork] Aura of listlessness (enchantment)
Maddening whispers (enchantment) [Void] Blade of wrath (evocation) [angelic]
Magma spray (transmutation) [apocalypse] Blood armor (necromancy) [blood]
Mephitic croak (conjuration) [alkemancy] Blood offering (necromancy)
Mist of wonders (conjuration) [chaos] Breeze compass (divination)
Call shadow mastiff (conjuration) [shadow]
28 SPELL LISTS
Calm of the storm (abjuration) [chaos] Mass hobble mount (necromancy)
Catch the breath (transmutation) [dragon] Mind exchange (transmutation) [mythos]
Chains of perdition (conjuration) [fiendish] Mire (transmutation)
Chilling words (enchantment) Nest of infernal vipers (conjuration) [fiendish]
Closing in (illusion) Opportunistic foresight (divination)
Command undead (necromancy) Outflanking boon (illusion)
Compelled movement (enchantment) Phantom dragon (illusion) [dragon]
Compelling fate (divination) Phase bolt (evocation)
Confound senses (enchantment) [labyrinth] Portal jaunt (conjuration)
Curse of hostility (necromancy) Protective nimbus (abjuration) [illumination]
Curse of incompetence (necromancy) Riptide (conjuration)
Cynophobia (enchantment) Rune of imprisonment (abjuration)
Deep focus (evocation) Salt lash (conjuration) [alkemancy]
Dimensional shove (conjuration) [labyrinth] Shadow tendrils (necromancy) [shadow]
Doom of blue crystal (transmutation) Shadow trove (transmutation) [shadow]
Doom of dancing blades (illusion) Shield of starlight (abjuration) [illumination]
Doom of disenchantment (abjuration) Sidestep arrow (divination)
Draconic majesty (enchantment) [dragon] Sir Mittinz's move curse (transmutation)
Dragon's pride (enchantment) [dragon] Sleep of the deep (illusion) [mythos]
Drown (evocation) Song of the forest (transmutation) [elven ritual]
Entropic damage field (transmutation) [chaos] Spiteful weapon (necromancy)
Flesh to paper (transmutation) Steal warmth (necromancy) [winter]
Forceful repurposing (abjuration) [apocalypse] Storm god’s doom (evocation)
Freeze blood (transmutation) [winter] Sudden dawn (evocation)
Freezing fog (conjuration) Surge dampener (abjuration) [chaos]
Frostbitten fingers (evocation) [winter] Targeting foreknowledge (divination)
Frozen razors (evocation) Thousand darts (evocation) [clockwork]
Glimpse the end (divination) [apocalypse] Throes of ecstasy (transmutation)
Gloomwrought barrier (conjuration) Tongue of sand (illusion)
Gluey globule (conjuration) [alkemancy] Thunderclap (evocation)
Going in circles (illusion) Thunderous wave (evocation)
Hedren's birds of clay (conjuration) Touch of the unliving (necromancy)
Hematomancy (divination) Tracking beacon (divination) [illumination]
Ice burn (conjuration) [winter] Unseen strangler (conjuration) [mythos]
Illusory trap (illusion) Vital mark (transmutation) [blood]
Impending ally (conjuration) Void strike (evocation) [Void]
Innocuous aspect (illusion) [ring] Wave of corruption (necromancy) [fiendish]
Ire of the mountain (transmutation)
Legion (conjuration) [shadow]
Lesser maze (conjuration) [labyrinth]
Life sense (divination)
SPELL LISTS 29
4TH LEVEL Looping trail (transmutation)
Lovesick (enchantment)
Abhorrent apparition (illusion) Moon trap (abjuration) [labyrinth]
Black hand (necromancy) [shadow] Nether weapon (enchantment) [Void]
Blood and steel (transmutation) [blood] Night terrors (illusion)
Blood puppet (transmutation) [blood] Not dead yet (necromancy)
Boiling blood (necromancy) [blood] Overwhelming greed (enchantment) [dragon]
Brittling (transmutation) [winter] Pitfall (transmutation)
By the light of the watchful moon (divination) Power word pain (enchantment)
Caustic waste (evocation) [apocalypse] Quicksilver mantle (transmutation) [alkemancy]
Chains of torment (conjuration) Raid the lair (abjuration) [dragon]
Chaotic form (transmutation) [chaos] Ray of alchemical negation (transmutation) [alkemancy]
Conjure fiends (conjuration) [fiendish] Ray of life suppression (necromancy)
Cursed gift (abjuration) Reposition (conjuration)
Deep freeze (evocation) [winter] Reset (transmutation) [temporal] [clockwork]
Desiccating breath (evocation) Sacrificial healing (necromancy)
Deva’s wings (transmutation) [angelic] Sand ship (transmutation)
Distressing resonance (evocation) Scale rot (necromancy) [dragon]
Doom of serpent coils (necromancy) Scry ambush (divination) [temporal]
Doom of the pit (conjuration) Searing sun (transmutation) [illumination]
Draconic senses (divination) [dragon] Shadow monsters (illusion) [shadow]
Drain item (evocation) Shadow step (conjuration) [shadow]
Dread wings (necromancy) Shadowy retribution (necromancy) [elven ritual]
Earthskimmer (transmutation) Shocking shroud (evocation)
Emanation of Yoth (necromancy) [mythos] Shroud of death (necromancy)
Endow attribute (transmutation) Spinning axes (evocation) [ring]
Energy foreknowledge (divination) Staff of violet fire (evocation)
Evercold (necromancy) [winter] Steam blast (evocation) [clockwork]
Flame wave (evocation) Time vortex (evocation) [temporal] [clockwork]
Flickering fate (divination) [temporal] Tome curse (necromancy) [fiendish]
Fluctuating alignment (enchantment) [chaos] Visage of madness (enchantment)
Fog of war (illusion) Visage of the dead (necromancy)
Fusillade of ice (evocation) [winter] Wild shield (abjuration) [chaos]
Giant's jest (transmutation) Wintry glide (conjuration) [winter]
Green decay (necromancy) [mythos] Yellow sign (enchantment) [mythos]
Harry (enchantment)
Heart-seeking arrow (transmutation) 5TH LEVEL
Hide in one's shadow (transmutation) [shadow]
Hunger of Leng (enchantment) [mythos] Acid rain (conjuration) [alkemancy]
Instant siege weapon (transmutation) Ancient shade (necromancy)
Labyrinth mastery (divination) [labyrinth] Animated object swarm (conjuration)
Lava stone (transmutation) Babble (enchantment) [chaos]
Battle mind (divination)
30 SPELL LISTS
Blazing chariot (conjuration) [angelic] See beyond (divination)
Bottled arcana (transmutation) [alkemancy] Shadow gateway (conjuration) [shadow]
Channel fiendish power (transmutation) [fiendish] Souleater (evocation) [apocalypse]
Clash of glaciers (evocation) [winter] Starfall (evocation) [illumination]
Claws of the earth dragon (evocation) [dragon] Summon eldritch servitor (conjuration) [mythos]
Clockwork bodyguard (conjuration) [clockwork] Swift exchange (conjuration)
Conjure fey hound (conjuration) Tongue tied (enchantment)
Conjure minor voidborn (conjuration) [Void] Wall of time (abjuration) [temporal] [clockwork]
Conjure nightmare (conjuration) [fiendish]
Control ice (transmutation) [winter] 6TH LEVEL
Cruor of visions (divination) [blood]
Curse of Yig (transmutation) [mythos] Absorbing field (abjuration)
Curse ring (necromancy) [ring] Alchemical form (transmutation) [alkemancy]
Dark dementing (illusion) [shadow] Ally aegis (abjuration)
Dark lord’s mantle (enchantment) [fiendish] Animate greater undead (necromancy)
Detonate corpses (necromancy) [apocalypse] Aura of wrath (enchantment) [fiendish]
Dragon breath (evocation) [dragon] Avronin's astral assembly (necromancy)
Eidetic memory (transmutation) Become nightwing (enchantment) [shadow]
Eldritch communion (divination) [mythos] Black well (necromancy) [shadow]
Energy absorption (abjuration) Burning radiance (evocation) [illumination]
Essence instability (transmutation) Catapult (transmutation) [clockwork]
Exsanguinate (necromancy) [blood] Cave dragon's dominance (transmutation) [dragon]
Exsanguinating cloud (necromancy) [blood] Celestial fanfare (evocation) [angelic]
Fiendish brand (necromancy) [fiendish] Chaotic world (illusion) [chaos]
Forest of spears (evocation) Claim lair (abjuration) [dragon]
Frostbite (evocation) [winter] Curse of Boreas (transmutation) [winter]
Grasp of the tupilak (necromancy) Enchant ring (enchantment) [ring]
Greater protective nimbus (abjuration) [illumination] Encroaching shadows (illusion) [elven ritual]
Harrying hounds (enchantment) Entomb (transmutation)
Ice fortress (conjuration) [winter] Extract knowledge (necromancy)
Instant fortification (transmutation) Fault line (evocation)
Kiss of the succubus (necromancy) Fire dragon's fury (transmutation) [dragon]
Labyrinthine howl (illusion) [labyrinth] Firewalk (transmutation)
Living shadows (enchantment) [Void] Heavenly crown (enchantment)
Magnetize (evocation) Icy manipulation (transmutation)
Maim (necromancy) Investiture of blight (transmutation) [apocalypse]
Mass surge dampener (abjuration) [chaos] Life drain (evocation) [Void]
Necrotic leech (necromancy) Misfortune (necromancy) [chaos]
Prismatic ray (evocation) Mithral dragon's might (transmutation) [dragon]
Recharge (evocation) Shadow metamorphosis (transmutation) [shadow]
Sanguine horror (conjuration) [blood] Time loop (transmutation) [temporal] [clockwork]
Walk the twisted path (conjuration) [labyrinth]
Warp mind and matter (transmutation) [mythos] 31
SPELL DESCRIPTIONS
Winterdark (transmutation) [winter] 8TH LEVEL
Winter’s radiance (evocation) [winter]
7TH LEVEL Arcane sight (divination)
Acid gate (conjuration) [alkemancy] Black sunshine (illusion)
Amplify gravity (transmutation) Bloom (conjuration) [elven ritual]
Arcane parasite (transmutation) Caustic torrent (conjuration) [alkemancy]
Blizzard (conjuration) [winter] Create ring servant (transmutation) [ring]
Celebration (enchantment) [elven ritual] Creeping darkness (conjuration) [shadow]
Conjure greater spectral dead (conjuration) Deadly sting (transmutation) [dragon]
Conjure shadow titan (conjuration) [shadow] Desolation (necromancy) [elven ritual]
Conjure voidborn (conjuration) [Void] Disruptive aura (evocation)
Curse of the grave (necromancy) Frailform (enchantment) [apocalypse]
Create thunderstaff (transmutation) Glimpse of the Void (enchantment) [Void]
Death god's touch (necromancy) Harsh light of summer’s glare (enchantment)
Dying of the light (evocation) [shadow] Life hack (necromancy) [alkemancy]
Glacial fog (evocation) [winter] Lower the veil (divination)
Ice soldiers (conjuration) Malevolent waves (abjuration)
Icy grasp of the Void (evocation) [Void] Paragon of chaos (transmutation) [chaos]
Last rays of the dying sun (evocation) [illumination] Quintessence (transmutation) [angelic]
Legend killer (divination) [dragon] Roaring winds of Limbo (conjuration) [chaos]
Ravages of time (transmutation) [temporal] [clockwork] Seed of destruction (enchantment) [mythos]
Right the stars (divination) [temporal] Steam whistle (evocation) [clockwork]
Ring ward (abjuration) [ring] Summon star (conjuration) [illumination]
Seal of sanctuary (abjuration) [angelic] Time jump (transmutation) [temporal] [clockwork]
Sign of Koth (abjuration) [mythos] Time slippage (enchantment) [temporal] [clockwork]
Starry vision (divination) Wind of the hereafter (conjuration)
Symbol of sorcery (evocation)
Talons of a hungry land (evocation) 9TH LEVEL
Transmogrification (transmutation) [apocalypse]
Triumph of ice (transmutation) [winter] Afflict line (necromancy) [elven ritual]
Uncontrollable transformation (transmutation) [chaos] Black hole (conjuration) [apocalypse]
Volley shield (abjuration) Blood to acid (transmutation) [alkemancy]
Walking wall (transmutation) Circle of devastation (evocation) [ring]
Wild trajectory (transmutation) [chaos] Greater maze (conjuration) [labyrinth]
Greater seal of sanctuary (abjuration) [angelic]
32 SPELL DESCRIPTIONS Mammon’s due (conjuration)
Pyroclasm (evocation)
Star’s heart (transmutation) [illumination]
Summon avatar (conjuration) [mythos]
Time in a bottle (transmutation) [temporal] [clockwork]
Umbral storm (necromancy) [shadow]
Unleash effigy (transmutation)
Unshackled magic (enchantment) [chaos]
Void rift (evocation) [Void]
Spell Descriptions
This section contains more than four hundred spells ABHORRENT APPARITION
designed for use by player characters and NPCs. The spell
descriptions are presented in alphabetical order. 4th-level illusion
Casting Time: 1 action
ABHORRENCE Range: 60 feet
Components: M (a gourd with a face carved on it)
Enchantment cantrip Duration: Instantaneous
Casting Time: 1 action
Range: 30 feet You imbue a terrifying visage onto a gourd and toss it
Components: V, S ahead of you to a spot of your choosing within range.
Duration: 1 minute Each creature within 15 feet of that spot takes 6d8 psychic
damage and becomes frightened of you for 1 minute;
You temporarily make a creature within range less a successful Wisdom saving throw halves the damage
appealing to others. The target makes a Wisdom saving and negates the fright. A creature frightened in this way
throw against your spell. On a successful save, the spell repeats the saving throw at the end of each of its turns,
is ineffective. On a failed save, the next time the creature ending the effect on itself on a success.
makes a Charisma check before the spell ends, roll a d6
and subtract the result from the roll. The spell then ends. At Higher Levels. If you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
SPELL DESCRIPTIONS 33
ABSORBING FIELD AGONIZING MARK
6th-level abjuration 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You cloak yourself in a protective field that absorbs
incoming magic, rejuvenating your spell slots. When you You choose a creature you can see within range to mark
are the target of a spell (including spells that affect multiple as your prey, and a ray of black energy issues forth from
targets, but not area spells such as fireball), make an ability you. Until the spell ends, each time you deal damage to the
check using your spellcasting ability. The DC equals 10 target it must make a Charisma saving throw. On a failed
+ the spell’s level. On a successful check, the spell has no save, it falls prone as its body is filled with torturous agony.
effect on you and is absorbed by the field. You regain a spell
slot of the same level as the spell that was cast against you. ALE-DRITCH BLAST
If you have no expended spell slots of that level, you don’t
regain a spell slot, but this spell remains in effect. Conjuration cantrip
Casting Time: 1 action
Even if the spell manages to bypass the field, you gain Range: 60 feet
advantage on your saving throw. Components: V, S
Duration: Instantaneous
ACUMEN
A stream of ice-cold ale blasts from your outstretched
Transmutation cantrip hands toward a creature or object within range. Make a
Casting Time: 1 action ranged spell attack against the target. On a hit, it takes 1d8
Range: Touch cold damage and it must make a successful Constitution
Components: V, S saving throw or be poisoned until the end of its next turn.
Duration: Concentration, up to 1 minute A targeted creature has disadvantage on the saving throw
You touch a willing creature. Once before the spell ends, if it has drunk any alcohol within the last hour.
the target can roll a d6 and add the result to one Wisdom
check of its choice. It can roll the die before or after The damage increases when you reach higher levels: 2d8
making the check. The spell then ends. at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
ADJUST POSITION ALLURE
1st-level transmutation Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You adjust the location of an ally to a better tactical
position. You move one willing creature within range You touch a willing creature. Once before the spell ends,
5 feet. This movement does not provoke opportunity the target can roll a d6 and add the result to one Charisma
attacks. The creature moves bodily through the check of its choice. It can roll the die before or after
intervening space (as opposed to teleporting), so there making the check. The spell then ends.
can be no physical obstacle (such as a wall or a door) in the
path. ALLY AEGIS
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target an 6th-level abjuration
additional willing creature for each slot level above 1st. Casting Time: 1 reaction, which you take when your
34 SPELL DESCRIPTIONS ally is hit by an attack or is targeted by a spell that deals
damage other than psychic damage
Range: 60 feet
Components: V, S
Duration: 1 round
When you see an ally within range in imminent danger,
you can use your reaction to protect that creature with a
shield of magical force. Until the start of your next turn, comfort. From the outside, the tent appears normal, but
your ally has a +5 bonus to AC and is immune to force inside it has a small foyer and a larger bedchamber. The
damage. In addition, if your ally must make a saving throw foyer contains a writing desk with a chair; the bedchamber
against an enemy’s spell that deals damage, the ally takes holds a soft bed large enough to sleep two, a small
half as much damage on a failed saving throw and no nightstand with a candle, and a small clothes rack. The
damage on a successful save. Ally aegis offers no protection, floor of both rooms is a clean, dry, hard-packed version
however, against psychic damage from any source. of the local ground. When the spell ends, the tent and the
ground return to normal, and any creatures inside the tent
At Higher Levels. When you cast this spell using a spell are expelled to the nearest unoccupied spaces.
slot of 7th level or higher, you can target one additional ally
for each slot level above 6th. At Higher Levels. When the spell is cast using a 3rd-
level slot, the foyer becomes a dining area with seats for
ALONE six and enough floor space for six people to sleep, if they
bring their own bedding. The sleeping room is unchanged.
3rd-level enchantment With a 4th-level slot, the temperature inside the tent is
Casting Time: 1 action comfortable regardless of the outside temperature, and
Range: 30 feet the dining area includes a small kitchen. With a 5th-level
Components: V, S slot, an unseen servant is conjured to prepare and serve
Duration: Concentration, up to 1 minute food (from your supplies). With a 6th-level slot, a third
room is added that has three two-person beds. With a slot
You cause a creature within range to believe its allies of 7th level or higher, the dining area and second sleeping
have been banished to a different realm. The target must area can each accommodate eight persons.
succeed on a Wisdom saving throw, or it treats its allies as
if they were invisible and silenced. The affected creature AMPLIFY GRAVITY
cannot target, perceive, or otherwise interact with its allies
for the duration of the spell. If one of its allies hits it with 7th-level transmutation
a melee attack, the affected creature can make another Casting Time: 1 action
Wisdom saving throw. On a successful save, the spell ends. Range: 100 feet
Components: V, S, M (a piece of lead)
ALTER ARROW’S FORTUNE Duration: Concentration, up to 1 minute
1st-level divination This spell intensifies gravity in a 50-foot-radius area within
Casting Time: 1 reaction, which you take when an range. Inside the area, damage from falling is quadrupled
(2d6 per 5 feet fallen) and maximum damage from falling
enemy makes a ranged attack that hits is 40d6. Any creature on the ground in the area when
Range: 100 feet the spell is cast must make a successful Strength saving
Components: S throw or be knocked prone; the same applies to a creature
Duration: Instantaneous that enters the area or ends its turn in the area. A prone
creature in the area must make a successful Strength
You clap your hands, setting off a chain of tiny events that saving throw to stand up. A creature on the ground in
culminate in throwing off an enemy’s aim. When an enemy the area moves at half speed and has disadvantage on
makes a ranged attack with a weapon or a spell that hits Dexterity checks and ranged attack rolls.
one of your allies, this spell causes the enemy to reroll the
attack roll unless the enemy makes a successful Charisma ANALYZE DEVICE
saving throw. The attack is resolved using the lower of the
two rolls (effectively giving the enemy disadvantage on the 1st-level divination (clockwork)
attack). Casting Time: 1 hour
Range: Touch
ALTHEA'S TRAVEL TENT Components: V, S, M (a set of clockworker's tools)
Duration: Instantaneous
2nd-level conjuration (ritual)
Casting Time: 5 minutes You discover all mechanical properties, mechanisms,
Range: Touch and functions of a single construct or clockwork device,
Components: V, S, M (a canvas tent) including how to activate or deactivate those functions, if
Duration: 8 hours appropriate.
You touch an ordinary, properly pitched canvas tent to
create a space where you and a companion can sleep in
SPELL DESCRIPTIONS 35
ANCESTOR'S STRENGTH ANCIENT SHADE
1st-level transmutation 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 10 feet
Components: V, S Components: V, S, M (burning candles of planar origin
Duration: Concentration, up to 8 hours
worth 500 gp)
Choose a willing creature you can see and touch. Its Duration: 10 minutes
muscles bulge and become invigorated. For the duration,
the target is considered one size category larger for You grant the semblance of life and intelligence to a pile
determining its carrying capacity, the maximum weight of bones (or even bone dust) of your choice within range,
it can lift, push, or pull, and its ability to break objects. It allowing the ancient spirit to answer the questions you
also has advantage on Strength checks. pose. These remains can be the remnants of undead,
including animated but unintelligent undead, such as
ANCHORING ROPE skeletons and zombies. (Intelligent undead are not
affected.) Though it can have died centuries ago, the older
1st-level evocation the spirit called, the less it remembers of its mortal life.
Casting Time: 1 action, or 1 reaction that you take while
Until the spell ends, you can ask the ancient spirit
falling up to five questions if it died within the past year, four
Range: 30 feet questions if it died within ten years, three within one
Components: V, S hundred years, two within one thousand years, and but a
Duration: 5 minutes
You create a spectral lanyard. One end is tied around your
waist, and the other end is magically anchored in the air
at a point you select within range. You can choose to make
the rope from 5 to 30 feet long, and it can support
up to 800 pounds. The point where the end of
the rope is anchored in midair can’t be moved
after the spell is cast. If this spell is cast as
a reaction while you are falling, you stop
at a point of your choosing in midair
and take no falling damage. You can
dismiss the rope as a bonus action.
At Higher Levels. When you cast
this spell using a spell slot of 3rd
level or higher, you can create one
additional rope for every two slot
levels above 1st. Each rope must be
attached to a different creature.
36 SPELL DESCRIPTIONS
single question for spirits more than one thousand years creates a ghast, but the material component changes to an
dead. The ancient shade knows only what it knew in life, onyx gemstone worth at least 200 gp.
including languages. Answers are usually brief, cryptic, or
repetitive, and the corpse is under no compulsion to offer ANIMATE GREATER UNDEAD
a truthful answer if you are hostile to it or it recognizes
you as an enemy. This spell doesn’t return the creature’s 6th-level necromancy
soul to its body, only its animating spirit. Thus, the Casting Time: 1 hour
corpse can’t learn new information, doesn’t comprehend Range: 15 feet
anything that has happened since it died, and can’t Components: V, S, M (a pint of blood, a pound of
speculate about future events.
flesh, and an ounce of bone dust, all of which the spell
ANIMAL SPY consumes)
Duration: Instantaneous
2nd-level divination
Casting Time: 1 action Animate greater undead creates an undead servant from
Range: 30 feet a pile of bones or from the corpse of a Large or Huge
Components: V, S humanoid within range. The spell imbues the target with
Duration: 1 hour a foul mimicry of life, raising it as an undead skeleton
or zombie. A skeleton uses the stat block of a minotaur
You create a mental link between you and a beast within skeleton, or a zombie uses the stat block of an ogre
range. Until the spell ends, you can use a bonus action to zombie, unless a more appropriate stat block is available.
transfer your awareness to the beast—using its vision,
hearing, smell, taste, and touch—and another bonus The creature is under your control for 24 hours, after
action on any subsequent turn to return your awareness which it stops obeying your commands. To maintain
to your body. You can use an action to dismiss the spell control of the creature for another 24 hours, you must cast
entirely. this spell on it again while you have it controlled. Casting
the spell for this purpose reasserts your control over up to
This spell affects normal beasts, including giant versions four creatures you have previously animated rather than
of animals, but not conjured animals or familiars. The animating a new one.
spell does not allow you to control the beast or make it
friendly to you. While you experience the world through At Higher Levels. When you cast this spell using a
the beast’s senses, your body is motionless, unaware of the spell slot of 7th level or higher, you can reanimate one
outside world and effectively unconscious. additional creature for each slot level above 6th.
The spell ends if the distance between you and the beast ANIMATED OBJECT SWARM
is ever greater than 1 mile, or if the beast is killed. If you
are using the beast’s senses when it is killed, you must 5th-level conjuration
succeed on a DC 14 Wisdom saving throw or be stunned Casting Time: 1 action
for 1d4 rounds from the shock of experiencing its death. Range: 120 feet
Components: V, S
ANIMATE GHOUL Duration: Concentration, up to 1 minute
2nd-level necromancy Myriad Tiny objects animate at your command, forming
Casting Time: 1 action a swarm. The objects’ abilities conform to the rules stated
Range: Touch in the animate objects spell, except that you animate only
Components: V, S, M (piece of rotting flesh and an onyx Tiny objects, which gather together into a Medium swarm.
The area of the swarm is considered difficult terrain, and
gemstone worth 100 gp) creatures in it are lightly obscured. The swarm has the
Duration: Instantaneous following statistics:
You raise one Medium or Small humanoid corpse as a Armor Class 18
ghoul under your control. Any class levels or abilities the Hit Points 20
creature had in life are gone, replaced by the standard Str 4; Dex 18
ghoul stat block. Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
At Higher Levels. When you cast this spell using a
3rd-level spell slot, it can be used on the corpse of a Large paralyzed, petrified, prone, restrained, stunned
humanoid to create a Large ghoul. When you cast this Melee Weapon Attack +8 to hit, reach 0 ft., one target
spell using a spell slot of 4th level or higher, this spell
in the swarm’s space. Hit: 6 (1d4 + 4) damage.
SPELL DESCRIPTIONS 37
ANIMATED SCROLL ARCANE SIGHT
Transmutation cantrip 8th-level divination
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (intricately folded paper or Components: V, S, M (a piece of clear quartz)
Duration: Concentration, up to 1 hour
parchment)
Duration: 24 hours The recipient of this spell gains the benefits of both true
seeing and detect magic until the spell ends, and also knows
The paper or parchment must be folded into the shape the name and effect of every spell he or she witnesses
of an animal before casting the spell. It then becomes an during the spell’s duration.
animated paper animal of the kind the folded paper most
closely resembles. The creature uses the stat block of any AS YOU WERE
beast that has a challenge rating of 0. It is made of paper,
not flesh and bone, but it can do anything the real creature 2nd-level necromancy
can do: a paper owl can fly and attack with its talons, a Casting Time: 1 minute
paper frog can swim without disintegrating in water, Range: Touch
and so forth. It follows your commands to the best of its Components: V, S, M (a piece of flesh from a creature of
ability, including carrying messages to a recipient whose
location you know. the target’s race)
Duration: Instantaneous
The duration increases by 24 hours at 5th level (48
hours), 11th level (72 hours), and 17th level (96 hours). When cast on a dead or undead body, as you were returns
that creature to the appearance it had in life while it was
ARCANE PARASITE healthy and uninjured. The target must have a physical
body; the spell fails if the target is normally noncorporeal.
7th-level transmutation (ritual)
Casting Time: 1 action If as you were is cast on a corpse, its effect is identical to
Range: Self that of gentle repose, except that the corpse’s appearance is
Components: V, S restored to that of a healthy, uninjured (albeit dead) person.
Duration: 2 hours
If the target is an undead creature, it also is restored to
This spell creates a link between you and a nearby source the appearance it had in life, even if it died from disease
of arcane power, allowing you to draw on its strength to or from severe wounds, or centuries ago. The target
bolster your spellcasting ability. When you cast a spell, looks, smells, and sounds (if it can speak) as it did in life.
you can use a bonus action to draw on the link. Doing Friends and family can tell something is wrong only with
so means you expend no spell slots to cast the spell, the a successful Wisdom (Insight) check against your spell
energy instead comes from the external power. save DC, and only if they have reason to be suspicious.
(Knowing that the person should be dead is sufficient
The more you draw on the link, the harder it is to reason.) Spells and abilities that detect undead are also
maintain. Each spell you cast in this manner decreases the fooled, but the creature remains susceptible to Turn
duration of the arcane parasite spell by 10 minutes per level Undead as normal.
of the spell you cast using the link. For example, if you cast
a fireball spell using the link, you would not expend a spell This spell doesn’t confer the ability to speak on undead
slot in the casting, but the duration of this spell would that normally can’t speak. The creature eats, drinks, and
decrease by 30 minutes. If you cast a spell using the link breathes as a living creature does; it can mimic sleep, but it
and your remaining duration is equal to or less than the has no more need for it than it had before.
spell’s level × 10 minutes, then this spell ends as soon as
that spell is cast. The effect lasts for a number of hours equal to your
caster level. You can use an action to end the spell early.
Any amount of radiant or necrotic damage dealt to the
creature, or any effect that reduces its Constitution, also
ends the spell.
If this spell is cast on an undead creature that isn’t your
ally or under your control, it makes a Charisma saving
throw to resist the effect.
38 SPELL DESCRIPTIONS
ASHEN MEMORIES As an action, you can emit a blast of light 5 feet wide and
50 feet long. All creatures in its path take 6d6 fire damage
2nd-level divination (ritual) and are blinded for 1d4 rounds. A successful Dexterity
Casting Time: 1 minute saving throw reduces the damage by half and negates the
Range: Touch blindness. Each time you use this feature of the spell, its
Components: V, S duration is reduced by 1 hour. When you expend the last
Duration: Instantaneous hour of the duration, the spell ends at the start of your
next turn.
You touch the ashes, embers, or soot left behind by a fire
and receive a vision of one significant event that occurred ASPECT OF THE RAM
in the area while the fire was burning. For example, if you
were to touch the cold embers of a campfire, you might 2nd-level transmutation
witness a snippet of a conversation that occurred around Casting Time: 1 action
the fire. Similarly, touching the ashes of a burned letter Range: Self
might grant you a vision of the person who destroyed the Components: V, S
letter or the contents of the letter. You have no control over Duration: Concentration, up to 10 minutes
what information the spell reveals, but your vision usually
is tied to the most meaningful event related to the fire. The You take on the aspect of a ram, including some physical
GM determines the details of what is revealed. attributes. Your body hair grows thick and woolly, and
a curling pair of horns sprouts from your head. You can
ASPECT OF THE APE make a ram attack with these horns as an action, and you
are proficient with this attack. You deal 1d6 bludgeoning
2nd-level transmutation damage on a hit.
Casting Time: 1 action
Range: Touch If you move at least 20 feet straight toward a target and
Components: V, S hit with a ram attack on the same turn, the target takes an
Duration: Concentration, up to 1 hour
You alter the appearance of a creature you touch, giving it
a more simian form. While this spell is in effect, the subject
gains a climbing speed equal to its normal walking speed,
and gains advantage on Strength (Athletics) checks
made when jumping or climbing. When up in a
tree’s branches (or in a similar area, at the GM’s
discretion) the target can move up to its climbing
speed as a bonus action, using brachiation to
reach a nearby tree if the branches are close
enough together. This bonus action can be taken
only if the subject has at least two hands free, or
one hand free if the subject is barefoot.
ASPECT OF THE FIREBIRD
6th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a lit candle and the
tail feather of a bird)
Duration: Concentration, up to 8 hours
You take on the aspect of a firebird (Tome of Beasts, p. 201),
including some physical attributes. A fiery mantle
descends upon you, resembling feathery wings and an
expansive tail. You gain immunity to fire and a flying
speed of 60 feet. Any creatures within 5 feet of you gain
immunity to natural, environmental cold.
SPELL DESCRIPTIONS 39
extra 1d6 bludgeoning damage. If the target is a creature, Any creature that remains in the area must make another
it must succeed on a Strength check against your spell save successful saving throw on its turn or continue to be
DC or be knocked prone. affected by the spell.
You ignore difficult terrain caused by rubble, ice sheets, AURA OF PROTECTION OR DESTRUCTION
scree, or steep slopes. You also gain advantage on Strength
(Athletics) checks made while climbing or jumping, and 3rd-level abjuration
Dexterity (Acrobatics) checks made for balance or to stay Casting Time: 1 action
on your feet. Range: Self (30-foot radius)
Components: V, S
ASPECT OF THE SERPENT Duration: Instantaneous
3rd-level transmutation When you cast this spell, you radiate an otherworldly
Casting Time: 1 action energy that warps the fate of all creatures within 30 feet
Range: Touch of you. Decide whether to call upon either a celestial or a
Components: V, S, M (a dried snakeskin) fiend for aid. Choosing a celestial charges a 30-foot-radius
Duration: Concentration, up to 1 minute around you with an aura of nonviolence; until the start
of your next turn, every attack roll made by or against a
A creature you touch takes on snakelike aspects for the creature inside the aura is treated as a natural 1. Choosing
duration of the spell. Its tongue becomes long and forked, a fiend charges the area with an aura of violence; until
its canine teeth become fangs with venom sacs, and its the start of your next turn, every attack roll made by or
pupils become sharply vertical. The target gains darkvision against a creature inside the aura, including you, is treated
with a range of 60 feet and blindsight with a range of 30 as a natural 20.
feet. As a bonus action when you cast the spell, the target
can make a ranged weapon attack with a normal range of At Higher Levels. When you cast this spell using
60 feet that deals 2d6 poison damage on a hit. a spell slot of 4th level or higher, you can extend the
duration by 1 round for each slot level above 3rd.
As an action, the target can make a bite attack using
either Strength or Dexterity (Melee Weapon Attack: range AVOID GRIEVOUS INJURY
5 ft., one creature; Hit: 2d6 piercing damage), and the
creature must make a successful DC 14 Constitution 1st-level divination
saving throw or be paralyzed for 1 minute. A creature Casting Time: 1 reaction, which you take when you are
paralyzed in this way repeats the saving throw at the end of
each of its turns, ending the effect on itself on a success). struck by a critical hit
Range: Self
At Higher Levels. When you cast this spell using a spell Components: V, S
slot of 4th level or higher, both the ranged attack and bite Duration: Instantaneous
attack damage increase by 1d6 for each slot level above 3rd.
You cast this spell when a foe strikes you with a critical hit
AURA OF LISTLESSNESS but before damage dice are rolled. The critical hit against
you becomes a normal hit.
3rd-level enchantment
Casting Time: 1 action AVRONIN’S ASTRAL ASSEMBLY
Range: Self (20-foot radius)
Components: V, S, M (a lump of clay or a piece of wet 6th-level necromancy (ritual)
Casting Time: 10 minutes
paper) Range: Unlimited
Duration: Concentration, up to 1 minute Components: V, M (a spool of fine copper wire and a
You create an aura of power around you that saps the gem worth at least 100 gp for each target)
will and determination from creatures, making them Duration: Concentration, up to 1 hour
unable to act. Any creature within 20 feet of you must
succeed on a Wisdom saving throw or be unable to take You alert a number of creatures that you are familiar with,
actions, reactions, or bonus actions on its turn, except up to your spellcasting ability modifier (minimum of 1), of
for the Disengage action. Affected creatures can move, your intent to communicate with them through spiritual
but only to distance themselves from harmful conditions, projection. The invitation can extend any distance and
such as attacks by other creatures or hazardous effects even cross to other planes of existence. Once notified, the
that damage or cause ill effects. A creature that moves creatures can choose to accept this communication at any
out of the area can act normally in the following round. time during the duration of the spell.
40 SPELL DESCRIPTIONS
When a creature accepts, its spirit is projected into speed of 30 feet and it can hover. Its sight and hearing
one of the gems used in casting the spell. The material are equivalent to a typical human's senses. Intelligence,
body it leaves behind falls unconscious and doesn't need Wisdom, and Charisma can be adjusted up or down by the
food or air. The creature's consciousness is present in the GM to fit unusual circumstances. A beautiful statue might
room with you, and its normal form appears as an astral awaken with increased Charisma, for example, or the
projection within 5 feet of the gem its spirit occupies. You bust of a great philosopher could have surprisingly high
can see and hear all the creatures who have joined in the Wisdom.
assembly, and they can see and hear you and each other as
if they were present (which they are, astrally). They can't An awakened object needs no air, food, water, or
interact with anything physically. sleep. Damage to an awakened object can be healed or
mechanically repaired.
A creature can end the spell's effect on itself voluntarily at
any time, as can you. When the effect ends or the duration BATSENSE
expires, a creature's spirit returns to its body and it regains
consciousness. A creature that withdraws voluntarily from 2nd-level transmutation
the assembly can't rejoin it even if the spell is still active. If Casting Time: 1 action
a gem is broken while occupied by a creature's astral self, Range: Touch
the spirit in the gem returns to its body and the creature Components: V, S, M (a bit of fur from a bat’s ear)
suffers two levels of exhaustion. Duration: 1 hour
AWAKEN OBJECT For the duration of the spell, a creature you touch
can produce and interpret squeaking sounds used for
8th-level transmutation echolocation, giving it blindsight out to a range of 60 feet.
Casting Time: 8 hours The target cannot use its blindsight while deafened, and
Range: Touch its blindsight doesn't penetrate areas of magical silence.
Components: V, S, M (a ruby worth at least 1,000 gp, While using blindsight, the target has disadvantage
on Dexterity (Stealth) checks that rely on being silent.
which the spell consumes) Additionally, the target has advantage on Wisdom
Duration: Permanent (Perception) checks that rely on hearing.
After spending the casting time enchanting a ruby along BATTLE MIND
with a Large or smaller nonmagical object in humanoid
form, you touch the ruby to the object. The ruby dissolves 5th-level divination (ritual)
into the object, which becomes a living construct imbued Casting Time: 1 action
with sentience. If the object has no face, a humanoid face Range: Self
appears on it in an appropriate location. The awakened Components: V, S, M (a bit of spiderweb or a small
object's statistics are determined by its size, as shown on
the table below. An awakened object can use an action to crystal orb)
make a melee weapon attack against a target within 5 feet Duration: Concentration, up to 10 minutes
of it. It has free will, acts independently, and speaks one
language you know. It is initially friendly to anyone who You gain a preternatural sense of the surrounding area,
assisted in its creation. allowing you insights you can share with comrades to
provide them with an edge in combat. You gain advantage
An awakened object's speed is 30 feet. If it has no on Wisdom (Perception) checks made when determining
apparent legs or other means of moving, it gains a flying surprise at the beginning of a combat encounter. If you
are not surprised, then neither are your allies. When you
Size HP AC Attack Str Dex Con Int Wis Cha
T 20 18
+8 to hit, 4 18 10 2d6 2d6 2d6
S 25 16 1d4 + 4 damage
6 14 10 3d6 2d6 2d6
M 40 13 +6 to hit,
1d8 + 2 damage 10 12 10 3d6 3d6 2d6
L 50 10
+5 to hit, 14 10 10 3d6 3d6 2d6 + 2
2d6 + 1 damage
+6 to hit,
2d10 + 2 damage
SPELL DESCRIPTIONS 41
are engaged in combat while the spell is active, you can additional creature for every two slot levels above 2nd.
use a bonus action on your turn to produce one of the Each creature must be within 30 feet of another creature
following effects (allies must be able to see or hear you in when you cast the spell.
order to benefit):
BESTIAL FURY
• One ally gains advantage on its next attack roll, saving
throw, or ability check. 2nd-level enchantment
Casting Time: 1 action
• An enemy has disadvantage on the next attack roll it Range: 30 feet
makes against you or an ally. Components: V, S
Duration: Concentration, up to 1 minute
• You divine the location of an invisible or hidden
creature and impart that knowledge to any allies who You instill primal fury into a creature you can see within
can see or hear you. This knowledge does not negate range. The target must make a Charisma saving throw; a
any advantages the creature has, it only allows your creature can choose to fail this saving throw. On a failure,
allies to be aware of its location at the time. If the the target must use its action to attack its nearest enemy
creature moves after being detected, its new location is it can see with unarmed strikes or natural weapons. For
not imparted to your allies. the duration, the target’s attacks deal an extra 1d6 damage
of the same type dealt by its weapon, and the target can’t
• Three allies who can see and hear you on your turn are be charmed or frightened. If there are no enemies within
given the benefit of a bless, guidance, or resistance spell reach, the target can use its action to repeat the saving
on their turns; you choose the benefit individually for throw, ending the effect on a success.
each ally. An ally must use the benefit on its turn, or the
benefit is lost. This spell has no effect on undead or constructs.
BEGUILING BET At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
2nd-level enchantment additional creature for each slot level above 2nd.
Casting Time: 1 action
Range: 30 feet BEWILDERMENT
Components: V, S
Duration: 1 minute Enchantment cantrip
Casting Time: 1 action
You issue a challenge against one creature you can see Range: 30 feet
within range, which must make a successful Wisdom Components: V, S
saving throw or become charmed. On a failed save, you can Duration: 1 minute
make an ability check as a bonus action. For example, you
could make a Strength (Athletics) check to climb a difficult You temporarily inhibit the cognitive ability of a creature
surface or to jump as high as possible; you could make a within range. If the target makes a successful Wisdom
Dexterity (Acrobatics) check to perform a backflip; or you saving throw, the spell is ineffective. On a failed save, the
could make a Charisma (Performance) check to sing a high next time the creature makes an Intelligence check before
note or to extemporize a clever rhyme. You can choose to the spell ends, roll a d6 and subtract the result from the
use your spellcasting ability modifier in place of the usual roll. The spell then ends.
ability modifier for this check, and you add your proficiency
bonus if you're proficient in the skill being used. BINDING OATH
The charmed creature must use its next action (which 4th-level necromancy
can be a legendary action) to make the same ability check Casting Time: 10 minutes
in a contest against your check. Even if the creature can't Range: 30 feet
perform the action—it may not be close enough to a wall Components: V, S
to climb it, or it might not have appendages suitable for Duration: Until dispelled
strumming a lute—it must still attempt the action to the
best of its capability. If you win the contest, the spell (and You seal an agreement between two or more willing
the contest) continues, with you making a new ability creatures with an oath in the name of the god of justice,
check as a bonus action on your turn. The spell ends when using ceremonial blessings during which both the oath
it expires or when the creature wins the contest. and the consequences of breaking it are set: if any of the
sworn break this vow, they are struck by a curse. For each
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can target one
42 SPELL DESCRIPTIONS
individual that does so, you choose one of the options At Higher Levels. When you cast this spell using a
given in the bestow curse spell. When the oath is broken, all spell slot of 3rd level or higher, the feathers deal an extra
participants are immediately aware that this has occurred, 1d8 force damage for each slot level above 2nd.
but they know no other details.
BLADE OF MY BROTHER
The curse effect of binding oath can’t be dismissed by
dispel magic, but it can be removed with dispel evil and good, 4th-level transmutation
remove curse, or wish. Remove curse functions only if the spell Casting Time: 1 action
slot used to cast it is equal to or higher than the spell slot Range: Touch
used to cast binding oath. Depending on the nature of the Components: V, S, M (melee weapon owned by a dead
oath, one creature’s breaking it may or may not invalidate
the oath for the other targets. If the oath is completely ally of the target)
broken, the spell ends for every affected creature, but curse Duration: Concentration, up to 4 rounds
effects already bestowed remain until dispelled.
You touch a melee weapon that was used by an ally who is
BLACK SUNSHINE now dead, and it leaps into the air and flies to another ally
(chosen by you) within 15 feet of you. The weapon enters
8th-level illusion that ally’s space and moves when the ally moves. If the
Casting Time: 1 action weapon or the ally is forced to move more than 5 feet from
Range: Self (60-foot radius) the other, the spell ends.
Components: V, M (a discolored pearl, which the spell
The weapon acts on your turn by making an attack if
consumes) a target presents itself. Its attack modifier equals your
Duration: Concentration, up to 1 minute spellcasting level + the weapon’s inherent magical bonus,
if any; it receives only its own inherent magical bonus to
You hold up a flawed pearl and it disappears, leaving damage. The weapon fights for up to 4 rounds or until
behind a magic orb in your hand that pulses with dim your concentration is broken, after which the spell ends
purple light. Allies that you designate become invisible if and it falls to the ground.
they're within 60 feet of you and if light from the orb can
reach the space they occupy. An invisible creature still casts BLEATING CALL
a faint, purple shadow.
2nd-level enchantment
The orb can be used as a thrown weapon to attack an Casting Time: 1 action
enemy. On a hit, the orb explodes in a flash of light and the Range: 90 feet
spell ends. The targeted enemy and each creature within Components: S, M (a bit of fur or hair from a young
10 feet of it must make a successful Dexterity saving throw
or be blinded for 1 minute. A creature blinded in this way beast or humanoid)
repeats the saving throw at the end of each of its turns, Duration: 1 minute
ending the effect on itself on a success.
You create a sound on a point within range. The sound’s
BLACK SWAN STORM volume can range from a whisper to a scream, and it can
be any sound you choose. The sound continues unabated
2nd-level evocation throughout the duration, or you can make discrete sounds
Casting Time: 1 action at different times before the spell ends.
Range: 30 feet
Components: V, S, M (a feather from a black swan) Each creature that starts its turn within 30 feet of
Duration: Concentration, up to 1 minute the sound and can hear it must make a Wisdom saving
throw. On a failed save, the target must take the Dash
You call forth a whirlwind of black feathers that fills a or Disengage action and move toward the sound by the
5-foot cube within range. The feathers deal 2d8 force safest available route on each of its turns. When it arrives
damage to creatures in the cube’s area and radiate to the source of the sound, the target must use its action
darkness, causing the illumination level within 20 feet to examine the sound. Once it has examined the sound,
of the cube to drop by one step (from bright light to dim the target determines the sound is illusory and can no
light, and from dim light to darkness). Creatures that longer hear it, ending the spell’s effects on that target and
make a successful Dexterity saving throw take half the preventing the target from being affected by the sound
damage and are still affected by the change in light. again for the duration of the spell. If a target takes damage
from you or a creature friendly to you, it is no longer under
the effects of this spell.
Creatures that can’t be charmed are immune to this spell.
SPELL DESCRIPTIONS 43
BLEED BLESSED REST
1st-level necromancy 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a drop of blood) Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute Duration: 8 hours
Crackling energy coats the blade of one weapon you are You place a benediction upon a creature, ensuring it a
carrying that deals slashing damage. Until the spell ends, healthy rest. If the target takes a short rest, it can reroll
when you hit a creature with the weapon, the weapon deals any Hit Die spent for regaining hit points and take the
an extra 1d4 necrotic damage and the creature must make higher roll.
a Constitution saving throw. On a failed save, the creature
suffers a bleeding wound. Each time you hit a creature If the target takes a long rest, it regains up to two extra
with this weapon while it suffers from a bleeding wound, Hit Dice when resting, up to its maximum Hit Dice. For
your weapon deals an extra 1 necrotic damage for each example, if the target has eight Hit Dice, it can regain six
time you have previously hit the creature with this weapon spent Hit Dice upon finishing a long rest.
(to a maximum of 10 necrotic damage).
Once the target has taken one rest (long or short), the
Any creature can take an action to stanch the bleeding spell ends.
wound by succeeding on a Wisdom (Medicine) check
against your spell save DC. The wound also closes if the At Higher Levels. When you cast this spell using
target receives magical healing. This spell has no effect on a spell slot of 4th level or higher, you can target one
undead or constructs. additional humanoid for every two slot levels above 2nd.
44 SPELL DESCRIPTIONS
BLESS THE DEAD BLOODHOUND
Abjuration cantrip 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (a drop of ammonia)
Duration: Instantaneous Duration: 8 hours
You grant a blessing to one deceased creature, enabling it You touch a willing creature to grant it an enhanced sense
to cross over to the realm of the dead in peace. A creature of smell. For the duration, that creature has advantage
that benefits from bless the dead can’t become undead. The on Wisdom (Perception) checks that rely on smell and on
spell has no effect on living creatures or the undead. Wisdom (Survival) checks to follow tracks.
BLINDING PAIN At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you also grant the target
1st-level enchantment blindsight out to a range of 30 feet for the duration.
Casting Time: 1 action
Range: 30 feet BOLSTER UNDEAD
Components: V, S, M (an ice pick)
Duration: 1 minute 1st-level necromancy
Casting Time: 1 action
You cause a creature within range to suffer severe pain Range: 60 feet
in its head. At the start of its turn, the target takes 1d4 Components: V, S, M (a sprinkle of unholy water)
psychic damage and is blinded for 1 round. On a successful Duration: 1 hour
Wisdom saving throw, the creature takes half as much
damage and is not blinded. A cure wounds or healing word You suffuse an area with negative energy to increase the
spell cast on the target ends this spell, in addition to its difficulty of harming or affecting undead creatures.
regular effects.
Choose up to three undead creatures within range.
At Higher Levels. When you cast this spell using When a targeted creature makes a saving throw against
a spell slot of 2nd level or higher, you can affect one being turned or against spells or effects that deal radiant
additional creature for each slot level above 1st. damage, the target has advantage on the saving throw.
BLOOD OFFERING At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
3rd-level necromancy additional undead creature for each slot level above 1st.
Casting Time: 1 minute
Range: Touch BOLSTERING BREW
Components: V, S
Duration: Instantaneous 3rd-level conjuration (ritual)
Casting Time: 1 action
You touch the corpse of a creature that isn’t undead or a Range: 30 feet
construct and consume its life force. You must have dealt Components: V, S, M (a silver tankard worth 100 gp,
damage to the creature before it died, and it must have
been dead for no more than 1 hour. You regain a number which the spell consumes)
of hit points equal to 1d4 × the creature's challenge rating Duration: Instantaneous
(minimum of 1d4). The creature can be restored to life only
by means of a true resurrection or a wish spell. Calling upon the patron deity of brewers, you bring forth a
vibrant brew of beer or ale. Up to six other creatures within
range can partake of this drink with you and share in its
magical benefits, each drawing a mug from the small keg of
magical brew that appears. A creature that downs a mug of
magical beer gains advantage on either all Strength checks
or all Charisma checks (chosen when it drinks), is immune
to being frightened, and makes all Constitution saving
throws with advantage. These benefits last for 8 hours.
SPELL DESCRIPTIONS 45
BONES OF STONE BOULDER TOSS
3rd-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a pebble and a sliver of bone) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
The bones of a creature you touch gain the strength You draw the power of the mountains into you, gaining a
and density of stone. Until the spell ends, the target has surge of strength that allows you to take an action to hurl
resistance to slashing damage and bludgeoning damage, a rock (or similar object) as a giant does. Your Strength
and it gains advantage on Strength checks against effects is considered to be 19 for the purpose of determining
that would move the target against its will. damage from objects that you hurl.
BOOSTER SHOT Your hurled rock has a range of 60/240 feet and deals
2d10 bludgeoning damage on a hit. If the target is a
3rd-level evocation creature, it must succeed on a Strength check against your
Casting Time: 1 action spell save DC or be knocked prone.
Range: Touch
Components: V, S At Higher Levels. If you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 4th or 5th level, your Strength is considered to be
21, and the bludgeoning damage increases to 3d10. If
You imbue a two-handed ranged weapon (typically a you cast this spell using a spell slot of 6th level or higher,
shortbow, longbow, light crossbow, or heavy crossbow) your Strength is considered to be 23, and the bludgeoning
that you touch with a random magical benefit. While the damage increases to 4d10.
spell lasts, a projectile fired from the weapon has an effect
that occurs on a hit in addition to its normal damage. Roll BRAWN BOOST
a d6 to determine the additional effect for each casting of
this spell. Transmutation cantrip
Casting Time: 1 action
D6 EFFECT Range: Touch
Components: V, S
1 2d10 acid damage to all creatures within 10 feet of Duration: Concentration, up to 1 minute
the target
You touch a willing creature. Once before the spell ends,
2 2d10 lightning damage to the target and 1d10 the target can roll a d6 and add the result to one Strength
lightning damage to all creatures in a 5-foot-wide check of its choice. It can roll the die before or after
line between the weapon and the target making the check. The spell then ends.
3 2d10 necrotic damage to the target, and the target BREEZE COMPASS
has disadvantage on its first attack roll before the
start of the weapon user’s next turn 3rd-level divination
Casting Time: 1 action
4 2d10 cold damage to the target and 1d10 cold Range: Self
damage to all other creatures in a 60-foot cone in Components: V, S, M (a magnetized needle)
front of the weapon Duration: Concentration, up to 1 hour
5 2d10 force damage to the target, and the target is When you cast breeze compass, you must clearly imagine
pushed 20 feet or mentally describe a location. It doesn’t need to be a
location you’ve been to as long as you know it exists on
6 2d10 psychic damage to the target, and the target is the Material Plane. Within moments, a gentle breeze
stunned until the start of the weapon user’s next turn arises and blows along the most efficient path toward that
destination. Only you can sense this breeze, and whenever
At Higher Levels. When you cast this spell using a it brings you to a decision point (a fork in a passageway, for
spell slot of 4th level or higher, all damage increases by example), you must make a successful DC 8 Intelligence
1d10 for each slot level above 3rd. (Arcana) check to deduce which way the breeze indicates
you should go. On a failed check, the spell ends. The breeze
46 SPELL DESCRIPTIONS
guides you around cliffs, lava pools, and other natural to illuminate any target that moves, but a target that moves
obstacles, but it doesn’t avoid enemies or hostile creatures. out of the spell’s area is no longer illuminated. A threat
that enters the area after the spell is cast is not subject to
BROKEN CHARGE the spell’s effect.
1st-level enchantment (labyrinth) CANDLE’S INSIGHT
Casting Time: 1 reaction, which you take when an
1st-level divination
enemy approaches to within 5 feet of you Casting Time: 1 action
Range: 10 feet Range: 10 feet
Components: V Components: V, S, M (a blessed candle)
Duration: Instantaneous Duration: 10 minutes
When an enemy that you can see moves to within 5 feet Candle’s insight is cast on its target as the component candle
of you, you utter a perplexing word that alters the foe’s is lit. The candle burns for up to 10 minutes unless it’s
course. The enemy must make a successful Wisdom saving extinguished normally or by the spell’s effect. While the
throw or take 2d4 psychic damage and use the remainder candle burns, the caster can question the spell’s target, and
of its speed to move in a direction of your choosing. the candle reveals whether the target speaks truthfully.
An intentionally misleading or partial answer causes the
At Higher Levels. When you cast this spell using a spell flame to flicker and dim. An outright lie causes the flame to
slot of 2nd level or higher, the target takes an additional flare and then go out, ending the spell. The candle judges
2d4 psychic damage for each slot level above 1st. honesty, not absolute truth; the flame burns steadily
through even an outrageously false statement, as long as
BY THE LIGHT OF THE MOON the target believes it’s true.
2nd-level divination (labyrinth) Candle’s insight is used across society: by merchants while
Casting Time: 1 action negotiating deals, by inquisitors investigating heresy, and
Range: Self (30-foot radius) by monarchs as they interview foreign diplomats. In some
Components: V, S societies, casting candle’s insight without the consent of the
Duration: Concentration, up to 1 minute spell’s target is considered a serious breach of hospitality.
The area within 30 feet of you becomes bathed in CARMELLO-VOLTA'S IRKSOME PRESERVES
magical moonlight. In addition to providing dim light,
it highlights objects and locations that are hidden or 2nd-level conjuration
that hold a useful clue. Until the spell ends, all Wisdom Casting Time: 1 action
(Perception) and Intelligence (Investigation) checks made Range: 30 feet
in the area are made with advantage. Components: V, S, M (a small berry or a piece of fruit)
Duration: Concentration, up to 1 minute
BY THE LIGHT OF THE WATCHFUL MOON
At your command, delicious fruit jam oozes from a small
4th-level divination mechanical device (such as a crossbow trigger, a lock, or
Casting Time: 1 action a clockwork toy), rendering the device inoperable until
Range: 90 feet the spell ends and the device is cleaned with a damp cloth.
Components: V, S Cleaning away the jam takes an action, but doing so has
Duration: Concentration, up to 1 minute no effect until the spell ends. One serving of the jam can
be collected in a suitable container. If it's eaten (as a bonus
Regardless of the time of day or your location, you action) within 24 hours, the jam restores 1d4 hit points.
command the watchful gaze of the moon to illuminate The jam's flavor is determined by the material component.
threats to you and your allies. Shafts of bright moonlight,
each 5 feet wide, shine down from the sky (or from the The spell can affect constructs, with two limitations.
ceiling if you are indoors), illuminating all spaces within First, the target creature negates the effect with a
range that contain threats, whether they are enemies, successful Dexterity saving throw. Second, unless the
traps, or hidden hazards. An enemy creature that makes a construct is Tiny, only one component (an eye, a knee, an
successful Charisma saving throw resists the effect and is elbow, and so forth) can be disabled. The affected construct
not picked out by the moon’s glow. has disadvantage on attack rolls and ability checks that
depend on the disabled component until the spell ends
The glow does not make invisible creatures visible, but and the jam is removed.
it does indicate an invisible creature’s general location
(somewhere within the 5-foot beam). The light continues
SPELL DESCRIPTIONS 47
CATAPULT effect on itself on a successful save. While restrained in this
way, the creature also takes 6d8 bludgeoning damage at
6th-level transmutation (clockwork) the start of each of your turns.
Casting Time: 1 action
Range: 400 feet CHAINS OF TORMENT
Components: V, S, M (a small platinum lever and
4th-level conjuration
fulcrum worth 400 gp) Casting Time: 1 action
Duration: Instantaneous Range: Self
Components: V, S, M (an iron chain link dipped in blood)
You magically hurl an object or creature weighing 500 Duration: Concentration, up to 1 minute
pounds or less 40 feet through the air in a direction of
your choosing (including straight up). Objects hurled at You are surrounded by an aura of dim light in a 10-foot
specific targets require a spell attack roll to hit. A thrown radius as you conjure an iron chain that extends out to
creature takes 6d10 bludgeoning damage from the force of a creature you can see within 30 feet. The creature must
the throw, plus any appropriate falling damage, and lands make a successful Dexterity saving throw or be grappled
prone. If the target of the spell is thrown against another (escape DC equal to your spell save DC). While grappled
creature, the total damage is divided evenly between them in this way, the creature is also restrained. A creature
and both creatures are knocked prone. that’s restrained at the start of its turn takes 4d6 psychic
damage. You can have only one creature restrained in this
At Higher Levels: When you cast this spell using a way at a time.
spell slot of 7th level or higher, the damage increases by
1d10, the distance thrown increases by 10 feet, and the As an action, you can scan the mind of the creature that’s
weight thrown increases by 100 pounds for each slot level restrained by your chain. If the creature gets a failure on
above 6th. a Wisdom saving throw, you learn one discrete piece of
information of your choosing known by the creature (such
CAUSTIC TOUCH as a name, a password, or an important number). The
effect is otherwise harmless.
Evocation cantrip
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Touch a spell slot of 5th level or higher, the psychic damage
Components: V, S increases by 1d6 for each slot level above 4th.
Duration: Instantaneous
CHAMPION’S WEAPON
Your hand sweats profusely and becomes coated in a
film of caustic slime. Make a melee spell attack against 2nd-level conjuration
a creature you touch. On a hit, the target takes 1d8 acid Casting Time: 1 bonus action
damage. If the target was concentrating on a spell, it has Range: Self
disadvantage on its Constitution saving throw to maintain Components: V, S
concentration. Duration: Concentration, up to 10 minutes
This spell’s damage increases by 1d8 when you reach 5th A spectral version of a melee weapon of your choice
level (2d8), 11th level (3d8), and 17th level (4d8). materializes in your hand. It has standard statistics for a
weapon of its kind, but it deals force damage instead of
CHAINS OF THE GODDESS its normal damage type and it sheds dim light in a 10-foot
radius. You have proficiency with this weapon for the
5th-level enchantment (clockwork) spell’s duration. The weapon can be wielded only by the
Casting Time: 1 action caster; the spell ends if the weapon is held by a creature
Range: 90 feet other than you or if you start your turn more than 10 feet
Components: V, S, M (1 foot of iron chain) from the weapon.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a
Choose a creature you can see within 90 feet. The spell slot of 3rd level or higher, the weapon deals an extra
target must make a successful Wisdom saving throw 1d8 force damage for each slot level above 2nd.
or be restrained by chains of psychic force and take 6d8
bludgeoning damage. A restrained creature can repeat
the saving throw at the end of each of its turns, ending the
48 SPELL DESCRIPTIONS
CHERUB’S BURNING BLADE takes 4d6 psychic damage and is restrained for 1
minute or, with a successful Constitution saving throw,
4th-level evocation it takes half the damage and is restrained for 1 round.
Casting Time: 1 action
Range: Self CLOAK OF SERPENTS
Components: V, S
Duration: Concentration, up to 10 minutes 4th-level abjuration
Casting Time: 1 action
A sword made of holy fire blazes to life in your hand. The Range: Self
size and shape of the blade conforms to your will, but Components: V, S, M (a snake scale)
it is never larger than a one-handed weapon sized for a Duration: 10 minutes
Medium creature. If you let go of the blade, it disappears,
but if you maintain concentration on the spell, you can A mass of writhing, translucent snakes drapes your body,
evoke the blade again as a bonus action. protecting you from harm and fending off enemies. You
can end the spell early by using an action to dismiss it.
You can use your action to make a melee attack with the
burning blade. On a hit, the target takes 2d6 fire For the duration of the spell, you gain resistance to
and 2d6 radiant damage. On a critical hit, the poison damage and immunity to the poisoned condition.
target catches fire; until someone takes In addition, whenever a creature within 5 feet hits you
an action to douse the fire, the target with a melee attack, that creature is struck by one of the
takes 2d6 fire damage at the start of serpents. The attacker takes 2d8 poison damage and must
each of its turns. The burning blade succeed on a Constitution saving throw or be poisoned for
sheds bright light in a 10-foot radius 1 minute. A successful saving throw halves the damage and
and dim light for an additional 10 feet. negates the poisoned effect.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, both the fire damage and
radiant damage increase by 1d6 for every two slot levels
above 4th.
CHILLING WORDS
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a strip of paper with writing on it)
Duration: Concentration, up to 1 hour
You utter a short phrase and designate a creature within
range to be affected by it. The target must make a Wisdom
saving throw to avoid the spell. On a failed save, the target
is susceptible to the phrase for the duration of the spell.
At any later time while the spell is in effect, you and any of
your allies within range when you cast the spell can use an
action to utter the phrase, which causes the target to freeze
in fear. Each of you can use the phrase against the target
once only, and the target must be within 30 feet of the
speaker for the phrase to be effective.
When the target hears the phrase, it must make a
successful Constitution saving throw or take 1d6 psychic
damage and become restrained for 1 round. Whether this
saving throw succeeds or fails, the target can’t be affected
by the phrase for 1 minute afterward.
You can end the spell early by making a final utterance
of the phrase (even if you’ve used the phrase on this target
previously). On hearing this final utterance, the target
SPELL DESCRIPTIONS 49