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Published by Damian_ventosa, 2019-12-16 11:45:02

Xanathar's Guide to everything D&D

Xanathar's Guide to everything D&D

SPELL DESCRIPTIONS if the beasts Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
AEI-DALZIM’S HORRID WILTING and it can telepathically communicate simple emotions
8thuleve1 necromancy and concepts back to you. While the link is active, the
beast gains advantage on attack rolls against any crea-
Casting Time: 1 action ture within 5 feet of you that you can see.
Range: 150 feet
Components: V, S, M (a bit of sponge) BONES or THE EARTH
Duration: Instantaneous
(fin—[eve] transmutation
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each Casting Time: 1 action
creature in that area must make a Constitution saving Range: 120 feet
throw. Constructs and undead aren’t affected, and plants Components: V, S
and water elementals make this saving throw with dis— Duration: Instantaneous
advantage. A creature takes 12d8 necrotic damage on a
You cause up to six pillars of stone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within range. Each pillar
Nonmagical plants in the area that aren’t creatures, is a cylinder that has a diameter of 5 feet and a height of
up to 30 feet. The ground where a pillar appears must
such as trees and shrubs, wither and die instantly. be wide enough for its diameter, and you can target the
ground under a creature if that creature is Medium or
ABSORB ELEMENTS smaller. Each pillar has AC 5 and 30 hit points. When
lst—level abjuration reduced to 0 hit points, a pillar crumbles into rubble,
Casting Time: 1 reaction, which you take when you take which creates an area of difficult terrain with a 10-
foot radius that lasts until the rubble is cleared. Each
acid, cold, fire, lightning, or thunder damage 5—foot-diameter portion of the area requires at least 1
Range: Self minute to clear by hand.
Components: 8
Duration: 1 round If a pillar is created under a creature, that creature
must succeed on a Dexterity saving throw or be lifted by
The spell captures some of the incoming energy, less— the pillar. A creature can choose to fail the save.
ening its effect on you and storing it for your next melee
attack. You have resistance to the triggering damage If a pillar is prevented from reaching its full height
type until the start of your next turn. Also, the first time because of a ceiling or other obstacle, a creature on the
you hit with a melee attack on your next turn, the target pillar takes 6d6 bludgeoning damage and is restrained,
pinched between the pillar and the obstacle. The re—
takes an extra 1d6 damage of the triggering type, and strained creature can use an action to make a Strength
the spell ends. or Dexterity check (the creature’s choice) against the
spell’s save DC. On a success, the creature is no lon—
At Higher Levels. When you cast this spell using a ger restrained and must either move off the pillar or
spell slot of 2nd level or higher, the extra damage in- fall off it.
creases by 1d6 for each slot level above lst.
At Higher Levels. When you cast this spell using a
AGANAEZAR’S SCORCHER spell slot of 7th level or higher, you can create two addi—
tional pillars for each slot level above 6th.
2nd—ievel evocation
CATAPULT
Casting Time: 1 action
Range: 30 feet lstJevel transmutation
Components: V, S, M (a red dragon’s scale)
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide ema- Casting Time: 1 action

w..‘.-__'- _ nates from you in a direction you choose. Each creature Range: 60 feet

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

ture takes 3d8 fire damage on a failed save, or half as Duration: Instantaneous

much damage on a successful one. Choose one object weighing 1 to 5 pounds within range
At Higher Levels. When you cast this spell using a that isn’t being worn or carried. The object flies in a
straight line up to 90 feet in a direction you choose
spell slot of 3rd level or higher. the damage increases by before falling to the ground, stopping early if it impacts
MB for each slot level above 2nd.

BEAST BOND against a solid surface. If the object would strike a crea-
ture, that creature must make a Dexterity saving throw.
lat-level divination On a failed save, the object strikes the target and stops

Casting Time: 1 action moving. When the object strikes something, the object

Range: Touch and what it strikes each take 3d8 bludgeoning damage.
Components: V, S, M (a bit of fur wrapped in a cloth) At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 10 minutes
spell slot of 2nd level or higher, the maximum weight of
objects that you can target with this spell increases by 5
You establish a telepathic link with one beast you touch pounds, and the damage increases by 1d8, for each slot
that is friendly to you or charmed by you. The spell fails
level above Ist.

_ i“'.':i,-"~.F-'l'lii-: ':'-. i Fi-‘lLi is

._,_._ ___,___

l!

CATNAP D.hours, whenever the target makes a saving throw, it can
00roll a d4 and add the number rolled to the save. A crea—
3rd—level enchantment ture can benefit from this rite only once.
DONChU'l-P-UJN-J
Casting Time: 1 action Funeral Rite. You touch one corpse, and for the next
Range: 30 feet 7 days, the target can’t become undead by any means
short of a wish spell.
Components: S, M (a pinch of sand)
Wedding. You touch adult humanoids willing to be
Duration: 10 minutes bonded together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are within 30
You make a calming gesture, and up to three willing feet of each other. A creature can benefit from this rite
creatures of your choice that you can see within range again only if widowed.
fall unconscious for the spell’s duration. The spell ends
CHAOSBOUT
on a target early if it takes damage or someone uses an
action to shake or slap it awake. If a target remains un- Jet—level evocation
conscious for the full duration, that target gains the ben—
efit of a short rest, and it can’t be affected by this spell Casting Time: 1 action
Range: 120 feet
again until it finishes a long rest. Components: V, 8
At Higher Levels. When you cast this spell using a Duration: Instantaneous

spell slot of 4th level or higher, you can target one addi- You hurl an undulating, warbling mass of chaotic energy
tional willing creature for each slot level above 3rd. at one creature in range. Make a ranged spell attack
against the target. On a hit, the target takes 2d8 + 1d6
CAUSEFEAR
damage. Choose one of the dSs. The number rolled
lat-level necromancy
on that die determines the attacks damage type, as
Casting Time: 1 action shown below.
Range: 60 feet
Components: V Damage Type
Duration: Concentration, up to 1 minute
Acid
You awaken the sense of mortality in one creature you
can see within range. A construct or an undead is im- Cold
mune to this effect. The target must succeed on a Wis—
dom saving throw or become frightened of you until the Fire
spell ends. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on Force
itself on a success.
Lightning
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one Poison
additional creature for each slot level above lst. The
creatures must be within 30 feet of each other when you Psychic
target them.
Thunder
CEREMONY
lst—Ievel abjurarion (ritual) If you roll the same number on both d85, the chaotic
energy leaps from the target to a different creature of
Casting Time: 1 hour your choice within 30 feet of it. Make a new attack roll
Range: Touch against the new target, and make a new damage roll,
which could cause the chaotic energy to leap again.
Components: V, S, M (25 gp worth of powdered silver,
A creature can be targeted only once by each casting
which the spell consumes) of this spell.
Duration: Instantaneous
At Higher Levels. When you cast this spell using
You perform a special religious ceremony that is infused
with magic. When you cast the spell, choose one of the a spell slot of 2nd level or higher, each target takes
following rites, the target of which must be within 10
feet of you throughout the casting. 1d6 extra damage of the type rolled for each slot level
above 1st.
Atonement. You touch one willing creature whose
alignment has changed, and you make a DC 20 Wisdom (haARarhAONSTER
(Insight) check. On a successful check, you restore the
4th-1eve1 enchantment
target to its original alignment.
Bless Water. You touch one vial of water and cause it Casting Time: 1 action
Range: 30 feet
to become holy water. Components: V, S
Duration: 1 hour
Coming one. You touch one humanoid who is a
young adult. For the next 24 hours, whenever the target You attempt to charm a creature you can see within
makes an ability check, it can roll a d4 and add the num- range. It must make a Wisdom saving throw, and it does
ber rolled to the ability check. A creature can benefit so with advantage if you or your companions are fight-
from this rite only once. ing it. If it fails the saving throw, it is charmed by you
until the spell ends or until you or your companions do
Dedication. You touch one humanoid who wishes anything harmful to it. The charmed creature is friendly
to you. When the spell ends, the creature knows it was
to be dedicated to your god’s service. For the next 24 charmed by you.

At Higher Levels. When you cast this spell using Updrafi. You cause a sustained updraft within the i
a spell slot of 5th level or higher, you can target one cube, rising upward from the cube's bottom side. Crear
additional creature for each slot level above 4th. The tures that end a fall within the cube take only half dam- :
creatures must be within 30 feet of each other when you age from the fall. When a creature in the cube makes a i
vertical jump, the creature can jump up to 10 feet higher i
target them. than normal.
l
CONTROL FLAMES CREATE BONFIRE l

Transmutation cantrr'p Conjuration cantrip ,

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: 8 Components: V, S
Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 1 minute

You choose a nonmagical flame that you can see within You create a bonfire on ground that you can see within
range and that fits within a 5-foot cube. You affect it in range. Until the spell ends, the magic bonfire fills a
one of the following ways: 5-foot cube. Any creature in the bonfire’s space when

- You instantaneously expand the flame 5 feet in one you cast the spell must succeed on a Dexterity saving
direction, provided that wood or other fuel is present
in the new location. throw or take 1d8 fire damage. A creature must also
make the saving throw when it moves into the bonfire’s
- You instantaneously extinguish the flames
within the cube. space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that
. You double or halve the area of bright light and dim
light cast by the flame, change its color, or both. The aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach
change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a 5th level (2d8), 11th level (3d8), and 17th level (4d8).

creature, an inanimate object, or a location—to appear CREATE HOMUNCULUS
within the flames and animate as you like. The shapes
last for 1 hour. 6th-Ieve1 transmutation

Ifyou cast this spell multiple times, you can have up to Casting Time: 1 hour
three non-instantaneous effects created by it active at a
time, and you can dismiss such an effect as an action. Range: Touch

CONTROL WINDS Components: V, S, M (clay, ash, and mandrake root, all
of which the spell consumes, and a jewel-encrusted
5th-ievef transmutation dagger worth at least 1,000 gp)

Casting Time: 1 action Duration: Instantaneous
Range: 300 feet
Components: V, S While speaking an intricate incantation, you cut your—
Duration: Concentration, up to 1 hour self with a jewel-encrusted dagger, taking 2d4 piercing
damage that can’t be reduced in any way. You then drip
You take control of the air in a 100m cube that you your blood on the spell’s other components and touch
can see within range. Choose one of the following ef— them, transforming them into a special construct called
fects when you cast the spell. The effect lasts for the a homunculus.
spell’s duration, unless you use your action on a later
turn to switch to a different effect. You can also use your The statistics of the homunculus are in the Monster
action to temporarily halt the effect or to restart one Manual. It is your faithful companion, and it dies ifyou
you‘ve halted. die. Whenever you finish a long rest, you can spend up
to half your Hit Dice if the homunculus is on the same
Gusts. A wind picks up within the cube, continu~ plane of existence as you. When you do so, roll each
ally blowing in a horizontal direction you designate. die and add your Constitution modifier to it. Your hit
You choose the intensity of the wind: calm, moderate, point maximum is reduced by the total, and the homun-
or strong. If the wind is moderate or strong, ranged culus’s hit point maximum and current hit points are
weapon attacks that enter or leave the cube or pass both increased by it. This process can reduce you to no
through it have disadvantage on their attack rolls. If lower than 1 hit point. and the change to your and the
the wind is strong, any creature moving against the homunculus’s hit points ends when you finish your next
wind must spend 1 extra foot of movement for each long rest. The reduction to your hit point maximum can’t
be removed by any means before then, except by the ho-
foot moved. munculus‘s death.
Downdraft. You cause a sustained blast of strong
You can have only one homunculus at a time. If
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the cube you cast this spell while your homunculus lives, the
or that are made against targets within it have disad—
spell fails.
vantage on their attack rolls. A creature must make a
CROWN or STARS
Strength saving throw if it flies into the cube for the first
time on a turn or starts its turn there flying. On a failed 7rh-1eve1 evocation
save, the creature is knocked prone.
Casting Time: 1 action

Range: Self

3 DANSE Mneasne

Components: V, 8 ster Manual), and it gains a bonus to its attack and dam-
Duration: 1 hour age rolls equal to your spellcasting ability modifier.

Seven star-like motes of light appear and orbit your You can use a bonus action to mentally command the
head until the spell ends. You can use a bonus action to creatures you make with this spell, issuing the same
send one of the motes streaking toward one creature command to all of them. To receive the command,
or object within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide
a ranged spell attack. On a hit. the target takes 4d12 what action the creatures will take and where they will
radiant damage. Whether you hit or miss, the mote is ex— move during their next turn, or you can issue a general
pended. The spell ends early if you expend the last mote. command, such as to guard a chamber or passageway
against your foes. lfyou issue no commands, the crea—
If you have four or more motes remaining, they shed tures do nothing except defend themselves against
bright light in a 30-foot radius and dim light for an addi— hostile creatures. Once given an order, the creatures
tional 30 feet. Ifyou have one to three motes remaining, continue to follow it until their task is complete.
they shed dim light in a 30—foot radius.
The creatures are under your control until the spell
At Higher Levels. When you cast this spell using a ends, after which they become inanimate once more.
spell slot of 8th level or higher, the number of motes cre-
ated increases by two for each slot level above 7th. At Higher Levels. When you cast this spell using a
spell slot‘ of 6th level or higher, you animate up to two
DANSE MACABRB additional corpses for each slot level above 5th.

5th-Ieve] necromancy DAWN

Casting Time: 1 action 5th—1eve1 evocation
Range: 60 feet
Components: V, S Casting Time: 1 action

Duration: Concentration, up to 1 hour Range: 60 feet
Components: V, S, M (a sunburst pendant worth at
Threads of dark power leap from your fingers to pierce
up to five Small or Medium corpses you can see within least 100 gp)
Duration: Concentration, up to 1 minute
range. Each corpse immediately stands up and becomes
undead. You decide whether it is a zombie or a skeleton The light of dawn shines down on a location you spec-
(the statistics for zombies and skeletons are in the Mon-
ify within range. Until the spell ends, a 30—foot-radius.

40-foot-high cylinder of bright light glimmers there. This with grasping weeds and vines, as if they were affected
light is sunlight. by an entangle spell. To a creature immune to this effect,
the weeds and vines feel soft and reshape themselves to
When the cylinder appears, each creature in it must serve as temporary seats or beds.
make a Constitution saving throw, taking 4d10 radiant
damage on a failed save, or half as much damage on a Grove Guardians. You can animate up to four trees

successful one. A creature must also make this saving in the area, causing them to uproot themselves from
throw whenever it ends its turn in the cylinder. the ground. These trees have the same statistics as an
awakened tree, which appears in the Monster Manual,
If you’re within 60 feet of the cylinder, you can move it except they can’t speak, and their bark is covered with
up to 60 feet as a bonus action on your turn. druidic symbols. If any creature not immune to this
effect enters the warded area, the grove guardians fight
DRAGON’S BREATH until they have driven off or slain the intruders. The
2nd—level transmutation grove guardians also obey your spoken commands (no
action required by you) that you issue while in the area.
Casting Time: 1 bonus action Ifyou don't give them commands and no intruders are
present, the grove guardians do nothing. The grove
Range: Touch guardians can‘t leave the warded area. When the spell
Components: V, S, M (a hot pepper) ends, the magic animating them disappears, and the
Duration: Concentration, up to 1 minute trees take root again if possible.

You touch one willing creature and imbue it with the Additional Spell Efi'ect. You can place your choice
power to spew magical energy from its mouth, provided of one of the following magical effects within the
it has one. Choose acid, cold, fire, lightning, or poison. warded area:
Until the spell ends, the creature can use an action to
exhale energy of the chosen type in a 15-foot cone. Each - A constant gust of Wind in two locations of your choice
. Spike growth in one location of your choice
creature in that area must make a Dexterity saving - Wind wall in two locations of your choice
throw, taking 3d6 damage of the chosen type on a failed
save, or half as much damage on a successful one. To a creature immune to this effect, the winds are a
fragrant, gentle breeze, and the area of spike growth
At Higher Levels. When you cast this spell using a is harmless.
spell slot of 3rd level or higher, the damage increases by
DUST D EVIL
ldé for each slot level above 2nd. 2nd-level conjuration

DRUI D GROVE Casting Time: 1 action
6tli~level abjuration Range: 60 feet
Components: V, S, M (a pinch of dust)
Casting Time: 10 minutes
Range: Touch Duration: Concentration, up to 1 minute
Components: V, S, M (mistletoe, which the spell con—
Choose an unoccupied 5—foot cube of air that you can
sumes, that was harvested with a golden sickle under
see within range. An elemental force that resembles
the light of a full moon)
a dust devil appears in the cube and lasts for the
Duration: 24 hours spell’s duration.

You invoke the spirits of nature to protect an area out— Any creature that ends its turn within 5 feet of the
doors or underground. The area can be as small as a dust devil must make a Strength saving throw. On a
failed save, the creature takes 1d8 bludgeoning damage
30—foot cube or as large as a 90-foot cube. Buildings and and is pushed 10 feet away from the dust devil. On a suc-
other structures are excluded from the affected area. If cessful save, the creature takes half as much damage
you cast this spell in the same area every day for a year, and isn’t pushed.
the spell lasts until dispelled.
As a bonus action, you can move the dust devil up to
The spell creates the following effects within the area. 30 feet in any direction. If the dust devil moves over
When you cast this spell, you can specify creatures as
sand, dust, loose dirt, or light gravel, it sucks up the ma-
friends who are immune to the effects. You can also terial and forms a 10-foot-radius cloud of debris around
specify a password that, when spoken aloud, makes the itself that lasts until the start of your next turn. The
speaker immune to these effects. cloud heavily obscures its area.

The entire warded area radiates magic. A dispel magic At Higher Levels. When you cast this spell using a
cast on the area, if successful, removes only one of the
following effects, not the entire area. That spell’s caster spell slot of 3rd level or higher, the damage increases by
chooses which effect to end. Only when all its effects are
ld8 for each slot level above 2nd.
gone is this spell dispelled.
SolidFog. You can fill any number of 5-foot squares E A RTH B I N D
2nd-level transmutation
on the ground with thick fog, making them heavily ob—
Casting Time: 1 action
scured. The fog reaches 10 feet high. In addition, every Range: 300 feet

foot of movement through the fog costs 2 extra feet. To a Components: V
Duration: Concentration, up to 1 minute
creature immune to this effect, the fog obscures nothing

and looks like soft mist, with motes of green light float—
ing in the air.

Grasping Undergrowth. You can fill any number of
5-foot squares on the ground that aren’t filled with fog

Choose one creature you can see within range. Yellow Whenever the affected creature chooses another " "'.-.I'-:=-.="""-=__ 3pc.
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
target must succeed on a Strength saving throw, or its from among the creatures it can see within range of the
flying speed (if any) is reduced to 0 feet for the spell’s du- attack, spell, or other ability it’s using. If an enemy pro-
ration. An airborne creature affected by this spell safely vokes an opportunity attack from the affected creature,
descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.
or the spell ends.
ENERVATION
EARTH TREMOR
5th-1eve1 necromancy
list—level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, 8
Duration: Concentration, Up to 1 minute
Components: V, 5
A tendril of inky darkness reaches out from you, touch-
Duration: Instantaneous ing a creature you can see within range to drain life

You cause a tremor in the ground within range. Each from it. The target must make a Dexterity saving throw.
creature other than you in that area must make a Dex—
terity saving throw. On a failed save, a creature takes On a successful save, the target takes 2d8 necrotic dam—
1d6 bludgeoning damage and is knocked prone. If the age, and the spell ends. On a failed save, the target takes
ground in that area is loose earth or stone, it becomes 4d8 necrotic damage, and until the spell ends, you can
difficult terrain until cleared, with each 5-foot-diameter use your action on each of your turns to automatically
portion requiring at least 1 minute to clear by hand.
deal 4d8 necrotic damage to the target. The spell ends
At Higher Levels. When you cast this spell using a ifyou use your action to do anything else, ifthe target is
spell slot of 2nd level or higher, the damage increases by ever outside the spell’s range, or if the target has total
1d6 for each slot level above lst. cover from you.

ELEMENTAL BANE Whenever the spell deals damage to a target, you re
gain hit points equal to half the amount of necrotic dam-
4th-1evel transmutation age the target takes.

Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: 90 feet spell slot of 6th level or higher, the damage increases by
Components: V, S MB for each slot level above 5th.
Duration: Concentration, up to 1 minute
ERUPTING EARTH
Choose one creature you can see within range, and 3rd—Ieve1 transmutation
choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must succeed on a Casting Time: 1 action
Constitution saving throw or be affected by the spell for Range: 120 feet
its duration. The first time each turn the affected target Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
takes damage of the chosen type, the target takes an ex—
tra 2d6 damage of that type. Moreover, the target loses Choose a point you can see on the ground within range.
any resistance to that damage type until the spell ends. A fountain of churned earth and stone erupts in a 20—
foot cube centered on that point. Each creature in that
At Higher Levels. When you cast this Spell using area must make a Dexterity saving throw. A creature
a spell slot of 5th level or higher, you can target one takes 3d12 bludgeoning damage on a failed save, or
additional creature for each slot level above 4th. The half as much damage on a successful one. Additionally,
creatures must be within 30 feet of each other when you the ground in that area becomes difficult terrain until
target them. cleared. Each 5-foot-square portion of the area requires
at least 1 minute to clear by hand.
ENEMIES ABOUND
AtHfgher Levels. When you cast this spell using a
3rd—ievei enchantment spell slot of 4th level or higher, the damage increases by
ld12 for each slot level above 3rd.
Casting Time: 1 action
Range: 120 feet FAR STEP
Components: V, S 5th—1eve1 conjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 bunus action
You reach into the mind of one creature you can see and Range: Self
force it to make an Intelligence saving throw. A creature Components: V
automatically succeeds if it is immune to being fright— Duration: Concentration, up to 1 minute
ened. On a failed save, the target loses the ability to dis-
tinguish friend from foe, regarding all creatures it can You teleport up to 60 feet to an unoccupied space you
see as enemies until the spell ends. Each time the target can see. On each of your turns before the spell ends, you
takes damage, it can repeat the saving throw, ending the can use a bonus action to teleport in this way again.
effect on itself on a success.

t‘li -'\ l-“'i'1-I it 7. ' 32.5%?t '

FIND GREATER STEED Fwo GREATER STEED

4t'h'1eve] conjuration FLAME ARROWS

Casting Time: 10 minutes 3rd—Ieve1 transmutation
Range: 30 feet
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Touch
Components: V, S
You summon a spirit that assumes the form of a loyal, Duration: Concentration, up to 1 hour
majestic mount. Appearing in an unoccupied space You touch a quiver containing arrows or bolts. When a
within range, the spirit takes on a form you choose: a target is hit by a ranged weapon attack using a piece of
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, ammunition drawn from the quiver, the target takes an
or a saber—toothed tiger. The creature has the statistics extra 1(16 fire damage. The spell’s magic ends on a piece
of ammunition when it hits or misses, and the spell ends
provided in the Monster Manual for the chosen form, when twelve pieces of ammunition have been drawn
though it is a celestial, a fey, or a fiend (your choice) from the quiver.
instead of its normal creature type. Additionally, if it
has an Intelligence score of 5 or lower, its Intelligence At Higher Levels. When you cast this spell using a
becomes 6, and it gains the ability to understand one spell slot of 4th level or higher, the number of pieces of
language of your choice that you speak. ammunition you can affect with this spell increases by
two for each slot level above 3rd.
You control the mount in combat. While the mount is
within 1 mile of you, you can communicate with it te1e~ F RO STBITE
pathically. While mounted on it, you can make any spell
you cast that targets only you also target the mount. Evocation cantrip

The mount disappears temporarily when it drops to 0 Casting Time: 1 action
hit points or when you dismiss it as an action. Casting Range: 60 feet
this spell again re—summons the bonded mount, with all Components: V, 8
its hit points restored and any conditions removed. Duration: Instantaneous

You can’t have more than one mount bonded by this You cause numbing frost to form on one creature that

spell or find steed at the same time. As an action, you you can see within range. The target must make a
can release a mount from its bond, causing it to disap- Constitution saving throw. On a failed save, the target
pear permanently. takes 1d6 cold damage, and it has disadvantage on the
next weapon attack roll it makes before the end of its
Whenever the mount disappears, it leaves behind any
objects it was wearing or carrying. next turn.

F The spell’s damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-
5th level (2d6), 11th level (3d6), and 17th level (4d6). parent beast or fey (your choice).

GUARDIAN OF NATURE Until the spell ends, whenever you or a creature you
can see moves into the spirits space for the first time on
4th—level transmutation
a turn or starts its turn there, you can cause the spirit
Casting Time: 1 bonus action
Range: Self to restore ld6 hit points to that creature (no action re—
Components: V quired). The spirit can’t heal constructs or undead.

Duration: Concentration, up to 1 minute As a bonus action on your turn, you can move the
Spirit up to 30 feet to a space you can see.
A nature spirit answers your call and transforms you
into a powerful guardian. The transformation lasts until At Higher Levels. When you cast this spell using a
the spell ends. You choose one of the following forms to spell slot of 3rd level or higher, the healing increases by
assume: Primal Beast or Great Tree. ME) for each slot level above 2nd.

Primal Beast. Bestial fur covers your body, your HOLY WEAPON
facial features become feral, and you gain the follow-
ing benefits: Stir/eve] evocation

- Your walking speed increases by 10 feet. Casting Time: 1 bonus action
- You gain darkvision with a range of 120 feet. Range: Touch
- You make Strength—based attack rolls with advantage. Components: V, S
- Your melee weapon attacks deal an extra 1d6 force Duration: Concentration, up to 1 hour

damage on a hit. You imbue a weapon you touch with holy power. Until
the spell ends, the weapon emits bright light in a 30—
Great Tree. Your skin appears barky, leaves sprout foot radius and dim light for an additional 30 feet. In
from your hair, and you gain the following benefits: addition, weapon attacks made with it deal an extra 2d8
radiant damage on a hit. If the weapon isn’t already a
. You gain 10 temporary hit points. magic weapon, it becomes one for the duration.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls As a bonus action on your turn, you can dismiss this
spell and cause the weapon to emit a burst of radiance.
with advantage. Each creature of your choice that you can see within 30
- While you are on the ground, the ground within 15 feet ofyou must make a Constitution saving throw. On a
failed save, a creature takes 4d8 radiant damage, and it
feet of you is difficult terrain for your enemies. is blinded for 1 minute. On a successful save, a creature
takes half as much damage and isn’t blinded. At the
GUST end of each Ofits turns, a blinded creature can make a
Constitution saving throw, ending the effect on itselfon
Transmutati'on cantrlp a success.

Casting Time: 1 action ICE KN IFE
Range: 30 feet lst—level conjura tion
Components: V, 8
Duration: Instantaneous Casting Time: 1 action
Range: 60 feet
You seize the air and compel it to create one of the fol— Components: S, M (a drop of water or a piece of ice)
lowing effects at a point you can see within range: Duration: Instantaneous

- One Medium or smaller creature that you choose You create a shard of ice and fling it at one creature
must succeed on 3 Strength saving throw or be within range. Make a ranged spell attack against the tar-
pushed up to 5 feet away from you. get. On a hit, the target takes ll piercing damage. Hit
or miss. the shard then explodes. The target and each
- You create a small blast of air capable of moving one creature within 5 feet of it must succeed on a Dexterity
object that is neither held nor carried and that weighs saving thfow or take 2d6 cold damage.
no more than 5 pounds. The object is pushed up to 10
feet away from you. It isn’t pushed with enough force At Higher Levels. When you cast this spell using a
to cause damage. spell slot of 2nd level or higher, the cold damage in-
creases by 1d6 for each slot level above lst.
- You create a harmless sensory effect using air, such as
causing leaves to rustle, wind to slam shutters closed, ILLUSORY DRAGON
or your clothing to ripple in a breeze. 8th—leve1 illusion

HEALING SPIRIT Casting Time: 1 action
Range: 120 feet
2nd-leve1 conjurati'on Components: 8
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Range: 60 feet By gathering threads of shadow material from the Shad~
Components: V, S owfell, you create a Huge shadowy dragon in an unoc-
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The
intangible spirit appears in a space that is a 5-foot cube

cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc—
lasts for the spell’s duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the
spell ends.
When the illusion appears, any of your enemies that
can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com-
become frightened of it for 1 minute. If a frightened crea- panions. Roll initiative for the devil, which has its own
ture ends its turn in a location where it doesn’t have line turns. It is under the Dungeon Master’s control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a success. result in its attacking you if it thinks it can prevail, or
trying to tempt you to undertake an evil act in exchange
As a bonus action on your turn, you can move the illu- for limited service. The DM has the creature’s statistics.
sion up to 60 feet. At any point during its movement, you
can cause it to exhale a blast of energy in a 60-foot cone On each of your turns, you can try to issue a verbal
originating from its space. When you create the dragon, command to the devil (no action required by you). It
obeys the command if the likely outcome is in accor-
choose a damage type: acid, cold, fire, lightning, ne-
crotic, or poison. Each creature in the cone must make dance with its desires, especially if the result would
an Intelligence saving throw, taking '7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-
chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check
damage on a successful one. contested by its Wisdom (Insight) check. You make the
check with advantage if you say the devil’s true name.
The illusion is tangible because of the shadow stuff Ifyour check fails, the devil becomes immune to your
used to create it, but attacks miss it automatically. it suc- verbal commands for the duration of the spell, though it
ceeds on all saving throws, and it is immune to all dam- can still carry out your commands if it chooses. If your
age and conditions. A creature that uses an action to check succeeds, the devil carries out your command—
examine the dragon can determine that it is an illusion such as “attack my enemies,” “explore the room ahead,"
by succeeding on an Intelligence (Investigation) check or “bear this message to the queen"—until it completes
against your spell save DC. If a creature discerns the the activity, at which point it returns to you to report hav-
ing done so.
illusion for what it is, the creature can see through it and
has advantage on saving throws against its breath. If your concentration ends before the spell reaches its
full duration, the devil doesn‘t disappear if it has become
IMMOLATION immune to your verbal commands. Instead, it acts in
5th—level evocation whatever manner it chooses for 3d6 minutes, and then it
disappears.
Casting Time: 1 action
Range: 90 feet Ifyou possess an individual devil’s talisman, you can
Components: V summon that devil if it is of the appropriate challenge
Duration: Concentration, up to 1 minute rating plus 1, and it obeys all your commands, with no
Charisma checks required.
Flames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It takes At Higher Levels. When you cast this spell using a
8d6 fire damage on a failed save, or half as much dam-
spell slot of 6th level or higher, the challenge rating in-
age on a successful one. On a failed save, the target
also burns for the spell’s duration. The burning target creases by 1 for each slot level above 5th.
sheds bright light in a 30—foot radius and dim light for
an additional 30 feet. At the end of each of its turns, the IN FESTATION
target repeats the saving throw. It takes 4d6 fire damage Conjuration cantrip
on a failed save, and the spell ends on a successful one.
These magical flames can’t be extinguished by nonmag— Casting Time: 1 action
ical means. Range: 30 feet
Components: V, S, M (a living fiea)
If damage from this spell kills a target, the target is Duration: Instantaneous
turned to ash.
You cause a cloud of mites, fleas, and other parasites to
INFERNAL CALLING appear momentarily on one creature you can see within
5th—1eve1conjuration
range. The target must succeed on a Constitution saving
Casting Time: 1 minute
Range: 90 feet throw, or it takes 1d6 poison damage and moves 5 feet
Components: V, S, M (a ruby worth at least 999 gp) in a random direction if it can move and its speed is at
Duration: Concentration, up to 1 hour least 5 feet. Roll a d4 for the direction: 1., north; 2, south;
3, east; or 4, west. This movement doesn’t provoke op-
Uttering a dark incantation, you summon a devil from portunity attacks, and if the direction rolled is blocked,
the Nine Hells. You choose the devil’s type, which must the target doesn't move.
be one of challenge rating 6 or lower, such as a barbed
The spell’s damage increases by 1d6 when you reach

5th level (2d6), 11th level (3016), and 17th level (4d6).

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INVESTITURE or FLAME Until the spell ends, ice rimes your body, and you gain
the following benefits:
orb-level transmutation
- You are immune to cold damage and have resistance
Casting Time: 1 action to fire damage.
Range: Self
Components: V, 8 . You can move across difficult terrain created by ice or
Duration: Concentration, up to 10 minutes snow without spending extra movement.

Flames race across your body, shedding bright light in - The ground in a 10—foot radius around you is icy and
a 30—foot radius and dim light for an additional 30 feet is difficult terrain for creatures other than you. The
for the spell’s duration. The flames don’t harm you. Until radius moves with you.
the spell ends, you gain the following benefits:
- You can use your action to create a 15-foot cone of
. You are immune to fire damage and have resistance to freezing Wind extending from your outstretched hand
cold damage. in a direction you choose. Each creature in the cone
must make a Constitution saving throw. A creature
- Any creature that moves within 5 feet of you for the takes 4d6 cold damage on a failed save, or half as
first time on a turn or ends its turn there takes 1l much damage on a successful one. A creature that
fire damage. fails its s‘ave against this effect has its speed halved
You can use your action to create a line of fire 15 feet until the start of your next turn.
long and 5 feet Wide extending from you in a direc—
tion you choose. Each creature in the line must make INVESTITURE OF STONE
a Dexterity saying throw. A creature takes 4d8 fire
damage on a failed save, or half as much damage on a 6th-Ieve1 transmutation
successful one.
Casting Time: 1 action
INVESTITURE or ICE Range: Self
Components: V, S
orb-level transmutation Duration: Concentration, up to 10 minutes

Casting Time: 1 action Until the spell ends, bits of rock spread across your
Range: Self body, and you gain the following benefits:

Components: V, 8 - You have resistance to bludgeoning, piercing, and
Duration: Concentration, up to 10 minutes slashing damage from nonmagical attacks.

{'lls‘xli'l lit 7';- Z'il'i'l L':

- You can use your action to create a small earthquake MADDENING DARKNESS
on the ground in a 15-foot radius centered on you.
Other creatures on that ground must succeed on a 8th—1eve1 evocation
Dexterity saving throw or be knocked prone.
Casting Time: 1 action
- You can move across difficult terrain made of earth Range: 150 feet
or stone without spending extra movement. You can Components: V, M (a drop of pitch mixed with a drop
move through solid earth or stone as if it was air
and without destabilizing it, but you can’t end your of mercury)
movement there. If you do so, you are ejected to the Duration: Concentration, up to 10 minutes
nearest unoccupied space, this spell ends, and you are
stunned until the end of your next turn. Magical darkness spreads from a point you choose

INVESTITURE or WIND within range to fill a 60—foot—radius sphere until the spell
6th-Ieve1 transmutation ends. The darkness spreads around corners. A creature
with darkvision can’t see through this darkness. Non—
Casting Time: 1 action magical light, as well as light created by spells of 8th
Range: Self level or lower, can't illuminate the area.
Components: V, S
Duration: Concentration, up to 10 minutes Shrieks, gibbering, and mad laughter can be heard
within the sphere. Whenever a creature starts its turn in
Until the spell ends, wind whirls around you, and you the sphere, it must make a Wisdom saving throw, taking
8d8 psychic damage on a failed save, or half as much
gain the following benefits: damage on a successful one.

. Ranged weapon attacks made against you have disad— MAE LSTROM
vantage on the attack roll.
Stir—level evocation
. You gain a flying speed of 60 feet. Ifyou are still flying
when the spell ends, you fall, unless you can somehow Casting Time: 1 action
prevent it. Range: 120 feet
Components: V, S, M (paper or leaf in the shape
- You can use your action to create a 15-foot cube of
swirling wind centered on a point you can see within of a funnel)
60 feet of you. Each creature in that area must make Duration: Concentration, up to 1 minute
a Constitution saving throw. A creature takes 2l
bludgeoning damage on a failed save, or half as much A swirling mass of 5-foot—deep water appears in a 30—
damage on a successful one. If a Large or smaller foot radius centered on a point you can see within range.
creature fails the save, that creature is also pushed up The point must be on the ground or in a body of water.
to 10 feet away from the center of the cube. Until the spell ends, that area is difficult terrain, and

INVULNERABILITY any creature that starts its turn there must succeed on a
9th-Ieve1 abjura tion
Strength saving throw or take 6d6 bludgeoning damage
Casting Time: 1 action and be pulled 10 feet toward the center.
Range: Self
Components: V, S, M (a small piece of adamantine MAGIC STONE

worth at least 500 gp, which the spell consumes) Transmutation cantrip

Duration: Concentration, up to 10 minutes Casting Time: 1 bonus action
Range: Touch
You are immune to all damage until the spell ends.
Components: V, S
LIFE TRANSFERENCE Duration: 1 minute
3rd—Ieve] necromancy
You touch one to three pebbles and imbue them with
Casting Time: 1 action magic. You or someone else can make a ranged spell
Range: 30 feet attack with one of the pebbles by throwing it or hurling
it with a sling. If thrown, a pebble has a range of 60 feet.
Components: V, S
Duration: Instantaneous If someone else attacks with a pebble, that attacker adds

You sacrifice some of your health to mend another crea— your spellcasting ability modifier, not the attackers, to
ture’s injuries. You take 4d8 necrotic damage, and one
the attack roll. On a hit, the target takes bludgeoning
creature of your choice that you can see within range re- damage equal to 1d6 + your spellcasting ability modifier.
gains a number of hit points equal to twice the necrotic Whether the attack hits or misses, the spell then ends
on the stone.
damage you take.
If you cast this spell again, the spell ends on any peb-
At Higher Levels. When you cast this spell using a
bles still affected by your previous casting.
spell slot of 4th level or higher, the damage increases by
1d8 for each slot level above 3rd. MASS POLYMORPH

9th-1eve1 transmutation

Casting Time: 1 action
Range: 120 feet
Components: V. S, M (a caterpillar cocoon)

Duration: Concentration, up to 1 hour

{'lls'tf’l'fl‘. .3 : Sl'i- 1.1.5

You transform up to ten creatures of your choice that Components: V, S, M (niter, sulfur, and pine tar formed
you can see within range. An unwilling target must suc—
ceed on a Wisdom saving throw to resist the transforma— into a bead)
tion. An unwilling shapechanger automatically succeeds Duration: Concentration, up to 10 minutes

on the save. You create six tiny meteors in your space. They float
in the air and orbit you for the spell’s duration. When
Each target assumes a beast form of your choice, and you cast the spellfiand as a bonus action on each of
you can choose the same form or different ones for each your turns thereafter—you can expend one or two of
target. The new form can be any beast you have seen the meteors, sending them streaking toward a point or
points you choose within 120 feet of you. Once a me-
whose challenge rating is equal to or less than the tar- teor reaches its destination or impacts against a solid
get’s (or half the target’s level, if the target doesn’t have a surface, the meteor explodes. Each creature within 5
challenge rating). The target’s game statistics, including feet of the point where the. meteor explodes must make
mental ability scores, are replaced by the statistics of a Dexterity saving throw. A creature takes 2d6 fire
the chosen beast, but the target retains its hit points, damage on a failed save, or half as much damage on a
alignment, and personality. successful one.

Each target gains a number of temporary hit points At Higher Levels. When you cast this spell using a
equal to the hit points of its new form. These temporary spell slot of 4th level or higher, the number of meteors
hit points can’t be replaced by temporary hit points from
another source. A target reverts to its normal form when created increases by two for each slot level above 3rd.
it has no more temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hit MENTAL PRISON
points and reverts to its normal form.
6th—Ievel illusion
The creature is limited in the actions it can perform by
the nature of its new form. It can’t speak, cast spells, or Casting Time: 1 action
do anything else that requires hands or speech.
Range: 60 feet
The target’s gear melds into the new form. The target
can’t activate, use, wield, or otherwise benefit from any Components: S
Duration: Concentration, up to 1 minute
of its equipment.
You attempt to bind a creature within an illusory cell
MAXIMILIAN’S EARTHEN GRASP that only it perceives. One creature you can see within
range must make an Intelligence saving throw. The
2nd—ievei transmutation target succeeds automatically if it is immune to being
charmed. On a successful save, the target takes 5d10
Casting Time: 1 action psychic damage, and the spell ends. On a failed save,
Range: 30 feet the target takes 5d10 psychic damage, and you make
Components: V, S, M (a miniature hand sculpted the area immediately around the target’s space appear
dangerous to it in some way. You might cause the target
from clay) to perceive itself as being surrounded by fire, floating
razors, or hideous maws filled with dripping teeth.
Duration: Concentration, up to 1 minute Whatever form the illusion takes, the target can’t see or
hear anything beyond it and is restrained for the spell’s
You choose a S—foot-square unoccupied space on the duration. If the target is moved out of the illusion, makes
ground that you can see within range. A Medium hand a melee attack through it, or reaches any part of its body
made from compacted soil rises there and reaches for through it, the target takes 10d10 psychic damage, and
the spell ends.
one creature you can see within 5 feet of it. The target
MIGHTY FORTRESS
must make a Strength saving throw. On a failed save,
8th—Ieve1 conjuration
the target takes 2d6 bludgeoning damage and is re-
Casting Time: 1 minute
strained for the spell's duration.
As an action, you can cause the hand to crush the Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp,
restrained target, which must make a Strength saving
throw. The target takes 2d6 bludgeoning damage on a which the spell consumes)
Duration: Instantaneous
failed save, or half as much damage on a successful one.
A fortress of stone erupts from a square area of ground
To break out, the restrained target can use its action of your choice that you can see within range. The area is
to make a Strength check against your spell save DC. 120 feet on each side, and it must not have any buildings
or other structures on it. Any creatures in the area are
On a success, the target escapes and is no longer re— harmlessly lifted up as the fortress rises.

strained by the hand. The fortress has four turrets with square bases, each
As an action, you can cause the hand to reach for a one 20 feet on a side and 30 feet tall, with one turret on
each corner. The turrets are connected to each other by
different creature or to move to a different unoccupied
space within range. The hand releases a restrained tar- stone walls that are each 80 feet long, creating an en-
get if you do either.

MELF’S MINUTE METEORS

3rd—ievel evocation

Casting Time: 1 action

Range: Self

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closed area. Each wall is 1 foot thick and is composed of MIGHTY Fonraess
panels that are 10 feet wide and 20 feet tall. Each panel
is contiguous with two other panels or one other panel into the ground, leaving any creatures that were inside it
and a turret. You can place up to four stone doors in the safely on the ground.

fortress’s outer wall. Casting this spell on the same spot once every 7 days
for a year makes the fortress permanent.
A small keep stands inside the enclosed area. The
keep has a square base that is 50 feet on each side, and MIND SPIKE
it has three floors with 10-foot-high ceilings. Each of the 2nd-1eve] divination
floors can be divided into as many rooms as you like,
provided each room is at least 5 feet on each side. The Casting Time: 1 action
Range: 60 feet
floors of the keep are connected by stone staircases, its Components: 8
walls are 6 inches thick, and interior rooms can have Duration: Concentration, up to 1 hour

stone doors or open archways as you choose. The keep You reach into the mind of one creature you can see
is furnished and decorated however you like, and it con— within range. The target must make a Wisdom saving
tains sufficient food to serve a nine-course banquet for throw, taking 3d8 psychic damage on a failed save, or
up to 100 people each day. Furnishings, food, and other half as much damage on a successful one. On a failed
save, you also always know the target's location until the
objects created by this spell crumble to dust if removed spell ends, but only while the two of you are on the same
from the fortress. plane of existence. While you have this knowledge, the
target can’t become hidden from you, and if it’s invisible,
A staff of one hundred invisible servants obeys any it gains no benefit from that condition against you.
command given to them by creatures you designate
when you cast the spell. Each servant functions as if cre- At Higher Levels. When you cast this spell using a
ated by the unseen servant spell. spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
The walls, turrets, and keep are all made of stone
that can be damaged. Each 10—foot—bya10-foot section of MOLD EARTH
stone has AC 15 and 30 hit points per inch of thickness.
Transmutation cantrip
It is immune to poison and psychic damage. Reducing
a section of stone to 0 hit points destroys it and might Casting Time: 1 action
cause connected sections to buckle and collapse at the Range: 30 feet
Components: 8
DM’s discretion. Duration: Instantaneous or 1 hour (see below)
After 7 days or when you cast this spell somewhere

else, the fortress harmlessly crumbles and sinks back

You choose a portion of dirt or stone that you can see PRIMAL SAVAGERY l1“ ““r1..—-..1-..
within range and that fits within a 5-foot cube. You ma—
nipulate it in one of the following ways: Transmutation cantrip

. lfyou target an area of loose earth, you can instan— Casting Time: 1 action
taneously excavate it, move it along the ground, and Range: Self
deposit it up to 5 feet away. This movement doesn’t Components: S
involve enough force to cause damage. Duration: Instantaneous

- You cause shapes, colors, or both to appear on the dirt You channel primal magic to cause your teeth or fin—
or stone, spelling out words, creating images, or shap-
ing patterns. The changes last for 1 hour. gernails to sharpen, ready to deliver a corrosive attack.
Make a melee spell attack against one creature within 5
- If the dirt or stone you target is on the ground, you feet ofyou. On a hit, the target takes ll acid damage.
cause it to become difficult terrain. Alternatively, you After you make the attack, your teeth or fingernails re-
can cause the ground to become normal terrain if it is turn to normal.
already difficult terrain. This change lasts for 1 hour.
The spell’s damage increases by 1d10 when you reach
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
a time, and you can dismiss such an effect as an action.
PRIMORDIAL WARD
NEGATIVE ENERGY FLOOD 6th-1eve} abjura ti'on

Stir-level necromancy Casting Time: I action
Range: Self
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, M (a broken bone and a square of
You have resistance to acid, cold, fire, lightning, and
black silk) thunder damage for the spell’s duration.
Duration: Instantaneous
When you take damage of one of those types, you can
You send ribbons of negative energy at one creature you use your reaction to gain immunity to that type of dam-
can see within range. Unless the target is undead. it age, including against the triggering damage. If you do
must make a Constitution saving throw, taking 5d12 ne- so, the resistances end, and you have the immunity until
crotic damage on a failed save, or half as much damage the end of your next turn, at which time the spell ends.
on a successful one. A target killed by this damage rises
up as a zombie at the start of your next turn. The zombie PSYCHIC SCREAM
pursues whatever creature it can see that is closest to it. 9th~level enchantment
Statistics for the zombie are in the Monster Manual.
Casting Time: 1 action
If you target an undead with this spell, the target Range: 90 feet
doesn’t make a saving throw. Instead, roll 5d12. The tar- Components: S
get gains half the total as temporary hit points. Duration: Instantaneous

POWER WORD PAIN You unleash the power of your mind to blast the intellect
of up to ten creatures of your choice that you can see
7th-1evel enchantment within range. Creatures that have an Intelligence score
of 2 or lower are unaffected.
Casting Time: 1 action
Each target must make an Intelligence saving throw.
Range: 60 feet On a failed save, a target takes 14d6 psychic damage
Components: V
Duration: Instantaneous and is stunned. On a successful save, a target takes half
as much damage and isn’t stunned. If a target is killed
You speak a word of power that causes waves of intense
pain to assail one creature you can see within range. by this damage, its head explodes, assuming it has one.
If the target has 100 hit points or fewer, it is subject A stunned target can make an Intelligence saving
to crippling pain. Otherwise, the spell has no effect
on it. A target is also unaffected if it is immune to be- throw at the end of each of its turns. On a successful
ing charmed. save, the stunning effect ends.

While the target is affected by crippling pain, any PYROTECHNICS
speed it has can be no higher than 10 feet. The target
also has disadvantage on attack rolls, ability checks, and 2nd-1eve1 transmutation
saving throws, other than Constitution saving throws.
Finally, if the target tries to cast a spell, it must first suc— Casting Time: 1 action
ceed on a Constitution saving throw, or the casting fails
and the spell is wasted. Range: 60 feet

A target suffering this pain can make a Constitution Components: V, S
saving throw at the end of each of its turns. On a suc— Duration: Instantaneous

cessful save, the pain ends. Choose an area of nonmagical flame that you can see

and that fits within a 5-foot cube within range. You can

extinguish the fire in that area, and you create either

fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target

t.ii.‘i.l"'t_'lf i=1 '-'. a PI; it is

Snanow Btnoe properties (range 20/60). In addition, when you use the
sword to attack a target that is in dim light or darkness,
must succeed on a Constitution saving throw or become you make the attack roll with advantage.
blinded until the end of your next turn.
If you drop the weapon or throw it, it dissipates at the
Smoke. Thick black smoke spreads out from the tar-
get in a 20—foot radius, moving around corners. The area end of the turn. Thereafter, while the spell persists, you
of the smoke is heavily obscured. The smoke persists for
1 minute or until a strong wind disperses it. can use a bonus action to cause the sword to reappear

SCATTER in your hand.
Grit-level conjuratfon At Higher Levels. When you cast this spell using a

Casting Time: 1 action 3rd- or 4th—level spell slot, the damage increases to 3:18.
Range: 30 feet When you cast it using a 5th— or 6th-level spell slot, the
Components: V damage increases to 4d8. When you cast it using a spell
Duration: Instantaneous slot of 7th level or higher, the damage increases to 5d8.

The air quivers around up to five creatures of your SHADOW or M011.
choice that you can see within range. An unwilling crea— 4th—1eve] necromancy
ture must succeed on a Wisdom saving throw to resist
this spell. You teleport each affected target to an unoccu- Casting Time: 1 action
pied space that you can see within 120 feet of you. That Range: Self
space must be on the ground or on a floor. Components: V, S, M (an undead eyeball encased in a

SHADOW BLADE gem worth at least 150 gp)
2nd—leve] illusion Duration: Concentration, up to 1 minute

Casting Time: 1 bonus action Flame~like shadows wreathe your body until the spell
Range: Self ends, causing you to become heavily obscured to others.
Components: V, 8 The shadows turn dim light within 10 feet of you into
Duration: Concentration, up to 1 minute darkness, and bright light in the same area to dim light.

You weave together threads of shadow to create a sword Until the spell ends, you have resistance to radiant
of solidified gloom in your hand. This magic sword lasts damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the shadows lash out at
until the spell ends. It counts as a simple melee weapon that creature, dealing it 2d8 necrotic damage.
with which you are proficient. It deals 2d8 psychic
damage on a hit and has the finesse, light, and thrown SHAPE WATER

Transmutation canm'p

Casting Time: 1 action
Range: 30 feet
Components: 8

Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within
range and that fits within a 5—foot cube. You manipulate
it in one of the following ways:

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

- You cause the water to form into simple shapes
and animate at your direction. This change lasts
for 1 hour.

. You change the water’s color or opacity. The water

must be changed in the same way throughout. This
change lasts for 1 hour.
. You freeze the water, provided that there are no crea—
tures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at

a time, and you can dismiss such an effect as an action.

SICKENING RADIANCE

4th-Ieve1 evocation

Casting Time: 1 action
Range: 120 feet
Components: V, 8
Duration: Concentration, up to 10 minutes

iii? killl‘lt' 3 I *11"i_l.i_.‘~é

.u—. w'—. Lr

Dim, greenish light spreads within a 30—foot-radius A restrained creature can make a Dexterity saving -— xiii-FIE; :- :‘T‘ ' -'
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some— .i
spell ends. one else who can reach it can use an action to make an
Intelligence (Arcana) check against your spell save DC.
When a creature moves into the spell’s area for the
first time on a turn or starts its turn there, that creature On a success, the restrained effect ends.
must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no
4d10 radiant damage, and it suffers one level of exhaus—
tion and emits a dim, greenish light in a 5-foot radius. creature is restrained by it.
This light makes it impossible for the creature to benefit
from being invisible. The light and any levels of exhaus— SNILLoc’s SNOWBALL SWARM
tion caused by this spell go away when the spell ends.
2nd‘1eve1 evocation
SKILL EMPOWERMENT
Casting Time: 1 action
5th-Ievel transmutation
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a piece of ice or a small white
Range: Touch
Components: V, S rock chip)
Duration: Concentration. up to 1 hour Duration: Instantaneous

Your magic deepens a creature’s understanding of its A flurry of magic snowballs erupts from a point you
own talent. You touch one willing creature and give it choose within range. Each creature in a 5-foot—radius
expertise in one skill of your choice; until the spell ends, sphere centered on that point must make a Dexterity
the creature doubles its proficiency bonus for ability saving throw. A creature takes 3d6 cold damage on a
checks it makes that use the chosen skill. failed save, or half as much damage on a successful one.

You must choose a skill in which the target is profi- At Higher Levels. When you cast this spell using a
cient and that isn’t already benefiting from an effect, spell slot of 3rd level or higher, the damage increases by
such as Expertise, that doubles its proficiency bonus. 1d6 for each slot level above 2nd.

SKYWRITE SOUL CAGE
2nd—1evel transmutation (ritual) 6th-Ieve1 necromancy

Casting Time: 1 action Casting Time: 1 reaction, which you take when a hu-
Range: Sight
Components: V, S manoid you can see within 60 feet of you dies
Duration: Concentration, up to 1 hour Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
You cause up to ten words to form in a part of the sky Duration: 8 hours
you can see. The words appear to be made of cloud and
remain in place for the spell’s duration. The words dis— This spell snatches the soul of a humanoid as it dies and
sipate when the spell ends. A strong wind can disperse traps it inside the tiny cage you use for the material com-
the clouds and end the spell early. ponent. A stolen soul remains inside the cage until the
spell ends or until you destroy the cage, which ends the
SNARE spell. While you have a soul inside the cage, you can ex—
ploit it in any of the ways described below. You can use a
Est-level abjuration trapped soul up to six times. Once you exploit a soul for
the sixth time, it is released, and the spell ends. While
Casting Time: 1 minute a soul is trapped, the dead humanoid it came from can’t
Range: Touch
Components: S, M (25 feet of rope, which the be revived.
Steal Life. You can use a bonus action to drain vigor
spell consumes)
Duration: 8 hours from the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action re-
As you cast this spell, you use the rope to create a circle
with a 5-foot radius on the ground or the floor. When quired) and receive a brief telepathic answer, which you
you finish casting, the rope disappears and the circle can understand regardless of the language used. The
becomes a magic trap. soul knows only what it knew in life, but it must answer
you truthfully and to the best of its ability. The answer is
This trap is nearly invisible, requiring a successful no more than a sentence or two and might be cryptic.
Intelligence (Investigation) check against your spell save
DC to be discerned. Borrow Experience. You can use a bonus action to
bolster yourself with the soul’s life experience, making
The trap triggers when a Small, Medium, or Large your next attack roll, ability check, or saving throw with
creature moves onto the ground or the floor in the advantage. If you don’t use this benefit before the start of
spell's radius. That creature must succeed on a Dex- your next turn, it is lost.
terity saving throw or be magically hoisted into the air,
leaving it hanging upside down 3 feet above the ground Eyes of the Dead. You can use an action to name a
or the floor. The creature is restrained there until the place the humanoid saw in life, which creates an invis-
spell ends. ible sensor somewhere in that place if it is on the plane
of existence you’re currently on. The sensor remains for
as long as you concentrate, up to 10 minutes (as if you
were concentrating on a spell). You receive visual and

«11 -‘tE-“i'E'-;i..1 3 Hi’i‘-'l..l_.‘_~' _, " n.7, '

. '-'-|_._I#--#d-( by...
“A

auditory information from the sensor as if you were in STORM SIN-HERE
its space using your senses.
The sphere remains for the spell's duration. Each crea-
A creature that can see the sensor (such as one using ture in the sphere when it appears or that ends its turn
see invisibility or truesight) sees a translucent image of there must succeed on a Strength saving throw or take
the tormented humanoid whose soul you caged. 2d6 bludgeoning damage. The sphere’s space is diffi—
cult terrain.
STEEL WIN D STRIKE
Until the spell ends, you can use a bonus action on
5th—levei conjura tion each of your turns to cause a bolt of lightning to leap
from the center of the sphere toward one creature you
Casting Time: 1 action choose within 60 feet of the center. Make a ranged spell
Range: 30 feet attack. You have advantage on the attack roll if the target
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous is in the sphere. On a hit. the target takes 4d6 light-
ning damage.
You flourish the weapon used in the casting and then
vanish to strike like the wind. Choose up to five crea- Creatures within 30 feet of the sphere have disadvan—
tures you can see within range. Make a melee spell tage on Wisdom (Perception) checks made to listen.

attack against each target. On a hit, a target takes 6d10 At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage for each of
force damage. its effects increases by 1d6 for each slot level above 4th.
You can then teleport to an unoccupied space you can
SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed. 4th-Ievel conjuration

STORM SPHERE Casting Time: 1 action

4th-leve1 evocation Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid
Casting Time: 1 action
Range: 150 feet killed within the past 24 hours)
Components: V. 8 Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute
You utter foul words, summoning one demon from the
A 20-foot—radius sphere of whirling air springs into ex- chaos of the Abyss. You choose the demon’s type, which
istence, centered on a point you choose within range. must be one of challenge rating 5 or lower, such as a
shadow demon or a barlgura. The demon appears in

". '.\1’f’li.5~l

an unoccupied space you can see within range, and the anyone within it. Using the material component in this
demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.

the spell ends. At Higher Levels. When you cast this spell using a
Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many
demons. If you cast it using a spell slot of 8th or 9th
When you summon it and on each of your turns thereaf— level, you summon three times as many demons.
ter, you can issue a verbal command to it (requiring no
action on your part), telling it what it must do on its next SYNAPTIC STATIC
turn. If you issue no command, it spends its turn attack—
ing any creature within reach that has attacked it. 5tha1evel enchantment

At the end of each of the demons turns, it makes a Casting Time: 1 action
Charisma saving throw. The demon has disadvantage
on this saving throw if you say its true name. On a failed. Range: 120 feet
save, the demon continues to obey you. On a success—
ful save, your control of the demon ends for the rest of Components: V, 8
the duration, and the demon spends its turns pursuing
and attacking the nearest non—demons to the best of its Duration: Instantaneous
ability. If you stop concentrating on the spell before it
reaches its full duration, an uncontrolled demon doesn’t You choose a point within range and cause psychic en-
disappear for M6 rounds if it still has hit points. ergy to explode there. Each creature in a 20—foot—radius
sphere centered on that point must make an Intelligence
As part of casting the spell, you can form a circle saving throw. A creature with an Intelligence score of
on the ground with the blood used as a material com~ 2 or lower can’t be affected by this spell. A target takes
ponent. The circle is large enough to encompass your 8d6 psychic damage on a failed save, or half as much
space. While the spell lasts, the summoned demon can’t damage on a successful one.
cross the circle or harm it, and it can't target anyone
within it. Using the material component in this manner After a failed save, a target has muddled thoughts for
consumes it when the spell ends. 1 minute. During that time, it rolls a d6 and subtracts
the number rolled from all its attack rolls and ability
At Higher Levels. When you cast this spell using a checks, as well as its Constitution saving throws to
spell slot of 5th level or higher, the challenge rating in- maintain concentration. The target can make an Intelli-
creases by l for each slot level above 4th. gence saving throw at the end of each of its turns, end-
ing the effect on itself on a success.
SUMMON LESSER DEMONS
3rd—feve1 conjura tron TEMPLE OF THE GODS

Casting Time: 1 action 7th-level conjuration
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid Casting Time: 1 hour

killed within the past 24 hours) Range: 120 feet
Duration: Concentration, up to 1 hour Components: V, S, M (a holy symbol worth at least 5 gp)

You utter foul words, summoning demons from the Duration: 24 hours
chaos of the Abyss. Roll on the following table to deter-
mine what appears. You cause a temple to shimmer into existence on ground
you can see within range. The temple must fit within an
d5 Demons Summoned unoccupied cube of space, up to 120 feet on each side.
The temple remains until the spell ends. It is dedicated
1—2 Two demons ofchallenge rating 1 or lower to whatever god, pantheon, or philosophy is represented
by the holy symbol used in the casting.
3—4 Four demons of challenge rating 1/2 or lower
You make all decisions about the temples appear-
5—6 Eight demons ofchallenge rating 1/4 or lower ance. The interior is enclosed by a floor, walls, and a

The DM chooses the demons, such as manes or roof, with one door granting access to the interior and
dretches, and you choose the unoccupied spaces you
can see within range where they appear. A summoned as many windows as you wish. Only you and any crea—
demon disappears when it drops to 0 hit points or when tures you designate when you cast the spell can open or

the spell ends. close the door.
The demons are hostile to all creatures, including you. The temple’s interior is an open space with an idol

Roll initiative for the summoned demons as a group, or altar at one end. You decide whether the temple is
which has its own turns. The demons pursue and attack
the nearest non-demons to the best of their ability. illuminated and whether that illumination is bright light

As part of casting the spell, you can form a circle or dim light. The smell of burning incense fills the air
on the ground with the blood used as a material com— within, and the temperature is mild.

ponent. The circle is large enough to encompass your The temple opposes types of creatures you choose
space. While the spell lasts, the summoned demons
can’t cross the circle or harm it, and they can‘t target when you cast this spell. Choose one or more of the fol-
lowing: celestials, elementals, fey, fiends, or undead. If a
creature of the chosen type attempts to enter the temple,
that creature must make a Charisma saving throw. On
a failed save, it can’t enter the temple for 24 hours. Even
if the creature can enter the temple, the magic there
hinders it; whenever it makes an attack roll, an ability
check, or a saving throw inside the temple, it must roll a
d4 and subtract the number rolled from the d20 roll.

'1.-. ._—-—.._.—.--.-.-.— .__ '_'-vzl— — _ In addition, the sensors created by divination spells THUNDER STEP
3-, can’t appear inside the temple, and creatures within
l' _| can’t be targeted by divination spells. 3rd-1eve1 conjura tion

' Finally, whenever any creature in the temple regains Casting Time: 1 action
i hit points from a spell of let level or higher, the creature Range: 90 feet
regains additional hit points equal to your Wisdom mod— Components: V
ij- ifier (minimum 1 hit point). Duration: Instantaneous
i
The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can
:: see within range. Immediately after you disappear, a
ll i5 extends into the Ethereal Plane, thus blocking ethereal thunderous boom sounds. and each creature within 10
=| travel into the temples interior. Nothing can physically feet of the space you left must make a Constitution sav—
pass through the temple’s exterior. It can’t be dispelled ing throw, taking 3l thunder damage on a failed save,
' by dispei magic, and antimagic field has no effect on it. A
disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun—
.. der can be heard from up to 300 feet away.
'_ i Casting this spell on the same spot every day for a
You can bring along objects as long as their weight
.5 , ‘ year makes this effect permanent. doesn’t exceed what you can carry. You can also tele—
. - :. i port one willing creature of your size or smaller who is
TENSER’S TRANSFORMATION carrying gear up to its carrying capacity. The creature
, 6th-ievei transmutation must be within 5 feet of you when you cast this spell,
ii and there must be an unoccupied space within 5 feet of
_ Casting Time: 1 action your destination space for the creature to appear in; oth-
Range: Self erwise, the creature is left behind.
;i Components: V, S, M (a few hairs from a bull)
, At Higher Levels. When you cast this spell using a
i] Duration: Concentration, up to 10 minutes spell slot of 4th level or higher, the damage increases by

,_| You endow yourselfwith endurance and martial prow- ll for each slot level above 3rd.
j ess fueled by magic. Until the spell ends, you can’t cast
spells, and you gain the following benefits: T1 DA L WAV E
Ei
- You gain 50 temporary hit points. If any of these re— 3rd—1evei conjuration
if iii-l main when the spell ends, they are lost.
L3 Casting Time: 1 action
- You have advantage on attack rolls that you make with Range: 120 feet
simple and martial weapons. Components: V, S, M (a drop of water)
Duration: Instantaneous
- When you hit a target with a weapon attack, that tar-
get takes an extra 2d 12 force damage. You conjure up a wave of water that crashes down on an
area within range. The area can be up to 30 feet long,
. You have proficiency with all armor, shields, simple up to 10 feet wide, and up to 10 feet tall. Each creature
weapons, and martial weapons. in that area must make a Dexterity saving throw. On a
failed save, a creature takes 4d8 bludgeoning damage
- You have proficiency in Strength and Constitution sav— and is knocked prone. On a successful save, a creature
ing throws. takes half as much damage and isn’t knocked prone.
The water then spreads out across the ground in all
- You can attack twice, instead of once, when you take
the Attack action on your turn. You ignore this benefit directions, extinguishing unprotected flames in its area
if you already have a feature, like Extra Attack, that and within 30 feet of it, and then it vanishes.
gives you extra attacks.
TINY SERVANT
Immediately after the spell ends, you must succeed on
a DC 15 Constitution saving throw or suffer one level of 3rd-Ievei transmutation
exhausuon.
Casting Time: 1 minute
THUNDERCLAP Range: Touch
Evocation cantrip Components: V, S

Casting Time: 1 action Duration: 8 hours
Range: 5 feet
Components: 8 You touch one Tiny, nonmagical object that isn’t at—
Duration: Instantaneous
tached to another object or a surface and isn’t being
You create a burst of thunderous sound that can be carried by another creature. The target animates and
sprouts little arms and legs, becoming a creature under
heard up to 100 feet away. Each creature within range,
other than you, must succeed on a Constitution saving your control until the spell ends or the creature drops to
throw or take ld6 thunder damage. 0 hit points. See the stat block for its statistics.

The spell’s damage increases by ld6 when you reach As a bonus action, you can mentally command the
5th level (2d6), llth level (3d6), and 17th level (4d6). creature if it is within 120 feet of you. (Ifyou control
multiple creatures with this spell, you can command any
or all of them at the same time, issuing the same comu

I‘rp-v—t- _ .-._._._

TINY SERVANT TOLL THE DEAD

Tiny construct, unaligned Necromancy cantrr'p

Armor Class 15 (natural armor) WIS CHA Casting Time: 1 action
Hit Points 10 (4:14) 10(+0) l(—5) Range: 60 feet
Speed 30 ft., climb 30 ft. Components: V, 8
Duration: Instantaneous
STR DEX CON INT
4(—3) 16(+3) 10(+0) 2(—4) You point at one creature you can see within range,

Damage Immunities poison, psychic and the sound of a dolorous bell fills the air around it
Condition Immunities blinded, charmed, deafened, exhaustion, for a moment. The target must succeed on a Wisdom
saving throw or take 1d8 necrotic damage. If the target
frightened, paralyzed, petrified, poisoned is missing any of its hit points, it instead takes 1d] 2 ne—
Senses blindsight 60 ft. (blind beyond this radius), passive
crotic damage.
Perception 10 The spell’s damage increases by one die when you
Languages —
reach 5th level (2d8 or 2(112), 11th level (3d8 or 3d12),
Acne N s
and 17th level (4d8 or 4dl2).
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (M4 + 3) bludgeoning damage. TRANSMUTE ROCK

I— 5th-leve1 transmutation

mand to each one.) You decide what action the creature Casting Time: 1 action
will take and where it will move during its next turn, or
you can issue a simple, general command, such as to Range: 120 feet
Components: V, S, M (clay and water)
fetch a key, stand watch, or stack some books. If you is— Duration: Until dispelled
sue no commands, the servant does nothing other than
defend itself against hostile creatures. Once given an You choose an area of stone or mud that you can see
order, the servant continues to follow that order until its that fits within a 40-foot cube and is within range, and
task is complete. choose one of the following effects.

When the creature drops to 0 hit points, it reverts to Transmute Rock to Mad. N onmagical rock of any
its original form, and any remaining damage carries sort in the area becomes an equal volume of thick, flow-
over to that form. ing mud that remains for the spell’s duration.

At Higher Levels. When you cast this spell using a The ground in the spell’s area becomes muddy enough
spell slot of 4th level or higher, you can animate two ad- that creatures can sink into it. Each foot that a creature
ditional objects for each slot level above 3rd. moves through the mud costs 4 feet of movement, and
any creature on the ground when you cast the spell must

make 3 Strength saving throw. A creature must also

make the saving throw when it moves into the area for
the first time on a turn or ends its turn there. On a failed
save, a creature sinks into the mud and is restrained,
though it can use an action to end the restrained condi-

tion on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any
creature under the mud when it falls must make a Dex-

terity saving throw. A creature takes 4d8 bludgeoning

damage on a failed save, or half as much damage on a

successful one.

Transmute Mud to Rock. Nonmagical mud or quick-

sand in the area no more than 10 feet deep transforms
into soft stone for the spell’s duration. Any creature in
the mud when it transforms must make a Dexterity sav—
ing throw. On a successful save, a creature is shunted
safely to the surface in an unoccupied space. On a failed

save, a creature becomes restrained by the rock. A re—

strained creature, or another creature within reach, can
use an action to try to break the rock by succeeding on

a DC 20 Strength check or by dealing damage to it. The

rock has AC 15 and 25 hit points, and it is immune to
poison and psychic damage.

VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
vanishes when the spell ends. It blocks line of sight but
4th-leve1 evocation not movement. A creature is blinded while in the walls
space and must spend 3 feet of movement for every 1
Casting Time: 1 action foot it moves there.
Range: 150 feet
Components: V, S, M (a drop of giant slug bile) WALL OF WATER
Duration: Instantaneous 3rd-level evocation

You point at a location within range, and a glowing, Casting Time: 1 action
1-foot—diameter ball of emerald acid streaks there and
explodes in a 20-foot—radius sphere. Each creature in Range: 60 feet
that area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an— Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
successful save, a creature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30

At Higher Levels. When you cast this spell using a feet long, 10 feet high, and 1 foot thick, or you can make
spell slot of 5th level or higher, the initial damage in— a ringed wall up to 20 feet in diameter, 20 feet high, and
creases by 2d4 for each slot level above 4th. 1 foot thick. The wall vanishes when the spell ends. The
wall’s space is difficult terrain.
WALL OF LIGHT
Any ranged weapon attack that enters the walls space
Stir-level evocation has disadvantage on the attack roll, and fire damage
is halved if the fire effect passes through the wall to
Casting Time: 1 action reach its target. Spells that deal cold damage that pass
Range: 120 feet through the wall cause the area of the wall they pass
Components: V, S, M (a hand mirror) through to freeze solid (at least a S-foot-square section is
Duration: Concentration, up to 10 minutes
frozen). Each 5-foot—square frozen section has AC 5 and
A shimmering wall of bright light appears at a point you
choose within range. The wall appears in any orienta- 15 hit points. Reducing a frozen section to 0 hit points
tion you choose: horizontally, vertically, or diagonally. It destroys it. When a section is destroyed, the walls water
can be free floating, or it can rest on a solid surface. The doesn’t fill it.
wall can be up to 60 feet long, 10 feet high, and 5 feet
thick. The wall blocks line of sight, but creatures and ob- WA R DIN G WIN D
jects can pass through it. It emits bright light out to 120 2nd—Ieve] evocation
feet and dim light for an additional 120 feet.
Casting Time: 1 action
When the wall appears, each creature in its area must Range: Self
make a Constitution saving throw. On a failed save, a Components: V
creature takes 4d8 radiant damage, and it is blinded for Duration: Concentration, up to 10 minutes
1 minute. On a successful save, it takes half as much
damage and isn’t blinded. A blinded creature can make A strong wind (20 miles per hour) blows around you in a
a Constitution saving throw at the end of each of its 10-foot radius and moves with you, remaining centered
turns, ending the effect on itself on a success. on you. The wind lasts for the spell’s duration.

A creature that ends its turn in the wall’s area takes The wind has the following effects:
4d8 radiant damage.
- It deafens you and other creatures in its area.
Until the spell ends, you can use an action to launch a . lt extinguishes unprotected flames in its area that are
beam of radiance from the wall at one creature you can
see within 60 feet of it. Make a ranged spell attack. On torch—sized or smaller.
a hit, the target takes 4d8 radiant damage. Whether you - It hedges out vapor, gas, and fog that can be dispersed
hit or miss, reduce the length of the wall by 10 feet. If
the walls length drops to 0 feet, the spell ends. by strong wind.
. The area is difficult terrain for creatures
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by other than you.
1d8 for each slot level above 5th. - The attack rolls of ranged weapon attacks have disad—

WALL or SAND vantage if the attacks pass in or out of the wind.
3rd—ievei evocation
WATERY SPHERE
Casting Time: 1 action
Range: 90 feet 4th-Ieve1 conjuration
Components: V, S, M (a handful of sand)
Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 90 feet
Components: V, S, M (a droplet of water)
You create a wall of swirling sand on the ground at a Duration: Concentration, up to 1 minute
point you can see within range. You can make the wall
You conjure up a sphere of water with a 5~foot radius at
a point you can see within range. The sphere can hover
but no more than 10 feet off the ground. The sphere re-

mains for the spell’s duration.

L3 _

Any creature in the spheres space must make a WORD or RADIANCE
Strength saving throw. On a successful save, a creature
is ejected from that space to the nearest unoccupied Evocation cantrt'p
space of the creature’s choice outside the sphere. A
Huge or larger creature succeeds on the saving throw Casting Time: 1 action
automatically, and a Large or smaller creature can
choose to fail it. On a failed save, a creature is restrained Range: 5 feet
by the sphere and is engulfed by the water. At the end of Components: V, M (a holy symbol)
Duration: Instantaneous
each of its turns, a restrained target can repeat the sav—
ing throw, ending the effect on itself on a success. You utter a divine word, and burning radiance erupts
from you. Each creature of your choice that you can see
The sphere can restrain as many as four Medium or within range must succeed on a Constitution saving
smaller creatures or one Large creature. If the sphere throw or take ld6 radiant damage.
restrains a creature that causes it to exceed this capac-
ity, a random creature that was already restrained by the The spell’s damage increases by 1d6 when you reach
sphere falls out of it and lands prone in a space within 5 5th level (2d6), 11th level (3d6), and 17th level (4d6).

feet of it. WRATH OF NATURE
As an action, you can move the sphere up to 30 feet
5th—level evocation
in a straight line. If it moves over a pit, a cliff, or other
Casting Time: 1 action
drop-off, it safely descends until it is hovering 10 feet
Range: 120 feet
above the ground. Any creature restrained by the sphere Components: V, S
moves with it. You can ram the sphere into creatures, Duration: Concentration, up to 1 minute
forcing them to make the saving throw.
You call out to the spirits of nature to rouse them
When the spell ends, the sphere falls to the ground against your enemies. Choose a point you can see
and extinguishes all normal flames within 30 feet ofit. within range. The spirits cause. trees, rocks, and grasses
Any creature restrained by the sphere is knocked prone in a 60-foot cube centered on that point to become ani-
in the space where it falls. The water then vanishes. mated until the spell ends.

WHIRLWIND Grasses and Undergrowth. Any area of ground in the
cube that is covered by grass or undergrowth is difficult
7tit-level evocation terrain for your enemies.

Casting Time: 1 action Trees. At the start of each of your turns, each of your
Range: 300 feet enemies within 10 feet of any tree in the cube must suc—
ceed on a Dexterity saving throw or take 4d6 slashing
Components: V, M (a piece of straw) damage from whipping branches.

Duration: Concentration, up to 1 minute Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube
A whirlwind howls down to a point that you can must succeed on a Strength saving throw or become
restrained until the spell ends. A restrained creature
see on the ground within range. The whirlwind is a
10-foot—radius, 30—foot—high cylinder centered on that can use an action to make a Strength (Athletics) check
point. Until the spell ends, you can use your action to against your spell save DC, ending the effect on itself on
move the whirlwind up to 30 feet in any direction along
the ground. The whirlwind sucks up any Medium or a success.
Rocks. As a bonus action on your turn, you can cause
smaller objects that aren’t secured to anything and that
a loose rock in the cube to launch at a creature you can
aren’t worn or carried by anyone. see in the cube. Make a ranged spell attack against the
A creature must make a Dexterity saving throw the target. On a hit, the target takes 3d8 nonmagical blud-

first time on a turn that it enters the whirlwind or that geoning damage, and it must succeed on a Strength
saving throw or fall prone.
the whirlwind enters its space, including when the whirl-
wind first appears. A creature takes 10d6 bludgeoning ZEPHYR STRIKE
damage on a failed save, or half as much damage on a
successful one. In addition, a Large or smaller creature lat—level transmutation
that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the Casting Time: 1 bonus action
spell ends. When a creature starts its turn restrained by Range: Self
the whirlwind, the creature is pulled 5 feet higher inside
Components: V
it, unless the creature is at the top. A restrained creature Duration: Concentration, up to 1 minute
moves with the whirlwind and. falls when the spell ends,
unless the creature has some means to stay aloft. You move like the wind. Until the spell ends, your move-
ment doesn’t provoke opportunity attacks.
A restrained creature can use an action to make a
Strength or Dexterity check against your spell save DC. Once before the spell ends, you can give yourself ad—
vantage on one weapon attack roll on your turn. That at-
If successful, the creature is no longer restrained by the tack deals an extra 1d8 force damage on a hit. Whether
whirlwind and is hurled 3d6 X 10 feet away from it in a you hit or miss, your walking speed increases by 30 feet
until the end of that turn.
random direction.

APPENDIX A: SHARED CAMPAIGNS

Coordinating a regular schedule of D&D game sessions, In order to be successful, a shared campaign needs
to keep a campaign active and vibrant, can be a chal- a champion—someone who takes on the responsibil—
lenge. If the campaign’s only Dungeon Master or enough
players aren’t available, the next session might have to ity of organizing and maintaining the group. If you’re
be postponed, and repeated problems of this sort can interested in learning more about how to run a shared
endanger the continuation of the campaign. campaign and seeing how the Adventurers League

In short: in a world filled with distractions, it can be handles certain issues, then the rest of this appendix is
hard to keep a campaign going. Enter the concept of the
meant for you.
shared campaign.
In a shared campaign, more. than one member of the DESIGNING ADVENTURES

group can take on the role of DM. A shared campaign is Designing adventures for a shared campaign involves a
different set of considerations than designing for a stan-
episodic rather than continuous, with each play session dard group of players. Most important, the adventure

comprising a complete adventure. must be timed to conclude when the session is sched-
The largest shared campaigns are administered by uled to end. You also need to balance combat encounters

the D&D Adventurers League and overseen by Wizards for a range of levels, since a wide range of characters
of the Coast. You can also create your own shared cam- might be experiencing the adventure at the same time.

paign for a school D&D club, at a game store, a library, ADVENTURE DURATION
or anywhere else where D&D players and DMs gather.
Every adventure in a shared campaign begins and ends
A shared campaign establishes a framework that al- in the same play session. (If a group of participants
lows a player to take a character from one DM’s game
to another one within the shared campaign. It creates a wants to take longer to finish and all are willing to do
situation where almost nothing can prevent a scheduled
so, they can exceed the time limit.) A session or an event
session from happening. The roster of potential players can’t end with the adventure unfinished, since there’s no
can be quite large, virtually ensuring that any session way to guarantee that the same players and DM will be
available for the next session.
has at least the minimum number of characters needed
Typically, adventures in a shared campaign are de—
to play. If everyone shows up to play at the same time, signed to take either 2 hours or 4 hours. In each hour of
play, assume the characters can complete the following:
multiple DMs ensure that everyone can take part.
- Three or four simple combat encounters, or one or
A k
two complex ones
Coos OF CONDUCT - Three or four scenes involving significant exploration

Time and time again, the core rulebooks come back to or social interaction
the point that the most important goal ofa D&D play ses-
sion is for everyone involved to have fun. In keeping with Within these constraints, it can be difficult to create
that goal, it’s a good idea for a shared campaign to have open—ended adventures. A time limit assumes a specific
a code ofconduct. Because people who don’t normally starting point and endpoint. A good way to get around
this restriction is to create an adventure with multiple
play together might end up at the same table in a shared possible endings.
campaign, it can be helpful to establish some ground rules
for behavior. Location-based adventures also work well with this
format. A dungeon presents a natural limit on character
On the broadest level, everyone in a shared campaign options, while still giving the players choices. The ad-
is responsible for making sure that everyone else has an venture could be a quest to defeat a creature or recover
enjoyable time. Ifanyone feels offended, belittled, or bul- an item, but the path to achieving that goal can be differ-
lied by the actions of another person, the entire purpose of
getting together to play is defeated. ent for each group.
For more narrative adventures, try to focus on simple
The basic code ofconduct for a shared campaign might
be modeled on a similar document that another organiza- but flexible encounters or events. For instance, an ad—
tion or location uses. Beyond that, some special policies venture requires the characters to protect a high priest
might need to be added to account for what might happen of Tyr from assassins. Give the players a chance to plan
at the table when players and DM5 interact. As a starting out how they want to protect the temple, complete with
point, consider the following material, which is excerpted authority over the guards. A few well-fleshed out NPCs,
from the Adventurers League code of conduct.
some of whom might be suspected of working with the
During a play session, participants are expected to temples enemies, add a layer of tension. Consider leav-

1! Follow the DM’s lead and refrain from arguing with the ing some details or plot points for the DM to decide. For
example, the DM might have the option to pick which
DM or other players over rules. member of the temple guards is the traitor, ensuring
Let other players speak, and allow other players to get that the scenario is different for each group.

attention from the DM.

Avoid excessive conversation that is not relevant to the

adventure.
Discourage others from using social media to bully,
shame, or intimidate other participants.
Make the DM or the campaign’s administrators aware
ofdisruptive or aggressive behavior so that appropriate
action can be taken.

COMBAT ENCOUNTERS VARIANT RULES - ..- 51:3: '.I':.i .‘ J 2‘ 51L?—

Design your adventure for one of the four tiers, as set A shared campaign might use some variant rules to ' Jh—u
forth in chapter 1 of the Player’s Handbook: tier 1 in— handle certain aspects of the game. The Adventurers
cludes levels 1—4, tier 2 is levels 5—10, tier 3 is levels League, for instance, has variant systems for gaining
11—16, and tier 4 includes levels 17—20. Within each tier, levels and acquiring treasure. These “house rules,”
it’s a good idea to use a specific level as a starting point. presented below, serve as a sort of common language,
Assume a party of five 3rd—level characters for tier 1, five
8th-level characters for tier 2, five 13th-level characters ensuring that the rewards all characters receive are
for tier 3, and five 18th-1evel characters for tier 4. Use
that assumption when creating combat encounters, equivalent no matter what kind of adventure a character
whether you use the encounter—building rules in the experienced.

Dungeon Master's Guide or are making an estimate. CHARACTER ADVANCEMENT
For each battle, provide guidelines to help DMs adjust
In a shared campaign, characters gain levels not by
the difficulty up or down to match stronger or weaker accumulating experience points but by reaching experi—
parties. As a rule of thumb. account for a party two ence checkpoints. This system rewards every character
levels higher and for a party two levels lower, and don’t (and player) for taking part in a play session.
worry about balancing the adventure for parties outside
the adventure’s tier. A character reaches 1 checkpoint for each hour an
adventure is designed to last. Note that the award is
REWARDS based on the adventures projected playing time, rather
than the actual time spent at the table. The reward for
Adventures in a shared campaign that uses variant rules completing an adventure designed for 2 hours Of play is
for gaining levels and acquiring treasure (such as those 2. checkpoints, even if a group spends more than 2 hours
described below) don’t include experience point awards playing through it.
or specific amounts and kinds Of treasure.
If a character completes an adventure designed for a
CHARACTER CREATION tier higher than the character's current tier, the char-
acter is awarded 1 additional checkpoint. For example,
A shared campaign’s guidelines for character creation if a 2nd-level character completes a 6th—level adven—
might include definition of which races and classes ture designed to take 2 hours, the character reaches 3
players can choose from, how players generate ability checkpoints.
scores, and which alignments players can choose.
Playing time might seem like an Odd way to measure
PLAYER’S HANDBOOK PLUS ONE experience awards, but the concept is in keeping with
how a shared campaign is meant to work. A character
You should think about which products players can use played for 10 hours reaches the same number Of check-
to create a character. The Adventurers League specifies points, whether the character went up against a dragon
that a player can use the Player’s Handbook and one or spent all that time lurking in a pub. This approach en—
other official DE'vD source, such as a book or a PDF, to sures that a player's preferred style is neither penalized
create a character. This restriction ensures that players nor rewarded. Whether someone focuses on roleplaying
don’t need to own a lot of books to make a character and social interaction, defeating monsters in combat,
and makes it easier for DMs to know how all the char- or finding clever ways to avoid battles, this system gives
acters in the campaign work. Since a BM in a shared credit where credit is due.
campaign must deal with a broad range of characters,
rather than the same characters each week, it can be dif— USING CHECKPOINTS
ficult to track all the interactions and abilities possible
through mixing options freely. We strongly recommend The number of checkpoints needed to gain the next level
this rule for any shared campaign. depends on a character’s level:

ABILITY SCORES - At levels 1—4, reaching 4 checkpoints is sufficient to
advance tO the next level.
For generating ability scores, we recommend allowing
players to choose between the standard array—15, 14, - At level 5 or higher, reaching 8 checkpoints is needed
13, 12., 10, 8—and the option presented in “Variant: tO advance to the next level.
Customizing Ability Scores” in chapter 1 of the Play-
er’s Handbook. At the end Of a play session, characters must level up
if they have reached enough checkpoints to do so. The
STARTING EQUIPMENT required number of checkpoints is expended, and any
remaining checkpoints are applied toward the next op-
For the sake of simplicity and efficiency, it’s a good portunity for advancement.
idea to require that beginning characters must take the
starting equipment specified by a character’s class and INDIVIDUAL TREASURE
background.
In a shared campaign, each character receives a fixed
number of gold pieces upon gaining a new level. (This
gain represents the treasure a character might find in a
standard adventure.)

As an additional benefit, characters are not required
to put out gold to maintain a lifestyle. Instead, each char—

acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER Point Cost
the character attains higher levels. 4
Magic Item Table Available at Tiers 4
These benefits are summarized on the Individual A 1—4 4
Treasure table. Ways for characters to spend their B 1—4
treasure are covered in the “Buying and Selling" sec- C 1—4 3
3
tion below. D 2—4 8
E 3—4 10
INDIVIDUAL TREASURE F 1~4 10
G 2—4 12
Level Gained Lifestyle Reward H 3-—4
2—4 Modest 75 gp l 3—4
5-10 Comfortable
11—16 Wealthy 150 gp
550 gp
17—20 Aristocratic SPENDING TREASURE POINTS
5,500 gp
Players must spend treasure points at the end of a play
MAGIC ITEMS session, immediately after determining whether their
characters have gained a level. The order of these steps
Characters earn treasure points from adventures, then is important, since a character might enter a new tier
redeem those points in exchange for magic items. The because of the level gain.
list of available magic items is agreed to and compiled
by the DMs running the campaign. Players are entitled to choose any approved item from

GAINING TREASURE POINTS one of the magic item tables available in the current tier.
Treasure points can be spread across multiple items.
Each character earns treasure points based on an ad-
venture’s tier and its intended playing time: Many items cost more treasure points than a charac-
ter can earn in a 2— or 4—hour adventure. To buy such an
- 1 treasure point is awarded for every 2 hours played in item, a character can make a deposit, spending treasure
a tier 1 or tier 2 adventure. points on the item until it’s paid off, at which time the
character gains the item.
- 1 treasure point is awarded for every 1 hour played in
a tier 3 or tier 4 adventure. BUYING AND SELLING

As with the variant rules for gaining levels, this award is Characters Can use their monetary treasure to purchase
anything from the equipment lists in chapter 5 of the
based on the adventures projected playing time, rather Player’s Handbook. In addition. the Adventurers League
than the actual time a group spent at the table. allows characters to purchase potions and speli scroiis,
as detailed below. A spefl scroll can be purchased
If a character completes an adventure of a tier higher only by a character who is capable of casting the spell
than that character’s tier, the character receives 1 addi- in question.
tional treasure point for that adventure.
POTIONS FOR SALE
CREATING AN ITEM LIST
Potion of Cost Potion of Cost
The DMs of the shared campaign should work together Water breathing 100 gp
to compile a list of magic items that players can pur- Healing 50 gp Superior herding 500 gp
chase. The magic item tables in chapter 2 of this book Supreme heaiing 5,000 gp
and in chapter 7 of the Dungeon Master’s Guide are the Climbing 75 gp
obvious starting point. Choosing which items to allow invisibility 5,000 gp
or ban is a matter of personal preference, just as it is for Animalfriendship 100 gp
the BM in a standard campaign. Involving all the DMs
helps to ensure that the list meets everyone’s expecta- Greater healing 100 gp
tions. When in doubt, disallow an item; it’s easier to add
it to the available items at a later time than it would be to SPELL SCROLLS FOR SALE
remove it from the game once it has been handed out.
. Spell Level Cost Spell Level Cost
,-:-.':|:".-": --.-l_ I--'--;-.'-.\.'g-§;ll. "ii-”sis:— Naturally, the list of available items is longer for ad— Cantrip 25 gp 3rd 300 gp
ventures in the higher tiers, and the point cost of those 1st 75 gp 4th 500 gp
a‘— I. higher—tier items likewise increases. The Magic Items by 2nd 150 gp 5th 1,000 gp
filing-i v-_I~l-Iy‘|-.' _ h . Tier table provides the details.
SELLING ITEMS
. For instance, treasure points from a tier 1 adventure
can be spent on items from tables A, B. C. and F. Any In a shared campaign, characters are not entitled to sell
- item on the first three tables costs 4 points, and an item items they find on adventures or equipment they pur-
from table F costs 8 points. chase with their personal funds. Weapons, armor, and
other gear used by enemies are considered too damaged

to have any monetary value.

APPENDIX B: CHARACTER NAMES

Some players and DM5 have a knack for coming up with select from the possibilities here, or use dice to deter-
character names on the fly, while others find that task
more of a challenge. The tables in this appendix are mine a name.
designed to make life easier for both kinds of people, Even though names are associated with races in this
whether you’re naming a player character, a nonplayer
appendix, a character might not have a name from their
character, a monster, or even a place. own race. For instance, a half—ore might have grown up
Each table contains names that are associated with among dwarves and have a dwarven name. Or, as DM,
you might decide that dragonborn in your campaign
a nonhuman character race in the Player’s Handbook have a culture reminiscent of ancient Rome and there-
or a real-world ethnic or language group, with a focus fore use Roman names, rather than the dragonborn
on groups from antiquity and the Middle Ages. You can
names suggested here.

NONHUMAN NAMES

DRAGONBORN, DRAGONBORN, DRAGONBORN, MALE DRAGONEORN,CLAN
FEMALE
FEMALE d100 Name d100 Name
d100 Name 31—32 Greethen 01—02
d100 Name 69—70 Pogranix 33—34 Heskan 03-04 Akambheryliiax
01—02 Akra 71—72 Pyxrin 35—36 Hirrathak 05—06
03—04 Aasathra 73—74 Quespa 37—38 lldrex 07-08 Argenth rixus
05—06 Antrara 75—76 Raiann 39—40 Kaladan 09—10 Baharoosh
07—08 Arava 77—78 Rezena 41—42 Kerkad 11—12
09—10 Biri 79—80 Ruloth 43—44 KHflth 13—14 Beryntolthropal
11—12 Blend aeth 81—82 Saphara 45—46 Kriv 15—16 Bhenkumbyrznaax
13—14 Bu rana 83—84 Savaran 47—48 Maagog Caavylteradyn
15—16 Chassath 85—86 Sora 49—50 Medrash Chumbyxirinnish
17—18 Daar 87—88 Surina 51—52 Mehen Clethtinthiallor
19—20 Dentratha 89—90 Synthrin 53~54 Mozikth
21—22 Doudra 91—92 Tatyan 55—56 Mreksh 17—18 Daardendrian
23—24 Driindar 93—94 Thava 57—58 Mugrunden 19—20 Delmirev
25—26 Eggren 95—96 Uadflt 59—60 Nadarr 21—22 Dhyrktelonis
27—28 Fa rideh 97—98 Vezera 61—62 Nithther 23—24 Ebynichtomonis
29—30 Findex 99—00 Zykrofl 63—64 Norkruuth 25—26
31—32 Furrele 65—66 Nykkan 27—28 Esstyrlynn
33—34 Gesrethe 67—68 Pandjed 29-30 Fharngnarthnost
35-36 Gilkass 69—70 Patrin 31—32 Ghaallixirn
37—38 Harann 71—72 PUfink Grrrmmballhyst
39-40 Havilar 73—74 Quarethon
41—42 Hethress 75—76 Rathkran 33-34 Gygazzylyshrift
43—44 H illanot 77—73 Rhogar
45—46 }axi 79—30 Rivaan 35—36 Hashphronyxadyn
47—48 Jezean 81—82 Sethrekar
49—50 Jheri DRAGONBORN, MALE 83—84 Shamash 37—38 Hshhsstoroth
51—52 Kadana 85—86 Shedinn 39—40 lmbixtellrhyst
53—54 Kava d100 Name 87—88 Srorthen
55—56 Koflnn 89—90 Tarhun 41—42 Jerynomonis
57—58 Megren 01—02 Adrex 91—92 Torinn 43—44 Jharthraxyn
59—60 Mijira 03—04 Arjhan 93—94 Trynnicus 45—46
61—62 Mishann 05—06 Azzakh 95—96 Valorean 47—48 Kerrhylon
63—64 Nala 97—98 Vrondiss
65—66 Nuthra 07-08 Balasar 99—00 Zedaar Kimbatuul
67—68 Perra
09-10 Baradad 49—50 Lhamboldennish
11—12 Bharash 51—52 Linxakasendalor

13—14 Bidreked 53—54 Mohradyllion
15—16 Dadalan 55—56 Mystan

17—18 Dazzazn 57—58 Nemmonis
19—20 Direcris 59—60
61—62 Norixius
21—22 Donaar 63—64
65—66 Ophinshtalajiir
23—24 Fax 67—68 Orexijandilin
25—26 Gargax 69—70 Pfaphnyrennish
27—28 Ghesh 71—72 Phrahdrandon
29—30 Gorbundus Pyraxtallinost
npahrgh

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DRAGONBORN, CLAN DWARF, FEMALE DWARF, MALE DWARF, CLAN
d100 Name
73—74 Raghthroknaar d100 Name d100 Name (1100 Name
65—66
75—76 Shestendeliath 69—70 Orifi' 67—68 (Drflk 61—62 Loderr
77—73 Skaarzborroosh 69—70 CDSkar 53—54 Lutgehr
—-- 79—30 Sumnarghthrysh 71—72 Ovina 71—72 Rangfin1 65—66 Morigak
31—32 Tiammanthyilish 73—74 Rehak
.1 - 33—34 Turnuroth 73—74 Riswynn 75—76 Rufik
35-36 Umbyrphrael 75—76 Sannl 77—78 Taan
,_.......__.-...- 37—88 Vangdondalor 77—78 Therlin 79—80 Thoradhw 67—63 Orcfoe
39—90 Verthisathurgiesh 79—80 Thodris 81—82 Thofln
91—92 Wiwyrholdalphiax 31—32 Torbera 83—84 Thradal 69—70 Rakankrak
93-94 Wystongjiir 85—36 TOrdek
95—96 Xephyrbahnor 37—88 TTaubon 71—72 Ruby-Eye
97—98 Yarj erit 89—90 TTavok
99—00 Zzzxaaxthroth 91—92 UHgar 73—74 Rumnaheim
93—94
DWARF, FEMALE 33—84 Tordrid 95—96 Urahn 75—76 Silveraxe
35—36 Torgga 97—98 77—78 Silverstone
d100 Name 87—33 Urshar 99—00 Vefi 79—80 Steelfist
01—02 Anbera 89—90 Valida Vonbm
03—04 Artin Vondd 81—32 Stoutale
05—06 Audhild 91—92 Vistra Vtrbin 33—34 Strakeln
07—08 Balifra 35—36 Strongheart
09—10 Barbena 93—94 Vonana
37—38 Thrahak
11—12 Bardryn 95—96 Werydd 89—90 Torevir
13—14 Bolhild
97—93 Whurd red 91—92 Torunn
15—16 Dagnal 99—00 Yurgunn
93—94 Trollbleeder
17—18 Dafifi'
DWARF, MALE 95—96 Trueanvil
19—20 Delre
d100 Name 97-98 Trueblood
21—22 Diesa 99—00 Ungart
23—24 Hdeth 01—02 Adrik DWARF, CLAN

25—26 Eridred 03—04 Alberich d100 Name ELF, CHILD
27—28 Falkrunn 05—06 Baern 01—02
29—30 Fallthra 07—08 Barendd 03—04 Aranore d100 Name
31—32 Finelien 09—10 Beloril 05—06 Balderk
07—08 Battlehammer 01—02 Ael
33—34 Gillydd 09—10 Bigtoe
11—12 Brottor 11—12 Bloodkith 03—04 Ang
35—36 Gunnloda 13—14 Bofdarm 05—06 Ara
37—33 Gurdis 13—14 Dain 15—16 Brawnanvil 07—03 Ari
39—40 Helgret 17—18 Brazzik
41—42 Helja 15—16 Dalgal 19—20 Broodfist 09—10 Arn
17—18 Darrak 21—22 Burrowfound
43—44 HHn 23—24 Caebrek 11—12 Aym
19—20 Delg 25—26 Daerdahk
45—46 llde 21—22 Duergath 27—28 Dankil 13-14 Broe
47—43 Jarana 29—30 Daraln 15—16 Bryn
49—50 Kathra 23—24 Dworic 31—32 Deepdelver 17—18 Cael
51—52 Kilia 33—34 Durthane 19—20 Cy
53—54 Kristryd 25—26 Eberk 35—36 Eversharp 21—22 Dae
55—56 Liftrasa 37—38 FaHack 23—24 Del
57—58 Marastyr 27—28 Einkil 39—40 Fire-forge 25—26 Eli
59—60 Mardred 41—42 Foamtankard 27—28 Eryn
61—62 Morana 29—30 Elaim 43—44 Frostbeard 29—30 Faen
63—64 Nalaed 45—46 Glanhig
65—66 Nora 31—32 Erias 47—48 Goblinbane
67—63 Nurkara 49—50 Goldfinder
33—34 Fallond 51—52 Gorunn
35—36 Fargrim 53—54 Graybeard
37—38 Gardain 55—56 Hammerstone
57—58 Helcral
39—40 Ccur 59—60 Holderhek 31—32 Fera
Ironfist
41—42 Gimgen 33—34 Gael
43—44 Gimurt 35—36 Gar
37—38 Innil
45—46 Harbek 39—40 Jar
47—43 Kildrak 41—42 Kan
43—44 Koeth
49—50 Kilvar 45—46 Laef

51—52 Morgran

53—54 Morkral

55—55 Nalral 47—48 Lue
57—58 Nordak
59—60 Nuraval 49—50 Mai

61—62 Oloric 51—52 Mara
63—64 Olunt 53—54 Mella

55—56 Mya

.1 l-‘J’E' i113.- 3* ' I'THTU-i “953115.31 *~ ’1

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

d100 Nanm d100 Name d100 Name d100 Name
21—22 Caelynn 93—94 Vadania 57—58 Korfel
57—58 Naefis 23—24 Chaedi 95—96 Valanthe
59—60 NaHl 25—26 Claira 97—98 Valna 59—60 Lamlis
61—62 Nhfi 27—28 Dara 99—00 Xanaphia
63—64 Phann 29—30 Drusilia 61—62 Laucian
65—66 Py 31—32 Elama ELF, MALE ADULT
67—68 Rad 33—34 Enna 63—64 Lucan
35—36 Faral
69—70 Raer 37—38 Felosial d100 Name 65—66 Mindartis
71—72 Ren 39—40 Hatae
73—74 Rhfin 41—42 lelenia 01—02 Adran 67—68 Naal
43—44 Ilanis
45—46 Irann 03—04 Aelar 69—70 Nutae
47-48 Jarsali 71—72 Paelias
75—76 Rua 05—06 Aerdeth 73—74 Peren
49—50 Jelenneth 75—76 Quarion
77—78 Sael 07—08 Ahvain 77—78 Riardon
79—80 Sai 51—52 Keyleth 79—80 Roler’l
53—54 Leshanna 09—10 Aramil 81—82 Soveliss
55—56 Lia 83—84 Suhnae
81—82 Sunfi 57—58 Maiathah 11—12 Arannis 85—86 Thamior
59—60 Malquis 87-88 Tharivol
83—84 Sflhn 61—62 Meriele 13-14 Aust 89—90 Theren
63—64 Mialee 91—92 Theriatis
85—86 Th 65—66 Myathethil 15—16 Azaki 93—94 Thervan
67-68 Naivara 95—96 Uthemar
87—88 'Thm 69—70 Que|enna 17—18 Beiro 97—98 Vanuath
71—72 Quillathe 19—20 Berrian 99—00 Varis
89—90 'Ha 73—74 Ridaro
75—76 Sariel
91—92 TTaH 77—78 Shanairla 21—22 Caeldrim
79—80 Shava
93—94 Va” 81—82 Silaqui 23—24 Carric
83—84 Sumnes
95—96 Von 85—86 Theirastra 25—26 Dayereth
87—88 Thiala
97—98 9V” 89—90 Tiaathque 27—28 Dreali
91—92 Traulam 29—30 Efieril
99—00 23 31—32 Eiravel
33—34 Enialis
ELF, FEMALE ADULT 35—36 Erdan ELF, FAMILY
d100 Name 37—38 Erevan
01—02 Adria 39—40 Fivin d100 Name
03-04 Ahinar 41—42 Galinndan 01—02 Aloro
05—06 Althaea 03—04 Amakiir
07—08 Anastrianna 43—44 Gennal 05—06 Amastacia
09-10 Andraste 45—46 Hadarai 07—08 Ariessus
09—10 Arnuanna
11—12 Antinua
47—48 Halimath 11—12 Berevan
13—14 Arara
15—16 Baelitae 49—50 Heian 13—14 Caerdonel
17—18 Bethrynna
19—20 Birel 51—52 Himo 15—16 Caphaxath
53—54 lmmeral
17—18 Casilltenirra

55—56 IvelliDs 19—20 Cithreth

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

d100 Name d100 Name d1oo Name (1100 Name
21—22 Dalanthan 01—02 Alston
23—24 Eathalena 01—02 Abalaba 03—04 Alvyn 01—02 Albaratie
25—26 Erenaeth 03—04 Bimpnottin 05—06 Anverth
27—28 Ethanasath 05—06 Breena 07—03 Arumawann 03—04 BaFFl estone
29—30 Fasharash 09—10 Bilbron
31—32 Firahel 07—08 Buvvie 11—12 Boddynock 05—06 Beren —_—.__————'-——
33—34 Floshern 13—14 Brocc
35—36 Galanodel Burgell 07—08 Boondiggles
37—38 Goltorah 15—16
39—40 Hanali 09—10 Callybon 09—10 Cobblelob
41—42 Holimion
43—44 H orineth 11—12 Caramip 11—12 Daergel
45—46 Iathrana
13—14 Carlin 13—14 Dunben
47—48 temnr 15—16 Fabblestabble
15—16 Cumpen 17—18
49—50 lranapha Fa pplestamp
17—18 Dalaba 17—13 Cockaby

19—20 Donella 19—20 Crampernap 19—20 Fiddlefen
21—22 Duvamil 21—22 Dabbledob
23—24 Delebean 21—22 Folkor
25—26 Dimble
23—24 Ella 27—28 Eberdeb 23—24 Garrick

25—26 Ellyjoybell 25—26 Gimlen
27—28 Ellywick 27—28 Glittergern

29—30 Enidda 29—30 Eldon 29—30 Gobblefirn
31—32 Erky
51—52 Koehlanna 31—32 Lilli 33—34 Fablen 31—32 Gummen
53—54 Lathalas 35—36 Fibblestib
55—56 Liadon 33—34 Loopmottin 37—38 Fonkin 33—34 Horcusporcus
57—58 Meliamne
59—60 Mellerelel 35—36 Lorilla 35—36 Humplebumple
61—62 Mystralath
37—38 Luthra 37—38 Ironhide

39—40 Mardnab 39—40 Frouse 39—40 LeFFery
41—42 Frug 41—42 Lingenhall
41—42 Meena 43—44 Gerbo
45—46 Gimble
63—64 Naflo 43—44 Menny 47—43 Glim 43—44 Loofollue
49—50 lgden
65—66 N etyoive 45—45 Mumpena 51—52 Jabble 45—46 M aekkelferce
67—68 Ofandrus 47—48 Nissa 53—54 Jebeddo
69—70 Ostoroth 55—56 Kellen 47—48 Miggledy
71—72 Othronus 57—53 Kipper
73—74 Qualanthri 49—50 Numba 59—60 Namfoodle 49—50 Munggen
75—76 Raethran 61—62 Oppleby
51—52 Nyx 63—64 Orryn 51—52 Murnig
65—66 Paggen
53—54 Oda 53—54 Musgraben
55—56 Oppah
55—56 Nackle

77—78 Rothenel 57—58 Orla 57—58 Ningel
79—80 Selevarun 59—60 Panana
81—82 Siannodel 61—62 Pynfle 59—60 Nopenstallen
83—84 Suithrasas
85—86 Sylvara nth 61—62 Nucklestamp

63—64 Quilla 63—64 OFFund

65—66 Ranala 65—66 Oomtrowl

87—88 Teinithra 67—68 Reddlepop 67—68 PaHabar 67—68 Pilwicken
89—90 Tiltathana
91—92 Wasanthi 69—70 Roywyn 69—70 Pog 69—70 Pingun
93—94 Withrethin 71—72 Salanop 71-72 Qualen
95—96 Xiloscient 73—74 Ribbles 71—72 Quillsharpener
97—98 Xistsrith
99—00 Yaeldrin 73—74 Shamil 73—74 Raulnor

75—76 Sifiress 75—76 Rimple 75—76 Reese

77—78 Symma 77—78 Roondar 77—78 Rofierton

79—80 Tana 79—30 Sappw 79—80 Scheppen
81—82 Seebo
81—82 Tenena 81—82 Shadowcloak

83—84 Tervaround 83—84 Senteq 83—84 Silverth read

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

87—88 UHa 37—33 Umpen 87—88 Tarkelby
39—90 Warryn
89—90 Unvera 89—90 Timbers
91-432 Veloptima
91—92 Wiggens 91-92 Tu ren
93—94 Wobbles
93—94 Virra 95—96 Wrenn 93—94 Umbodoben
95—96 Waywocket 97—98 Zaffrab
99—00 Zook 95—96 Waggletop

97—98 Yebe 97—98 Welber
99—00 Zanna 99—00 Wildwander

.‘Ll’l‘l’ "xi D] X L35 l. I l 1 =11 ll_\{_.'l " ":

HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-ORG, FEMALE

(31100 Name d100 Name (“00 Name d100 Name
01—02 Alain 01—02 Alton 01—02 Appleblossom
03-04 Ander 03—04 Bigheart 01—02 Arha
03—04 Andry 05-06 Bernie 05—06 Brightmoon 03—04 Baggi
05—06 Anne 05—06 Bendoo

07—08 Bella 07—08 Bobbin 07—08 Brushgather 07—08 Bilga I
09—1 0 Blossom 09—10 Cade 09—10 Cherrycheeks 09—10 Brakka ‘._
11—12 Callus
11—12 Bree 13—14 Corrin 11—12 Copperkettle 11—12 Creega
13—14 Callie 15—16 Dannad 13-14 Deephollow 13—14 Drenna
15—16 Chenna 17—18 Danniel 15—16 Elderberry 15—16 Ekk
17—18 Cora 17—18 Fastfoot 17—18 Emen
19—20 Eddie
19—20 Dee 21—22 Egart 19—20 Fatrabbit 19—20 Engong
21—22 Dell 21—22 Glenfellow 21—22 Fistula

23—24 Eida 23—24 Eldon 23—24 Coldfound 23—24 Caaki

25—26 Eran 25—26 Errich 25—26 Goodbarrel 25—26 Corga
27—28 Euphemia 27—28 Fildo 27—28 Goodearth 27—28 Grai

29—30 Georgina 29—30 Finnan 29—30 Greenbottle 29—30 Greeba
31—32 Gynnie 31—32 Franklin 31—32 Greenleaf 31—32 Grigi
33—34 Harriet 33—34 Garret 33—34 High-hill 33—34 Cynk

35—36 Jasmine 35—36 Garth 35—36 Hilltopple 35—36 Hrathy
37—38 jillian 37—38 Gilbert 37—38 Hogcollar 37—38 Huru
39—40 )0 39—40 Gob 39—40 Honeypot 39—40 Ilga
41—42 Kithri 41—42 Harol 41-42 Jamjar 41—42 Kabbarg
43—44 Lavinia 43—44 lgor 43—44 Kettlewhistle 43—44 Kansif
45—46 Lidda 45-46 Jasper 45—46 Leagallow 45—46 Lagazi
47—48 Maegan 47—48 Keith
49—50 Marigold 49—50 Kevin 47—48 Littlefoot 47—48 Lezre
51—52 Lazam 49-50 Nimble-fingers 49—50 Morgen
51—52 Merla 53—54 Lerry 51-52 Porridgepot 51—52 Murook
53—54 Myria 55—56 Lindal 53—54 Quickstep 53-54 Myev
55—56 Nedda 57—58 Lyle
57—58 Nikki 59—60 Merrie 55—56 Reedfellow 55—56 Nagrette
59—60 Nora 57—58 Shadowquick 57—58 Neega
61—62 Mican 59—60 Silvereyes 59—60 Nella
61—62 Olivia 63—64 Milo
63—54 Paela 65—66 Morrin 61-62 Smoothhands 61—62 Nogu
65—66 Pearl 67—68 Nebin 63—64 Stonebridge
69—70 Nevil 65—66 Stoutbridge 63—64 Oolah
71—72 Osborn 65—66 Ootah
73—74 Ostran
67—68 Pennie 67—68 Stoutman 67—68 Ovak
69—70 Philomena 69—70 Strongbones 69—70 Ownka

71—72 Portia 71—72 Sunmeadow 71—72 Puyet
73—74 Swiftwhistle 73—74 Reeza
73—74 Robbie

75—76 Rose 75—76 Oswalt 75—76 Tallfellow 75—76 Shautha
77—78 Sara] 77—78 Perrin 77—78 Tealeaf 77—78 Silgre
79-30 Poppy 79—80 Tenpenny 79—30 Sutha
79—30 Seraphina 81-82 Reed 81—82 Thistletop 81—82 Tagga
81—82 Sheena 83—84 Roscoe 83—84 Thorngage 83—84 Tawar
33—84 Stacee 85—86 Sam 85—86 Tosscobble 85—86 Tomph
85—86 Tawna 87—88 Shardon 87—88 Underbough 87—88 Ubada
87—88 Thea 89—90 Tye 89—90 Underfoot 39—90 Vanchu
89—90 Trym 91—92 Ulmo
93—94 Wellby
91—92 Tyna 95—96 Wendel 91—92 Warmwater 91—92 Vola
93—94 Vani 97—98 Wenner 93—94 Whispermouse 93—94 Volen
95—96 Verna 95—96 Wildcloak
97—93 Wella 99—00 Wes 97—98 Wildheart 95-96 Vorka
99—00 Willow 99—00 Wiseacre 97—98 Yevelda
99—00 Zagga

\l i i; a i i.w*~.‘..-rr:-: x em all

HALF-ORE, MALE TIEFLING, FEMALE TIEFLING, MALE TIEFLING, VIRTUE

d100 Name d100 Name d100 Name d100 Name
01—02 Akta 01—02 Abad 01-02 AmbMon
01-02 Argran 03—04 AnaMs 03—04 Ahrun 03-04 Art
03-04 Braak 05—06 Armara 05-06 Akwmn 05-06 Carflon
05-06 Brug 07—08 Astaro 07—08 Anmon 07-03 Chant
09—10 Ayn1 09—10 Andran1 09-10 Creed
07-03 Cagak 11—12 Azza 11—12 Astar 11-12 Death
09-10 Dench 13—14 Beleth 13—14 Bman1 13-14 Debauchery
11-12 15—16 Bryseis 15—16 Barakas 15-16 Despan
13-14 Dorn 17—18 Bune 17—18 Bathin 17-13 Doom
15-16 19—20 CfieHa 19—20 Cann 19-20 Doubt
17-13 Dren 21—22 Damam 21—22 Chen1 21-22 Dread
19-20 23—24 Decarabia 23—24 Chner 23-24 Ecstasy
21-22 Druuk 25—26 Ea 25—26 Cressel 25-26 Ennui
23-24 Feng 27—28 Gadreel 27—28 Danmkos 27-23 Entropy
25-26 Ge” 29—30 Gomow 29—30 Ekmnon 29-30 ExceHence
27-23 Gnarsh 31-32 Hecat 31—32 Euron 31-32 Fear
29—30 Grurnbar 33—34 Ishte 33—34 Fennz 33-34 CHory
31-32 Gubrash 35—36 Jezebeth 35—36 Forcas 35—36 Gluttony
33—34 Hagren 37—38 KaH 37—38 Habor 37-33 Gnef
35—36 Henk 39—40 I<a|Hsta 39—40 Iados 39-40 Hate
Hogar 41—42 Kasdeya 41—42 Kauon 41-42 Hope
ldcflg 43—44 Lenssa 43—44 Leucs 43-44 tiorror
Infish 45—46 LHhh 45—46 Manmen 45-46 Idea
47—48 Makaria 47—48 Mantus 47-43 lgnonfiny
37-33 Karash 49—50 Manea 49—50 hAarbas 49-50 Laughter
39-40 Karg 51—52 Markosian 51—52 Melech 51-52 Love
41-42 Keth 53—54 Mafiema 53—54 hAenhhn 53-54 Lust
43-44 Korag 55—56 Namnah 55—56 Modean 55-56 Mayhem
45-46 Krusk 57—58 Nemem 57—58 Modm 57-53 Mockery
47-43 Lubash 59—60 Nfia 59—60 MOHho 59-60 Murder
49-50 Megged 61—62 Orianna 61—62 Morthos 61—62 Muse
63—64 Osah 63—64 tor 63-64 hfluflc
51-52 Mhurren 65—66 Phehna 65—66 Nhgel 65-66 hAystery
53-54 hflord 67—68 Prospenne 67—68 (Dnax 67-63 Nowhere
55-56 Morg 69—70 Purah 69—70 Pawnon 69-70 Open
71-72 Pyra 71—72 Pehflos 71-72 Pmn
57-53 NH 73—74 Rkfia 73—74 Purson 73-74 Passion
59-60 Nybarg 75-76 Ronobe 75—76 Qemud 75-76 Poetry
61-62 Odorr 77—78 Ronwe 77—78 Raan1 77-73 Quest
63-64 C)hr 79—80 Seddn 79-80 mmnmn 79—30 Randon1
81—82 Seere 81—82 Smnmm 31-32 Reverence
65-66 Rendar 83—84 Sekhrnet 83—84 Skmhos 33-34 Revulsion
85—86 Senwaza 85—86 TEthren 35-36 Sonow
67-63 Resh 87—88 Shava 87—88 Thmhuz 37-33 Tenflerny
89—90 Shax 89—90 Therai 39-90 Tonnent
69-70 Ront 91—92 Sorath 91—92 Valafar 91-92 TTagedy
71-72 Rrath 93—94 Uzza 93—94 Vassago 93-94 Vkr
95—96 Vapum 95—96 Xappan 95-96 Virtue
73-74 Sark 97—98 Vepar 97—98 Zepar 97—93 VUeary
99—00 Venn 99-00 VUH
75-76 Scrag 99—00 Zephan

77-73 Sheggen

79-30 Shunuj

31-32 Tanghr

33—34 Tarak

35-36 Thar

37-33 Thokk

39-90 TTag
91-92 Ugarth
93-94 varg
95-96 VHberg

97-93 Yurk
99-00 Zed

31.1”.‘13 .‘73 [J] K 1.5 1 1‘15.-1.1-1.-\1' "Hail. TH 5.1 'L. 1*-

HUMAN NAMES ARABIC, MALE

ARABIC, FEMALE d100 Name

d100 Name 01—02 Abbad
01—02 AaHyah 03—04 Abdul
03—04 Ahja 05—06 Achwmd
05—06 AkHah 07—08 Akeen1
07—08 Aha 09—10 AHF
09—10 Anflna 11—12 Anfir
11—12 Atefeh 13—14 Ashn
13—14 Chahha 15—16 Bash“
15—16 DaHa 17—18 Bassan1
17—18 Ehsan 19—20 Fahhn
19—20 Hhana 21—22 Fafld
21—22 Farah 23—24 Farouk
23—24 Fatenwah 25—26 Fayez
25—26 GannHa 27—28 Fayyaad
27—28 lesha 29-30 FazH
29—30 inbar 31—32 Hakhn
31—32 Kannana 33—34 HaHI
33—34 KhadUa 35—36 Hanfid
35—36 Layb 37—38 Hazhn
37—38 Lupe 39—40 Heydar
39—40 NabHa 41—42 Hussein
41—42 Nadine 43—44 Jabafi
43—44 Nahna 45—46 Jafin
45—46 Nafim 47—48 Jahid
47—48 NahNa 49—50 Jan1al
49—50 Nakm 51—52 Kafin1
51—52 Nashwa 53—54 Karhn
53—54 Nawra 55—56 Kazhn
55—56 Nuha 57—58 Khadhn
57—58 Nura 59—60 KhaHd
59—60 Chha
61—62 Qadira 61—62 Mamnud
63—64 Qamar
65—66 (Nsfina 63—64 Mansour
67—68 Rahhna 65—66
69—70 Rihanna 67—68 Musharraf
71—72 Saadm 69—70 hflustafa
73—74 Sabah 71—72 Nadh'
75—76 Sada 73—74
77—78 Safl1on 75—76 Naznn
79—80 Sahar 77—78
81—82 Sahna 79—80 Onmr
83—84 Shatha 81—82 (Qadir
85—86 Tahna 83—84 Qusay
87—88 TaMsha 85-86 Rafiq
89—90 Thana 87—88 Rakhn
91—92 Yadira 89—90 Rashad
93—94 Zahra 91—92 Rauf
95—96 Zakfia 93—94 Sdadhfi
97—98 Zahm 95—96 Sanfl
99—00 Zehiab 97—98 Sanfir
99-00 TaHb
Tanflr
Tafiq
Yazki

CELTIC, FEMALE CELTIC, MALE CHINESE, FEMALE CHINESE, MALE

d100 Nanm d100 Name d100 Name d100 Name
01—02 01—02
01—02 Aife 03—04 AneH 01—02 Ai 03—04 Mngwen
03—04 Aina 05—06 Ahfic 03—04 Annflng 05—06 Bo
05—06 Alane 07—08 Adan 05—06 Baozhai 07—08 BoHn
07—08 Ardena 09—10 Anghus 07—08 Bm 09—10 Chang
11—12 Aodh 09—10 mm 11—12 Chao
09—10 Afienh 13—14 Bardon 11—12 Changchang 13—14 Chen
15—16 Bearacb 13—14 Chen 15—16 Cheng
11—12 Beatha 17—18 Bevyn 15—16 Chou 17—18 r
19—20 Boden 19—20 Da 1
13—14 Bkgh 21—22 21—22
23—24 Bran 23—24 Dingxiang *
15—16 Bfiann 25—26 25—26 Fang
17—18 Caornh 27—28 Bras” 17—18 Chunhua 27—28 Feng
29—30 Bredon 19—20 29—30
19—20 Cara 31—32 21—22 Dawnna 31—32 Fu
33—34 Bflan 33—34
21—22 Ckwfla 35—36 DaWu 35—36 Gang
37—38 Bncflu 37—38 Guang
23—24 CordeHa 39—40 23—24 [um 39—40 Hai
41—42 Bryant 25—26 Ehuang 41—42 Heng
25—26 Deheune 43—44 Cadnmn 43—44 Hong
45—46 Caradoc 45—46
27—28 Divone 47—48 Cedflc 27—28 Fenhng 47—48 Huan
49—50 Conah 49—50
29—30 Donia 51—52 Conchobar 29—30 Ge 51—52 Huang
53—54 Condon 31—32 Hong 53—54 HuHMng
31—32 Doreena 55—56 Darcy 55—56 tzhong
57—58 DeWn 57—58
33—34 Ebha 59—60 DHHon 33—34 Huan 59—60 Nan
61—62 Donaghy 61—62
35—36 Enid 63—64 Dona” 35—36 Hmfing 63—64 flaw
65—66 65—66 Junfie
37—38 Ethne 67—68 Duer 37—38 Ha 67—68 Kang
69—70 39—40 69—70 La
39—40 EveHna 71—72 Eghan 41—42 hao 71—72 Hang
73—74 Ewyn 43—44 73—74 Ung
41—42 Hanna 75—76 Ferghus 45—46 Haflng 75—76 Lhud
77—78 Galvyn 47-48 Hngfifi 77—78 hfleMH
43—44 Genevmve 79—80 GHdas 49—50 Hnfing 79—80 NHJ
81—82 Guy 51—52 Lan 81—82 shi
45—46 GHda 83—84 Fiarvey 53—54 U 83—84 Peng
85—86 Iden 55—56 Uhua 85—86 a
47—48 Citta 87—88 Un 87—88 (yang
89—90 Irven Ung 89—90 (Nu
49—50 Granm 91—92 91—92 Quan
93—94 Karney 93—94 Renshu
51—52 mndofin 95—96 Kayne 95—96 Rong
97—98 Kelvyn 97—98 Ru
53—54 ldeHsa 99—00 Kunsgnos 99—00 Shan
nh Shen
55—56 Isolde Téngfifl
Maccus VVei
57—58 KeeHn 57—58 Uu XMobo
Moryn 59—60 hflem xmoh
59—60 Kennocha Neak 61—62 hhng XHI
Owyn 63—64 (m Yang
61-62 Lavena Pryderi Wing
Reaghan Zhong
63—64 Ledey TaHefln
T1ernay
65—66 Unnefle 65-66 (QMO
Tun
67—68 Lyonesse 67-68 Rong

69—70 Mabina 69—70 Shu

71—72 Marvina 71—72 Shuang

73—74 Mavis 73—74 Song
75—76 'Hng
75—76 Mirna

77—78 Morgan 77—78 VVen
79—80 XE
79—80 Muriel

81—82 Nareena 81—82 Xiaodan
83—84 xmon
83—84 Oriana 85—86 Xingjuan
87—88 Xue
85—86 Regan 89—90 Ya
91—92 Yan
87—88 Ronat 93—94 Ya
95—96 Yuan
89—90 Rowena

91—92 Sehna

93—94 LHa

95—96 Venefia

97-98 VUynne 97—98 Yue

99—00 Yseuh 99—00

EGYPTIAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE

d100 Name d100 Name d100 Name
01—02 A’at 33—34 lmhotep
03—04 Ahset 69—70 Nit
05—06 Amunet 35—36 Ineni
07—08 Aneksi 71—72 Nofret
09—10 Atet 73—74 Nubemiunu 37—38 lpuki
11—12 Baketamon 75—76 Peseshet
77—78 Pypuy 39—40 lrsu
13—14 Betrest 79—80 Qalhata 41—42 Kagemni
81—82 Rai 43—44 Kawab
15—16 Buns-fer 45—46 Kenamon
17—18 Dedyet 83—84 Redfl 47—48 Kewap
19—20 Hatshepsut 49—50 Khaemwaset
85—86 Sadeh 51—52 Khafra
21—22 Hentie 87—88 Sadek 53—54 Khusebek
89—90 Sitamun 55—56 Masaharta
57—58 Meketre
23—24 Herit 91—92 Sitre 59—60 Menkhaf
61—62 Merenre
25—26 Hetepheres 93—94 Takhat 63—64 Metjen
27—28 Intakaes 65-66 Nebamun
29—30 Ipwet 95—96 Tarset 67—68 Nebetka
31—32 Itet 69—70 Nehi
33—34 Joba 97—98 Taweret 71—72 Nekure
99—00 Werenro 73—74 Nessumontu
75—76 Pakhom
35—36 Kasmut EGYPTIAN, MALE 77—73 Pawah
79—80 Pawero
37—38 Kemanub d100 Name 81—82 Ramose
39—40 Khemut 01—02 Ahmose 83—84 Rudjek
41 —42 Kiya 03—04 Akhom 85—86 Saba?
43—44 Maia 05—06 Amasis 87—88 Sebek-khu
07—08 Amenemhet 89—90 Sebni
45—46 Menhet 09—10 Anen
11—12 Banefre
47—48 Merit 13—14 Bek
15—1 6 Djedefre
49—50 Meritamen 17—18 Djoser
51—52 Merneith 19—20 Hekaib
53—54 Merseger

55—56 Muyet 21—22 Henenu 91—92 Senusret

57—58 Nebet 23—24 Horemheb 93—94 Shabaka
59—60 Nebetah 25—26 Horwedja 95—96 Somintu
61—62 Nedjemmut 27—28 Huya 97—98 Thaneni
63—64 Nefertiti 29—30 lbebi 99—00 Thethi
65—66 Neferu 31-32 Idu
67—68 Neithotep

.I:_. _ .-.;'. -:'-'I_ ,I,
I- (“Hg-off“ I ._
I; '15-?"-
' 4fi‘lllll
w: Hitler," .- I“ paw. [Mavi-

I :- -

ENGLISH, FEMALE ENGLISH, FEMALE ENGLISH, MALE |
d'IOO Name
01—02 Adelaide d'IOO Name d100 Name |
03—04 Agatha 69—70 )uliana 33—34 Gilbert
05—06 Agnes 71—72 Katherine
07—08 Alice 73—74 Margery 35—36 Godfrey
09—10 Aline 37—38 Gunter
75—76 Mary 39—40 Guy
11—12 Anne 41—42 Henry
77—78 Matilda 43—44 Heward
13—14 Avelina 79—80 Maynild 45—46 Hubert
81—82 Millicent 47—48 Hugh
15—16 Avice 83—84 Oriel 49—50 jocelyn
85—86 Rohesia 51—52 John
17—18 Beatrice 87—88 Rosalind
19—20 Cecily 89—90 Rosamund 53—54 Lance
21—22 Egelina 91—92 Sarah 55—56 Manfred
23—24 Eleanor 93—94 Susannah 57—58 Miles
25—26 Elizabeth 95—96 Sybil 59—60 Nicholas
27—28 EHa 97—98 Williamina 61—62 Norman
29—30 Eloise 99—00 Yvonne 63—64 Odo
31—32 Elysande 65—66 Percival
33—34 Emeny ENGLISH, MALE 67—68 Peter
69—70 Ralf
35—36 Emma d‘lOO Name 71—72 Randal
73—74 Raymond
37—38 Emmeline 01—02 Adan] 75—76 Reynard
77—78 Richard
39—40 Ermina 03—04 Adelard 79—80 Robert
41-42 Eva 05—06 Aldous 81—82 Roger
07—08 Anselm 83—84 Roland
43—44 Galiena 09—10 Arnold 85—86 Rolf
45—46 Geva 11—12 Bernard 87—88 Simon
47—48 Giselle 89—90 Theobald
49—50 Griselda 13—14 Bertram 91—92 Theodonc
51—52 Hadwisa 93—94 Thomas
53—54 Helen 15—16 Charles 95—96 Timm
55—56 Herleva 17—18 Clerebold 97—98 William
57—58 Hugolina 19—20 Conrad 99—00 Wymar
59—60 Ida
61—62 Isabella 21—22 Diggory
63—64 Jacoba
65—66 lane 23—24 Drogo
25—26 Everard
67—68 Joan 27—28 Frederick
29—30 Geoffrey
31—32 Gerald

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

c1100 Name d100 Name d100 Name d100 Name
01—02 Aalis 01—02
03—04 Agatha 01—02 Ambroys 03—04 Adelhayt 01—02 Albrecht
05—06 Agnez 03—04 Arne 05—06 AFFra
07—08 Alberea 05—06 Andri 07—08 Agatha 03—04 Allexander
09—10 Alips 09—10 Allet 05—06 Baltasar
11—12 Amée 07—08 Andriet Angnes 07—08 Benedick
13—14 Ame-lot 11—12 09—10 Berhart
09—10 Anthoine Anna 11—12 Caspar
13—14 13—14 Clas
11—12 Bernard Apell
15—16
15—16 Anne 13—14 Charles 17—18 Applonia 15—16 Cristin
15—16 Charlot 19—20 Barbara
17—18 Avelina Brida 17—18 Cristofi-
19—20 Blanche 17—18 Colin 21—22 19—20 Dieterich
21—22 Cateline Brigita 21—22 Engelhart
19—20 Denis 23—24 23—24 Erhart
25—26 Cecilia 25—26 Felix
23—24 Cecilia 21—22 Durant 27—28 Clara 27—28 Frantz
25—26 Claricia 23—24 Edouart Cristina 29—30 Fritz
27—28 Collette 29—30 Dorothea 31—32 Gerhart
29—30 Denisete 25—26 Eremon 33—34 Gotleib

27—28 Ernault

31—32 Dorian 29—30 Ethor 31—32 Duretta
31—32 Felix
33—34 Edehna 33—34 Floquart 33—34 Ella
35—36 Emelina
37—38 Emmelot 35—36 Galleren 35—36 ElS 35—36 Hans
39—40 Ermentrudis
37—38 Gaultier 37—38 Elsbeth 37—38 Hartmann
39—40 Engel 39—40 Heintz
39—40 Gilles 41—42 Enlein
41—42 Gibelina 41—42 Guy 43—44 EnndHn 41—42 Herman

43—44 Gila 43—44 Henry 43—44 Jacob
45—46 Jeremias
45—46 Gillette 45—46 Hugo 45—46 Eva
47—48 Guiburgis 47—48 lmbert
49—50 Guillemette 49—50 Jacques 47—48 Fela 47-48 Jorg
51—52 Guoite 51—52 Jacquot
53—54 Hecelina 53—54 Jean 49—50 Fronicka 49—50 Kafll
55—56 Heloysis 55—56 Jehannin 51—52 Genefe 51—52 Kilian
57—58 Louis 53—54 Geras 53—54 Linhart
57—58 Helyoudis 59—60 Louys 55—56 Cerhauss
59—60 Hodeardis 61—62 Loys 57—58 Gertrudt 55—56 Lorentz
61—62 lsabellis 63—64 Martin 59—60 Guttel
63—64 Jaquette 61—62 Helena 57—58 Ludwig
65—66 Jehan 63—64 lrmel
67—68 Johanna 65—66 Jonata 59—60 Marx
67—68 Katerina
69—70 Kuen 61—62 Melchor
63—64 Mertin
71—72 Kungund
65—66 Michel 65—66 Michel
73—74 Lucia
67—68 Mille 75—76 Madalena 67—68 Moritz
77—78 Magdalen
69—70 Juliote 69—70 Morelet 79—80 Margret 69—70 Osswald
81—82 Marlein
71—72 Katerine 71-72 Nicolas 83—84 Martha 71—72 Ott
73—74 Nicolle 85—86 Otilia
73—74 Luciana 75—76 Oudart 87—88 Ottilg 73—74 Peter
75—76 Margot 77-78 Perrin 39—90 Peternella
77—78 Marguerite 91—92 Reusin 75—76 Rudolicf
79—80 Maria 79—80 PhHpe 93—94 Sibilla
81—82 Pierre 95—96 Ursel 77—78 Ruprecht
81—82 Marie 83—84 Regnauh 97—98 Vrsula
83—84 Melisende 85—86 Richart 79—80 Sewastian
85—86 Odelina 87—88 Robert 99—00 Walpurg
87—88 Perrette 89—90 Robinet 81—82 Sigmund
91—92 Sauvage 83—84 Steftan
89—90 Petronilla 93—94 Simon 85—86 Symon
91—92 Sedilia 87—88 Thoman
93—94 Stephana 95—96 Talbot 89—90 Ulrich
95—96 Sybilla 97—93 Tanguy
97—98 Ysabeau 91—92 Vallentin
99—00 Ysabel 99—00 Vincent 93—94 Wendel
95—96 Wilhelm
97—98 WolFF

99—00 Wolfgang

"1'-~-»."i,ii'~". If. I 1’, i'i..-‘.-_:--.f.---.:i..il'.I:It ‘.'\-.‘JH'i..-‘ _ .{1tr}-J- -

GREEK, FEMALE CREEK, MALE INDIAN, FEMALE INDIAN, MALE

d100 Name c1100 Name d100 Name d100 Name
01—02 Acantha 01—02 Adonis 01—02 Abha 01—02
03—04 Aella 03—04 Adrastos 03—04 Aishwarya 03—04 Abhay
05—06 Alektos 05—06 Aeson 05—06 Amala 05—06 Ahsan
07—08 Alkippe 07—08 Alas 07—08 Ananda
09—10 Andromeda 09—10 Aineias 09—10 Ankita 07—08 Ajay
11—12 Antigone 11—12 Aiolos 11—12 Archana
13—14 Ariadne 13—14 Alekto 13—14 Avani 09—10 Ajit
15-16 Alkeides 15—16 Chandana
15—16 Astraea 17—18 Argos 17-18 Chandrakanta Akhil
19—20 Brontes 19—20 Chetan
17—18 Chloros 21—22 Damazo 21-22 Darshana 11—12 Amar
19—20 Chryseos 23-24 Dardanos
25—26 Deimos 23—24 Devi 13—14 Amit
21—22 Daphne 27—28 Diomedes
23—24 Despoina 25—26 Dipti 15—16 Ananta
29—30 Endymion 27—28 Esha
25—26 Dione 29—30 Gauro 17—18 Aseem
31—32 Epimetheus 31—32 Gita
27—23 Eileithyia 33—34 Erebos 33—34 Indira 19—20 Ashok
35—36 Euandros 35—36 Indu 21—22 Bahadur
29—30 Elektra 37—38 Jaya
31-32 Euadne 37—38 Canymedes 39—40 Kala 23—24 Basu
33—34 Eudora 41—42 Kalpana
35—36 Eunornia 39—40 Glaukos 43-44 Kamala 25—26 Chand
37—38 Hekabe 41—42 Hektor 45—46 Kanta
39—40 Helene 27—28 Chandra
41—42 Hermoione 43—44 Heros 47—48 Kashi 29—30 Damodar
31—32 Darhsan
43—44 Hippolyte 45—46 Hippolytos 49—50 Kishori 33—34 Devdan
51—52 Lalita 35—36 Dinesh
45—46 lanthe 47—48 Iacchus 53—54 Lina 37—38 Dipak
55—56 Madhur 39—40 Gopal
47—48 lokaste 49—50 Iason 57—58 Manju
49—50 Iole 41—42 Govind
51—52 Iphigenia 51—52 Kadmos 59—60 Meera
53—54 Ismene 53—54 Kastor 43—44 Harendra
55—56 Kalliope 61—62 Mohana 45—46 Harsha
57—58 Kallisto 55—56 Kephalos 63—64 Mukta 47—48 Ila
59—60 Kalypso 65-66 Nisha
61-62 Karme 57—58 Kepheus 67—68 Nitya 49—50 lsha
63-64 Kassandra 69—70 Padma
65—66 Kassiopeia 59—60 Koios 51—52 Johar
67—68 Kirke 71-72 Pratima
61—62 Kreios 53—54 Kalyan
69-70 Kleio 73—74 Priya
63—64 Laios 75—76 Rani 55—56 Kiran
71—72 Klotho 77—78 Sarala
65-66 Leandros 79—80 Shakti 57—58 Kumar
73-74 Klytie 67—68 Linos 81—82 Shanta 59—60 Lakshmana
83—84 Shobha 61—62 Mahavir
75-76 Kynthia 69-70 Lykos 85—86 Sima 63—64 Narayan
77—78 Leto 87—88 Sonal
71-72 Melanthios 89—90 Sumana 65—66 Naveen
79—80 Megaera 73-74 Menelaus 67—68 Nirav
75—76 Mentor 91—92 Sunita 69-70 Prabhakar
81—82 Melaina
77—78 Neoptolemus 93—94 Tara 71—72 Prasanna
83—84 Melpomene 95—96 Valli
79—80 Okeanos 97—98 Vijaya 73-74 Raghu
85—86 Nausikaa 81—82 Orestes 99—00 Virnala
87—88 Nemesis 83—84 Pallas 75—76 Rajanikant
89—90 Niobe 85—86 Patroklos
87—88 Philandros 77-78 Rakesh
91—92 Ourania 89—90 Phoibos 79—80 Ranjeet
91—92 Phrixus
93—94 Phaenna 93—94 Priamos 81—82 Rishi .
95—96 Polymnia 95—96 Pyrrhos 83—84 Sanjay
97—98 Semele 97—98 Xanthos 85—86 Sekar l
87—88 Shandar
99—00 Theia 99—00 Zephyros 89—90 Sumantra I

91—92 Vijay I

93—94 Vikram

95—96 Vimal

97—98 Vishal

99—00 Yash

."il‘."i-' rm: {1172' e. . :zn i-L-‘xiLTF 3-2 '-

jAPANESE, FEMALE

(1100 Name

01—02 Aika -.fiI—o—n .-
03—04 Akemi
05—06 Akiko JAPANESE, MALE
07—03 Amaya
09—10 Asami d100 Nanm JAPANESE, MALE
11—12 Ayumi
13—44 Bunko 014,2 Akio
15—16 Chieko
17—18 Chika 03—04 Atsushi d'IOO Name
19—20 Chiyo 05—06 Daichi 53—54 Makoto
21—22 Cho 07—08 Daiki 55—56 Mamoru
23—24 Eiko 09—10 Daisuke 57—58 Masato
25—26 Emiko 11—12 Eiji 59—60 Masumi
2?—28 Eri 13—14 Fumio 61—62 Noboru
29—30 Etsuko
31—32 Gina 15—16 HaWfie 63—64 Noflo
33—34 Hana 17—18 Haru 65-66 Osamu
35—36 Haruki
3?—38 Hideko 19—20 Ffideah 67—68 Ryota
39—40 Ffikafi 21—22 Ffideo 69—70 Sadao
41—42 Hiroko 23—24 Ffikaru 71—72 Satoshi
43—44 Hisoka 25—26 Him 73—74 Shigeo
45—46 Hishi 27—28 Ffiroki ‘ 75—76 Shin
4?—43 Hotaru 29—30 Ffisao 77—78 Sora
49—50 Izumi
51—52 Kameyo 31—32 Lfitoshi 79—80 Thdao
53—54 Kasumi
55—56 Ifinfiko 33—34 Isamu 81—82 Takehiko
5?—58 Kotone 35—36 Isao 83—84 Takeo
59—60 Kyoko 37—38 Jun 85—86 Takeshi
61—62 Maiko 39—40 Katashi 87—88 Takunfi
63—64 Masako 41—42 Katsu 89—90 Tanmnsu
65—66 Mi 43—44 Kei 91—92 Tatsuo
67—63 Minori 45—46 Ken 93—94 Tbru
69—70 Mizuki 47—48 Kanshhw 95—96 Toshk)
?1—?2 Naoki 49—50 Kenta 97—93 Yasuo
73—?4 Natsuko 51—52 ffioshi 99—00 YuHo
75—76 Noriko
?7—78 Rei
79—80 Ren
81—32 Saki
83—84 Shigeko

85—86 Shinju

37—83 Sumiko

39—90 Toshiko
91—92 Tsukiko
93—94
95—96 Ume

Usagi

9?—93 Yasuko _
,{u
99—00 Yuflko

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MESOAMERICAN, FEMALE MESOAMERICAN, FEMALE MESOAMERICAN, MALE

d100 Name d100 Name d100 Name
69—70 Papan
01—02 Ahumzfli 71—72 Pafli 33—34 Iccauhfli
73—74 Quetzalxochitl 35—36 IHHcanfina
03—04 Atl 75—76 Sacnfie
77—78 TEKui 37-33 Hzfli
05—06 Centehua 79—80 Tephn 39—40 Ixfli
81—82 TEuicui
07—08 Chakhhflfl 83—84 Teyacapan 41—42
85—86 Thco 43—44
09—10 Chipahua 87—88 'Hacoehua 45—46 Mahuizoh
89—90 11acofl 47—43
11—12 Cihuaton 91—92 11am 49—50 Manama
93—94 11anexfli 51—52
13—14 Cub“ 95—96 XHfiuhl 53—54 hflaflal
15—16 Cfikflnflna 97—98 Xtcoafl 55—56 Maflahhum
99—00 Xiuhtonal Mazatl
17—18 Coszcafl Mictlantecuhtli
19—20 Cozamalotl MESOAMERICAN, MALE Nfihnfica
21—22 Cuicafl Momofl“
23—24 Heum d100 Name
25-26 Eloxochitl 01—02 Achcauhfli 57-58 Nanmcmx
03—04 Amoxtli 59—60
27-28 Ezfli 05—06 Chicahua 61—62 Necam
07—08 ChknaHi 63—64 Necummefl
29—30 Ichtaca 09—10 Cipacth
31—32 1cnoyofl 11—12 Coaxoch Nezahuakoyofl
33—34 Ihuicafl 13—14 Coyofl
35—36 Hhufil 15—16 Cuam 65—66 Nexahumpflh
17—18 Cuauhtémoc
19—20 CueflachtHo 67—68 Nochehuafl
21—22 Cuetzpalli
37—38 Hofia 23—24 Cukfli 69—70 Nopaltzin
25—26 Ehecafl 71—72
39—40 lunl 27—28 EtalpaIH 73—74 CNHn
29—30 Huemac 75—76 Quauhtli
41—42 Ixcatzin 31—32 Hufizmhuhl Tenoch
43—44
45—46 Izd 77—78 Téoflhuhl
47—48 Malinalxochitl
49—50 Mecatl 79—30 Tepihzin
51—52 hflezt“
53—54 Nfiyaoaxochnl 31—32 TEzcacoaH
55—56 Mizquixaual
57—58 Moyolehuani 33—34 Tlacaelel
59—60 Nahuafl
61—62 Necahum 85—86 Thcdel
63—64 Nenefl
65—66 Nochfli 37—33 11moc
ffloxochicozth
39—90 ‘Hanexfic

91—92 Tlazohtlaloni
93—94 Tlazopillo

95—96 lJetzcayofl

67—68 Ohtli 97—93 XHfiHi
99—00 Yaofl

la. '\“L 71-1r x"-.

NIGER—CONGO, NIGER—CONGO, NORSE, FEMALE NORSE, MALE
FEMALE
MALE d100 Name d100 Name
01—02 AHt 01—02 Agni
d‘IOO Name d100 Nanm 03—04 Arnbjorg 03—04 [Hafic
05—06 Ase 05—06 Aadr
01—02 Abebi 01—02 Abe-be 07—08 JAflog 07—08 ArWd
03—04 Abena 03—04 Abel 09—10 [\strid 09—10 Asger
05—06 Abhflbom 05—06 Abidemi 11—12 Auda 11—12 Aswmnd
07—08 Akoko 13—14 Audhm 13—14 Bjarte
09—10 Akachi 07—08 Abrafo 15—16 Bergfiot 15—16 Bkflg
09—10 Adisa 17—18 BtHd 17—18 Bkwn
19—20 Bod” 19—20 Brandr
11—12 Alaba 11—12 Amadi 21—22 Brenna 21—22 Brandt
23—24 Brynhfld 23—24 Brynjar
13—14 Anu“ 13—14 Amara 25—26 Dagwmr 25—26 Cmder
27—28 Eeflka 27—28 Colborn
15—16 Aye 15—16 Anyhn 29—30 EH3 29—30 Cufler
17—18 Bolanle 17—18 Azubuike 31—32 Cudrun 31—32 EgH
19—20 Bosede 19—20 Bapofla 33—34 Gunborg 33—34 Bnar
21—22 Chiamaka 21—22 Baraka 35—36 Gunt 35—36 Eflc
23—24 Bohlale 37—38 Gunvor 37—38 Efland
23—24 Chidi 25—26 Bongani 39—40 Fkflga 39—40 ke
27—28 BLUUHE 41—42 F1ertha 41—42 Folkvar
25—26 Chidimma 29—30 Buflba 43—44 HHde 43—44 Fflfiof
27—28 Chinyere 45—46 FHHeW 45—46 Frode
29—30 Chioma 47—48 Ingfid 47—48 Geh
49—50 Iona 49—50 Halvar
31—32 Dada 31—32 Chakide 51—52 Jorunn 51—52 Hemnfing
53—54 Kafi 53—54 Ffiahnar
33—34 Ebele 33—34 Chibuzo 55—56 Kenna 55—56 11jortr
35—36 Efemena 35—36 Chma 57—58 Magnhild 57—58 lnghnarr
37—38 Efiro 37—38 Chhnob 59—60 Nanna 59—60 Ivar
39—40 Ekundayo 39—40 Chhafidzo 61—62 Cflga 61—62 Knud
41—42 Enitan 41—42 Dabulamanzi 63—64 Ragna 63—64 Lefi
43—44 Funanya 65—66 Ragnhfld 65—66 Uufi‘
45—46 HUnanya 43—44 Dunflsa 67—68 Ranveig 67—68 Manning
47—48 lge 45—46 Dwanh 69—70 Runa 69—70 Oddr
49—50 hne 47—48 Erneka 71—72 Saga 71—72 ()Hn
49—50 Fohnfi 73—74 Sfififid 73—74 Onnr
51—52 Kunto 51—52 Gatura 75—76 ffigne 75—76 ()ve
53—54 Gebhuza 77—78 Sfigfid 77—78 Rannq
53—54 Lesedi 55—56 Gero 79—80 Signunn 79—80 Sigurd
57—58 lsoba 81—82 Soweg 81—82 Skafi
55—56 Lunwug 59—60 Kagbo 83-84 Svant 83—84 Snorfl
85—86 Thora 85-86 Sten
57—58 Mojisola 61—62 Kamau 87—88 Tbrborg 87-88 Sfigandr
59—60 Monifa 63—64 Kaflego 89—90 Tbrunn 89—90 Sfigr
61—62 Nakato 91—92 Tove 91—92 Sven
65—66 Masego 93—94 Unn 93—94 17ygve
63—64 Ndidi 67—68 Matata 95—96 Vfigdfi 95—96 U1F
69—70 Nthanda 97—98 fiqva 97—98 Va“
65—66 Ngozi 99—00 Yngvfld 99—00 Vfidar
67—68 Nkhuka 71—72 Ogechi
69—70 Nneka 73—74 Olwenyo
71—72 Ogechi
73—74 Olamide 75—76 Osumare
75—76 OIUCI’Ii 77-78 Paw
77—78 Omolara 79—80 Qinisela
79—80 Onyeka 81—82 Quanda
81—82 Simisola 83—84 Smfianya
83—84 Tenfltope 85—86 Shanma
85—86 Thewm 87—88 SibonakaHso
87—88 11flay0 89—90 Tapiwa
89—90 Udo
91—92 Uduak 91—92 Thabo
93—94 Ufuoma
95—96 Yaa 93—94 'Thmfiba
97—98 Yefide
99—00 YEwande 95—96 Uzowm

97—98 Zubefl

99—00 Zufi

g‘ 3’1‘!",\.111."‘-L V‘- .511 "111351.912 -.‘

POLYNESIAN, POLYNESIAN, MALE ROMAN,FEMALE ROMAN, MALE
FEMALE
d100 Name d100 Name d1oo Name
01—02 Aeha 01—02 Aehus
d100 Naww 01—02 Afia 03—04 Aenfiha 03—04 Aefius
01—02 Ahulani 03—04 Ahohako 05—06 Agflppum 05—06 Agflppa
07—08 Aka 07—08 Albanus
03—04 Airini 05—06 Aisake 09—10 Antonia 09—10 AHJus
05—06 Alani 11—12 AquHa 11—12 Antots
07—08 Aluala 07—08 lHeM 13-14 Augusta 13-14 AppMs
15—16 Aureha 15—16 Aqumnus
09—10 Anahera 09—10 Anewa 17—18 BaHfina 17—13 Atflus
11—12 Anhem 19—20 Blandina 19—20 Augustus
21—22 Caeha 21—22 AureHus
11—12 Anuhea 13—14 Apufi 23—24 CanfiHa 23—24 Avhus
15—16 Afiki 25—26 Cafia 25—26 Bdbus
13—14 Aolani 27—28 (flaudm 27—23 adus
15—16 Henoa 17—18 Butat 29—30 CloeHa 29—30 Bmshm
31—32 Donufia 31—32 Brutus
17—18 Emele 19—20 Ende 33—34 Drusa 33—34 CaeHus -- ..——-
21—22 Fef 35—36 Fabm 35—36 Cmus
19—20 Fefia 23—24 Fufiui 37—38 Fabricia 37—38 Cagan -—-_
39—40 Fausta 39—40 Casmus
21—22 Hva 41—42 Havm 41—42 Cato
43—44 Hofiana 43—44 Cebus
23—24 1%mona 25—26 l4ahheo 45—46 Hflvm 45—46 Claudius
47—48 Gennana 47—43 (Joehus
25—26 HFHei 27—28 Hanohano 49—50 (Haucm 49—50 Cnaeus
27—28 Hina 29—30 51—52 Grafiana 51—52 Cflspus
31—32 Haunui 53—54 Hadflana 53—54 Cypflanus
29—30 Ffinatea 55—56 Herwuna 55—56 Diocletianus
Hekfli 57—58 Horatia 57—53 Egnafius
59—60 Hortensia 59—60 Ennius
31—32 Hua“ 33—34 Ffiapo 61—62 lovha 61—62 Fabricius
35—36 Hikawera 63—64 luha 63—64 Faustus
33—34 Hua 37—38 65—66 LaeHa 65—66 Gahw _...___— -_-._.-._...——-
39—40 Hanano 67—68 Laurenfia 67—68 Genfianus
35—36 Huna Ho’onani 69—70 Uvm 69—70 Gnaeus
71—72 LongMa 71—72 l4orafius
37—38 Iolani 73—74 Lucma 73—74 IOVMnus
75—76 Lucrefia 75—76 IuHus
39—40 Isa 41—42 Hoku 77—78 hflarceHa 77473 LucMus
43—44 t30ku 79—80 hflarcia 79—80 Manius
41—42 Kaanaana 45—46 81—82 Maflma 81—82 Marcus __
47—48 Ina 83—84 Nona 83—84 Marius
43—44 Kabna 49—50 Hu 85—86 (Dctavia 85—86 Maximus
51—52 87—88 Paaa 37—33 Octavius
45—46 Kaanfia 53—54 Kaaukai 89—90 Petrorfia 39—90 Paulus
55—56 91—92 Porda 91—92 Quintilian
47—48 Kahub Kaho 93—94 Tacfia 93—94 Regulus
95-96 Tuma 95—96 Servius
49—50 Kaflani Kadani 97—98 Verghfla 97—93 Tacnus
51—52 Kawmfle Kaham 99-00 Vha 99—00 Vafius

53—54 Kamakani

55—56 Kmmea 57—58 Kmea
59—60
57—58 Latai 61—62 Kaikoa
63—64 Kana1
59—60 Mona Koant
61—62 Lokdani

63—64 Marva 65-66 Ka

65—66 hflehana 67—68 Lam

67—68 Millawa 69-70 Makai
71—72
69—70 Moana 73-74 Manu

71—72 Ngana Manuka

73—74 Nohea 75—76 Nui

75—76 Pea 77-78 Pono

77—78 Sanoe 79-80 Popoki

79—80 Safina 81—82 Ruru

81—82 Tahm 83—84 Tahu

83—84 Tafl 85—86 Taurau

85—86 'fiaho 87—88 Tuam

87—88 'fihani 89—90 Turoa

89—90 Tbroa 91—92 Tusfiah

91—92 lani 93—94 lJmne
95—96 VUaata
93—94 Uluwehi

95—96 vmna 97—98 Waipuna
99—00 Zmfiar
97—98 Waiola

99—00 VVaHara

..~..t*:~1'-_':--:mr-: 1'. r 11.21:: -‘~.£.'."i' 1'1.) “C -‘; H [C .‘3
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SLAVIC, FEMALE SLAVIc, MALE

d1oo Name d100 Name
01—02 Agripina 01—02 Aleksandru
03—04 Anastasiya 03—04 Berislav
05—06 Bogdana 05—06 Blazh
07—08 Bolesiava 07—08 Bogumir
09—10 Bozhena 09—10 Boguslav
11—12 Danica iiwiZ Borislav
13—14 Darya 13—14 Bozhidar
15—16 Desislava 15—16 Bratomil
17~18 Dragoslava 17m18 Bratoslav
19—20 Dunja 19—20 Bronisiav
21—22 Efrosinia 21—22 Chedomir
23—24 Ekaterina 23—24 Chestibor
25—26 Chestirad
25~26 Elena 27—28 Chestislav
2?-23 Faina 29—30 Desilav
29—30 Galina 31—32 Dmitrei
31—32 Irina 33—34 Dobromil
33—34 Iskra 35—36 Dobroslav
35—36 jasna 37—38 Dragomir
37—33 Kata rina 39—40 Dragutin
39—40 Katya 41—42 Drazhan
41—42 Kresimira 43—44 Costislav
43—44 Lyudmila 45—46 Kazimir
45—46 Magda 47—48 Kyrilu
4?—48 Mariya 49—50 Lyubomir
49—50 Militsa 51—52 Mechislav
51—52 Miloslava 53—54 Milivoj
53—54 Mira 55—56 Milosh
55—56 Miroslava 57—58 Mstislav
59—60 Nikola
57—58 Mokosh 61—62 Ninoslav
59—60 Morana 63—64 Premislav
61—62 Natasha 65—66 Radomir
63—64 Nika 67—68 Radovan
69—70 Ratimir
65-66 Olga 71—72 Rostislav
6?—68 Rada 73—74 Slavomir
69-?0 Radoslava 75~76 Stanislav
?i—?2 Raisa 77—78 Svetoslav
73—74 Siavitsa 79—80 Tomislav
75—?6 Sofiya 31~82 Vasili
17—73 Stanislava 83—84 Velimir
79—80 Sveflana 85—86 Vladimir
81—82 Tatyana 87—88 Vladisiav
33—34 Tomislava 89—90 Vlastimir
85-86 Veronika 91—92 Volodimeru
37~33 Vesna 93—94 Vratislav
39—90 Vladimira 95—96 Yarognev
91—92 Yaroslava 97—98 Yaromir
93—94 Yelena 99—00 Zbignev
95—96 Zaria
9?—93 Zarya
99—00 Zoria

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SPANISH,FEMALE SPANISH,FEMALE SPANISH, MALE

d100 Name d100 Name d100 Name
01—02 AbeHa 69—70
03—04 AdaHna 71—72 Nkflanm 33—34 Escobar
05—06 Adora 73—74 35—36 Ettor
0?-03 Adflana 75—76 Monica
09—10 Ana 77—78 37-38 Fernando
11—12 Antonia 79—80 Neva 39—40
13—14 Baflfia 81—82 Nflda 41—42 Francmo
15—16 Beatriz 83—84 43—44
17—13 Bonha 85—86 Petrona Gabnel
19—20 Can1Ha 87—88
21—22 Cande 89—90 Rafieb Garcia
23—24 Cannen 91—92
25—26 Catlina 93—94 Ranflra 45—46 Gaspar
2r—23 Dolores 95—96 Rosano
”1-. 'Ivn-—- H .H—._-.-—....-_—-.+--+_—i—..+.-_-.--—-——.——..a-.—-——.‘u.-'—.-.—-—¢-—o——r-_~—-——.--l-—.——.'-_— _ 29—30 Donflnga 97—98 47—48 CH
31—32 Dorotea 99—00 Sofia 49—50
33—34 Elena Sudo 51—52 Comes
35—36 Ehcm 53—54
37—38 Esmerelda Teresa 55—56 Concmo
39—40 Fehpkm Tbrnasa
41—42 Francisca Costantin
43—44 Cabneb Vamnfia
45—46 lnuflda hyme
41—43 Ines Veronica
49—50 Isabel Ynes 57—58 Joan
51—52 Juana
53—54 Leocadia Ysabel 59—60 Jorge
55—56 Leonor
57—53 Leta 61—62 Jose
59—60 Ludnda 63—64 Juan
63—62 hflaresol
63—64 hflana 65—66 Machin
65—66 Maricela
67—68 Matilde SPANISH, MALE 67—68 hflarth1

.‘4. l’i‘l'. 1‘4 H l .C l:': i l:ll.‘al-l\l.i11-l~’. Tel-‘1 Til li‘h d100 Name 69—70 hflateu
01—02
03—04 Alexandre 71—72 Nfiguel
05—06 AHonso
07—08 Alonso 73—74 bucoms
09—10 Anthon
11—12 Arcos 75—76 Pascual
13-14
15—16 Arnaut 77—78 Pedro
17—18 Arturo
19—20 79—80 Poflco
21—22 Bartoleme 81—82 Ranflro
23—24 83—84 Rmfion
25—26 Benho 85—86
27—28 Bernat Rodflgo
29—30
31—32 Blasco 87—88 Sabasfian
Cados 89—90 Sawador
91—92
Danfian 93—94 Shnon
95—96 Tomas
[DEgO 97—98 'Tfistan
Donungo 99—00
Enflque Vmeflano
Yrugo



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ISBN: 978'0-7869-6612-7 Gm

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Suc. RETAIL: [15 $49.95 CAN 565.95
PRINTED m LISA (222150000

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