SPELL DESCRIPTIONS if the beast's Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
ABI-DALZIM'S HORRID WILTING and it can telepathically communicate simple emotions
a nd concepts back to you. While the link is active, the
8th-level necromancy beast gains advantage on attack rolls against a ny crea-
ture within 5 feet of you that you can see.
Casting Time: 1 action
Range: 150 feet BONES OF THE EARTH
Components: V, S, M (a bit of sponge)
Duration: Instantaneous 6th-level transmutation
You draw the moisture from every creature in a 30-foot Casting Time: 1 action
cube centered on a point you choose within range. Each Range: 120 feet
creature in that a rea must make a Constitution saving Components: V, S
throw. Constructs a nd undead a ren't affected, and plants Duration: Instantaneous
and water elementa ls make this saving throw with dis-
advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of s tone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within ra nge. Each pilla r
is a cylinder that has a diameter of 5 feet a nd a he ight of
Nonmagical plants in the a rea that are n't creatures, up to 30 feet. The ground where a pillar a ppears must
s uch as trees and shrubs, wither a nd die instantly. be wide enough for its diameter, a nd you can target the
ground under a creature if that cr eature is Medium or
ABSORB ELEMENTS smalle r. Each pillar has AC 5 a nd 30 hit points. When
reduced to 0 hit points, a pillar crumbles into rubble,
1st-level abjuration which creates an a rea of difficult terrain with a 10-
foot radius that lasts until the rubble is cleared. Each
Casting Time: 1 reaction, which you take when you take 5-foot-diameter portion of the a rea requires at least 1
acid, cold, fire, lig htning, or thunder damage minute to clear by ha nd.
Range: Self If a pillar is created under a creature , that creature
Components: S must s ucceed on a Dexterity saving throw or be lifted by
Duration: 1 round the pillar. A creature can choose to fail the save.
The spell captures some of the incoming energy, less- If a pillar is prevented fro m reaching its full height
ening its effect on you a nd storing it for your next melee because of a ceiling or other obstacle, a creature on the
attack. You have resistance to the triggering damage pillar takes 6d6 bludgeoning damage a nd is restrained,
type until the s tart of your next turn. Also, the first time pinched between the pillar a nd the obstacle. The re-
you hit with a melee attack on your next turn, the target stra ined creature can use an action to make a Strength
takes an extra ld6 da mage of the triggering type, a nd or Dexterity check (the creature's choice) agai nst the
the spell ends . spell's save DC. On a success, the creature is no lo n-
ger restrained and must either move off the pillar or
AtHigher Levels. When you cast this spell using a fa ll off it.
s pell slot of 2nd level or higher, the extra damage in-
creases by ld6 for each s lot level above 1st. At Higher Levels. When you cast this spell using a
s pell s lot of 7th level or higher, you can create two addi-
AGANAZZAR1S SCORCHER tional pillars for each s lot level above 6th.
2nd-level evocation CATAPULT
Casting Time: 1 action 1st-level transmutation
Range: 30 feet
Components: V, S, M (a red dragon's scale) Casting Time: 1 action
Duration: Instanta neous Range: 60 feet
Components: S
A line of roaring flame 30 feet lo ng and 5 feet wide ema- Duration: Instantaneous
na tes from you in a direction you choose. Each creature
in the line must make a Dexterity saving throw. A crea- Choose one object weighing 1 to 5 pounds within range
ture takes 3d8 fire damage on a failed save, o r ha lf as that is n't being worn or carried. T he object flies in a
much damage o n a s uccessful one. straight line up to 90 feet io a direction you choose
before falling to the ground, stopping early if it impacts
At Higher Levels. When you cast this spell us ing a against a solid surface. If the object would strike a crea-
spell slot of 3rd level or higher, the damage increases by ture, that creature must make a Dexterity saving throw.
ld8 for each slot level above 2nd. On a fa iled save, the object strikes the target a nd stops
moving. When the object strikes something, the object
B EAST BOND and what it s trikes each take 3d8 bludgeoning damage.
1st-level divination AtHigher Levels. When you cast this s pe ll using a
spell s lot of 2 nd level o r higher, the maximum weight of
Casting Time: 1 action objects that you can target w ith this spell increases by 5
Range: Touch pounds, and the damage incr eases by ld8, for each s lot
Components: V, S , M (a bit of fur wrapped in a cloth) level a bove 1st.
Duration: Concentration, up to 10 minutes
You establis h a telepathic link with one beast you touch
that is frie ndly to you or charmed by you. The spell fa ils
C HAPTER 3 f SPELLS
CATNAP hours, whenever the target makes a saving throw, it can
roll a d4 and add the number rolled to the save. A crea-
3rd-level enchantment ture can benefit from this rite only once.
Casting Time: 1 action Funeral Rite. You touch one corpse, a nd for the next
Range: 30 feet 7 days, the target can't become undead by any means
Components: S , M (a pinch of sand) s hort of a wis h s pell.
Duration: 10 minutes
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they a re within 30
fall unconscio us for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a ta rget early if it takes damage or s omeone uses a n aga in only if w idowed.
action to s ha ke o r s lap it awake. Jf a target rema ins un-
conscious for the ful l duration , that ta rget gains the ben- CHAOS BOLT
efit of a short rest, and it can't be affected by this spell
again until it finis hes a long rest. Ist-level evocation
At Higher Levels. When you cast this s pell using a Casting Time: 1 action
spell s lot of 4th level or higher, you can target one addi- Range: 120 feet
tiona l willing creature for each s lot level above 3 rd. Components: V, S
Duration: Ins tanta neous
CAUSE FEAR
You hurl a n undulating, wa rbling mass of chaotic energy
1st-level necrom ancy at one creature in range. Make a ranged spell attack
agai nst the target. On a hit, the target takes 2d8 + ld6
Casting Time: 1 action damage. Choose one of the d8s. The numbe r rolled
Range: 60 feet on that die determines the attack's damage type, as
Components: V s hown below.
Duration: Concentration, up to 1 minu te
d8 Damage Type
You awa ken the sense of morta lity io one creature you
can see within ra nge. A construct or an undead is im- Acid
mune to this effect. The target must s ucceed on a Wis-
dom saving throw or become frightened ofyou until the 2 Cold
spell ends. The frighte ned target can repeat the saving
throw at the end of each of its turns, ending the effect on 3 Fire
itself on a s uccess.
4 Force
At Higher Levels. When you cast this spell using
a spell s lot of 2nd level or higher, you can target one 5 Lightning
additional creature for each s lot level above 1st. The
creatures must be within 30 feet of each other when you 6 Poison
target the m.
7 Psychic
CEREMONY
8 Thunder
l s t-/eve/ abjuration (ritual)
If you roll the same number on both d8s, the chaotic
Casting Time: 1 hour energy leaps from the target to a different creature of
Range: Touch your choice within 30 feet of it. Make a new attack roll
Components: V, S , M (25 gp worth of powdered s ilver, agains t the new target, and make a new damage roll,
which could cause the chaotic energy to leap aga in.
which the s pell cons umes)
Duration: Instanta neous A creature can be ta rgeted only once by each casting
of this spell.
You perform a s pecia l religious ceremony that is infused
with magic. Whe n you cast the spell, choose one of the At Higher Levels. When you cast th is spell using
following rites, the ta rget of which must be within 10 a spell s lot of 2nd level or higher, each target takes
feet of you throughout the casting. ld6 extra da mage of the type rol led for each s lot level
above 1st.
Atonement. You touch one willing creature whose
alignment has cha nged, and you make a DC 20 Wisdom CHARM MONSTER
(Insight) check. On a s uccessful check, you restore the
target to its original a lignment. 4th-level enchantm ent
Bless Water. You touch one vial of wate r a nd cause it Casting Time: 1 action
to become holy water. Range: 30 feet
Components: V, S
Coming ofAge. You touch one humanoid who is a Duration: 1 hour
young adult. For the next 24 hours, whenever the ta rget
makes a n ability check, it can roll a d4 and add the num- You attempt to cha rm a creature you can see within
ber rolled to the ability check. A creature can benefit range. It must make a Wisdom saving throw, and it does
from this rite only once. so with adva ntage if you or your companions are fight-
ing it. If it fails the saving throw, it is charmed by you
Dedication. You touch one huma noid who wis hes unti l the s pell ends or until you or your compan ions do
to be dedicated to your god's service. For the next 24 anything harmful to it. The charmed creature is friendly
to you. When the spell ends, the creature k nows it was
charmed by you.
....
At Higher Levels . When you cas t this spell us ing Updraft. You cause a s us tained updraft w ithin the
a s pe ll s lot of 5t h level or higher, you ca n target o ne cube, rising upwa rd from the cube's bottom s ide. Crea-
additiona l creat ure for each slot level above 4th. The tures that e nd a fall within the cube take only half da m-
creatures mus t be within 30 feet of each other whe n you age from the fall . When a creature in the cube makes a
ta rget them. vertical jump, t he creature can jump up to 10 feet highe r
than normal.
CO NTROL F LAMES
CREAT E B O NFIRE
Trans mutation cantrip
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: S Range: 60 feet
Duration: Ins tanta neous or 1 hour (see below) Components: V, S
Duration: Concentra tion , up to 1 minute
You choose a nonmagical fla me that you can see within
range a nd tha t fits within a 5 -foot cube. You a ffect it in You create a bo nfire on g round tha t yo u can see w ith in
one of the following ways: ra nge. Until the s pe ll ends, the magic bonfire fills a
5 -foot cube. Aoy creature in the bo nfire's s pace whe n
• You ins tanta neous ly expand the fla me 5 feet in one you cas t the s pell must s ucceed on a D exterity s aving
direction, provided that wood or othe r fuel is present throw or take ld8 fire d am age. A creature mus t a lso
in the new location. ma ke the saving throw w hen it moves into t he bonfire's
s pace for the firs t time o n a turn or e nds its turn the re.
• You ins tanta neous ly extinguish the fla mes
within the cube. The bo nfire ignites fla mmable o bjects in its area t hat
a re n't being worn or carr ied.
• You double or ha lve the a rea of brig ht ligh t and dim
light cast by the fla me, change its color, or both . The The s pe ll's da mage increases by ld8 w hen you reach
cha nge lasts for 1 hour. 5th level (2d8), 11th leve l (3d8), and 17th level (4d8).
• You cause s imple s ha pes-such as the vague form of a C REATE HOMUNCULUS
creature, a n inanima te object, or a location- to appear
within the fl a mes a nd a nimate as you like. The s ha pes 6th-level trans mutation
last for 1 hour.
Casting Time: 1 hour
Ifyou cast this s pe ll multiple times, you can have up to Range: Touch
three non-ins tantaneous effects created by it active a t a Components: V, S , M (clay, ash, a nd m a ndrake root, all
time, a nd you can dis miss s uch an effect as an action.
of which the spell cons umes, a nd a j ewel-encrus ted
C O NTROL W IN DS dagger wor th a t least 1,000 gp)
Duration: Ins ta nta neous
5th-le vel trans mutation
While s peaking a n intricate incantation, you cut your-
Casting Time: 1 actio n self with a jewel-encrus ted dagger, ta king 2d4 piercing
Range: 3 00 feet da mage that can't be reduced in a ny way. You t hen drip
Components: V, S your blood on t he spell's othe r compo ne nts a nd touch
Duration: Concentra tio n, up to 1 hour the m, transforming them into a special construct called
a ho munculus.
You ta ke control o f the a ir in a 100-foo t cube that you
can see wit hin range. Choose one of the following e f- T he s tatis tics of t he ho munc ulus a re in t he Mons ter
fects whe n you cast the s pell. The e ffect lasts fo r the Manual. It is your fa ithful compa nion, a nd it dies if you
s pell's duratio n, unless you use your action on a late r die. Whenever you fini s h a lo ng rest, you can spend up
turn to switch to a differe nt e ffect. Yo u can also use your to ha lf your H it Dice if th e ho mu nculus is on t he same
action to tempora rily halt the effect or to resta rt one pla oe of exis tence as you. When you do so, roll each
you've ha lted. die a nd add your Constitution modifie r to it. Your hit
point max imum is reduced by the tota l, a nd the ho mun-
Gusts. A wind picks up within the cube, continu- culus's hit point maximum a nd current hit points a re
ally blowing in a horizonta l direction you designate. both increased by it. T his process can reduce you to no
You choose the inte ns ity o f the wind: calm, moderate, lower than 1 hit point, a nd the change to your and the
o r s trong. If the w ind is moderate or s trong, ra nged homunculus's hit points ends when you finis h your nex t
weapo n attacks that ente r or leave the cube or pass long rest. The reductio n to you r hi t point max im um can't
thro ug h it have disadvantage on t he ir attack ro lls. ff be removed by any mea ns before t hen, except by the ho-
the w ind is s trong, a ny creature moving agains t the muoculus's death.
wind mus t s pe nd 1 ex tra foot of moveme nt for each
foot moved. You can have only o ne ho munculus at a time. If
you cast this s pell while your homunculus lives, the
Downdraft. You cause a s us ta ined blast o f s trong s pell fai ls .
wind to blow downwa rd from t he top of the cube.
Ra nged weapon attacks that pass thro ug h t he cube CROWN OF STA R S
or tha t are made agains t targets within it have dis ad-
vantage on the ir attack rolls . A creature mus t ma ke a 7th-level e vocation
Strength saving throw if it flies into the cube for the firs t
time on a turn o r s tarts its turn there flying. On a failed Casting Time: 1 action
s ave, the creature is knocked prone . Range: Self
CHAPTER 3 I SPELLS
Components: V, S OllNSE MACllBRE
Duration: 1 hour
s ter Manual), and it gains a bonus to its a ttack and dam-
Seven star-like motes of light appea r a nd o rbit your age rolls eq ual to your spellcasting ability modifier.
head until the s pell ends. You can use a bonus action to
send one of the motes streaking toward one c reature You ca n use a bonus action to mentally command the
or obj ect within 120 feet of you. When you do so, make creatures you make with t his spell , issui ng the same
a ra nged s pell a ttack. On a hit, the ta rget takes 4dl2 command to a ll of the m. To receive the command,
radia nt damage. Whethe r you hit or m iss, the mote is ex- a creature must be within 60 feet of you. You decide
pended. T he s pell e nds early if you expe nd t he last mote. what action the creatures will ta ke a nd where they wiU
move durin g t hei r next turn, or you can issue a general
Ifyou have fou r or more motes remaining, they s hed command , s uch as to guard a chambe r or passageway
bright light in a 30 -foot rad ius and dim lig ht for a n addi- aga ins t your foes. If you issue no commands, the crea-
tional 3 0 feet. Ifyou have one to three motes re ma ining, tures d o nothing except defend t he mselves against
they s hed dim light in a 30-foot radius. hostile creatures. Once g iven an orde r, the creatures
continue to follow it until the ir task is complete.
AtHigher Levels. When you cast this s pell us ing a
s pell slot of 8th level or higher, the numbe r of motes c re- The creatu res a re unde r your control until the spell
ated inc reases by two for each s lot level above 7th. ends, after which t hey become inan imate once more.
D ANSE MACABRE At Higher Levels. When you cast this spell using a
spell slotof 6th level or higher, you a nimate up to two
5th-level necromancy add itiona l corpses for each s lot level above 5th.
Casting Time: 1 action DAWN
Range: 60 feet
Components: V, S 5th-level evocation
Duration: Concentration, up to 1 hour
Casting Time: 1 action
T hreads of dark power leap from your fingers to pierce Range : 60 feet
up to five Small or Medium corpses you can see within Components: V, S, M (a sunburst pe ndant worth a t
ra nge. Each corpse immedia tely s tands up and becomes
undead. You decide whe ther it is a zombie or a s keleton least 100 gp)
(the statis tics for zombies and s keletons are in the Mon- Duration: Concentrat ion, up to 1 minute
The Lig ht of dawn s hines down on a location you spec-
ify within ra nge. Until the spell e nds, a 30 -foot-rad ius,
CJlAPTER 3
40-foot-high cylinde r of bright light gli mmers there. This with grasping weeds a nd vines, as if they were affected
light is s unUght. by a n entangle spell. To a creature immune to this effect,
the weeds and vines feel soft and reshape themselves to
When the cylinder appea rs, each creature in it must serve as temporary seats or beds.
make a Constitution saving throw, taking 4dl0 radiant
damage o n a failed save, or half as much damage on a Grove Guardians. You can animate up to fou r trees
successful one. A creature must a lso make this saving in the a rea, caus ing them to uproot themselves from
throw whenever it ends its turn in the cylinder. the g round. These trees have the same statistics as an
awa kened tree, which appears in the Monster Manual,
If you're within 60 feet of the cylinder, you can move it except they can't speak, and their bark is covered with
up to 60 feet as a bonus actio n on your turn. druidic symbols. If a ny creature not immune to this
e ffect enters the wa rded area, the g rove guardians fight
DRAGON'S BREATH unti l they have driven off or s la in the intruders. T he
grove gua rdians also obey your spoken commands (no
2nd-level transmutation acti on required by you) that you issue while in the area.
If you don't give them com ma nds and no intruders a re
Casting Time: 1 bonus action present, the grove gua rdia ns do nothing. The grove
Range: Touch guardians can't leave the warded a rea. When the spell
Components: V, S, M (a hot pepper) ends, the magic a nimating them disappears, a nd the
Duration: Concentra tion, up to 1 minute trees take root again if possible.
You touch one willing creature a nd imbue it with the Additional Spell Effect. You can place your choice
power to s pew magical energy from its mouth, provided of one of the following magical effects within the
it has one. Choose acid, cold, fire, lig htning, or poison. warded area:
Until the spell ends, the creature can use an actio n to
ex hale energy of the chosen type in a 15-foot cone. Each • A constant gust ofwind in two locations of your choice
creature in that a rea must make a Dexterity saving • Spil<e growth in o ne location of your choice
throw, taking 3d6 damage of the chosen type on a fa iled • Wind wall in two locations of your choice
save, or half as much damage on a s uccessful one.
To a creature immune to this effect, the winds are a
At Higher Levels. When you cast this spell us ing a fragrant, gentle breeze, a nd the a rea of spil<e growth
spell s lot of 3 rd level or higher, the damage increases by is harmless.
l d6 for each s lot level above 2nd.
DUST DEVIL
DRUID GROVE
2nd-level conjuration
6th-level abjuration
Casting Time: 1 action
Casting Time: 10 minutes Range: 60 feet
Range: Touch Components: V, S, M (a pinch of dust)
Components: V, S, M (mistletoe, which the spell con- Duration: Concentration, up to 1 minute
sumes, that was harvested with a golden sickle under Choose an unoccupied 5-foot cube of air that you can
the light of a full moon) see within range. An elemental force that resembles
Duration: 24 hours a dus t devil appears in the cube and lasts fo r the
spell's duration.
You invoke the spirits of nature to protect a n a rea out-
doors or underground. The area can be as small as a Any creature that ends its turn within 5 feet of the
30-foot cube or as la rge as a 90-foot cube. Bui ldings a nd dust devil must make a Strength saving throw. On a
other structures are excluded from the affected area. If fai led save, the creature takes l d8 bludgeoning damage
you cast this spell in the same area every day for a yea r, and is pus hed 10 feet away from the dust devil. On a suc-
the spell las ts until dispelled. cessful s ave, the creature ta kes ha lf as much damage
and is n't pushed.
The spell creates the following e ffects within the area.
When you cast th is spell, you can s pecify creatures as As a bonus action, you can move the dust devil up to
friends who are immune to the effects. You can also 30 feet in any direction. If the dust devil moves over
s pecify a password that, when s poken a loud, makes the sand, dust, loose dirt, or light g ravel, it s ucks up the ma-
s peaker immune to these effects. teria l a nd forms a 10-foot-radius cloud of debris around
itself that lasts unti l the start of you r next turn. The
T he entire warded area radiates magic. A dispel magic cloud heavily obscures its area.
cast on the area, if s uccessful , removes only one of the
following effects, not the entire area. That spell's caster At Higher Levels. When you cast this spell using a
chooses which effect to end. Only when a ll its e ffects are spell s lot of 3rd level or higher, the damage increases by
gone is this s pell dis pelled. ld8 for each s lot level above 2nd.
Solid Fog. You can fill any number of 5-foot squares EARTHBIND
on the g round with thick fog, making the m heavily ob-
scured. T he fog reaches 10 feet high. In addition, every 2nd-level transmutation
foot of move ment through the fog costs 2 extra feet. To a
creature immune to this effect, the fog obscures nothing Casting Time: 1 action
and looks like soft mis t, with motes of green light float- Range: 300 feet
ing in the air. Components: V
Duration: Concentration, up to 1 minute
Grasping Undergrowth. You can fill any number of
5-foot squares on the ground that a ren't filled with fog
CHAPTER 3 I SPELLS
-
Choose one creature you can see within range . Yellow Whenever the affected creature chooses another
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
target must succeed on a Strength saving throw, or its from among the cr eatures it can see within ra nge of the
flying speed (if any) is reduced to 0 feet for the s pell's du- attack, spell, or other abi lity it's using. lf a n enemy pro-
ration. An airborne creature affected by this s pell safely vokes an opportunity attack from the affected creature,
descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.
or the spell ends.
ENERVATION
EARTH 'TREMOR
5th-level necromancy
1s t-level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 m inute
Duration: Ins tanta neous
A tendril of inky darkness reaches out from you, touch-
You cause a tre mor in the ground within range. Each ing a creature you can see within ra nge to drain life
creature other tha n you in that a rea must ma ke a Dex- from it. The target mus t ma ke a Dexterity saving throw.
terity saving throw. On a fa iled save, a creature takes On a s uccessful save, the target ta kes 2d8 necrotic dam-
ld6 bludgeonin g da mage a nd is knocked prone. If the age, a nd the spell ends . On a failed save, the target takes
ground in that ar ea is loose earth or stone, it becomes 4d8 necrotic damage, a nd until the spell ends, you can
difficult terrain unti l cleared, with each 5-foot-diameter use your action on each of your turns to automatically
po rtion requiring at least 1 minute to clear by ha nd. deal 4d8 necrotic damage to the target. The spell ends
if you use you r action to do anything else, if the ta rget is
At Higher Levels. When you cast this s pell us ing a ever outside the s pell's ra nge, or if the target has total
s pell slot of 2nd level o r highe r, the da mage increases by cover from you.
ld6 for each slot level above 1s t.
Whenever the spell deals damage to a target, you re-
ELEMENTAL BA NE gain hit points equal to ha lf the amount of necrotic dam-
age the target takes.
4th -level transmutation
At Higher Levels. Whe n you cast this s pell us ing a
Casting Time: 1 action s pell s lot of 6th level or highe r, the dam age increases by
Range: 90 feet ld8 for each slot level above 5th .
Components: V, S
Duration: Concentration, up to 1 m inute ERUPTING EARTH
Choose one creature you can see w ithin range, a nd 3rd-level transmutation
choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must s ucceed 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)
takes da mage of the chosen type, the target takes an ex- Duration: Instanta neous
tra 2d6 damage of that type. Moreover, the ta rget loses
a ny resistance to that damage type until the spell ends. Choose a point you can see on the ground within ra nge.
A fo unta in of churned earth and stone erupts in a 20-
AtHigher Levels. When you cast this spell using foot cube centered on that point. Each cr eature in that
a s pe ll s lot of 5th level or higher, you can target one area must make a Dexterity saving throw. A creature
additional creature for each s lot level above 4th. The takes 3d12 bludgeoning da mage on a fa iled save, or
creatures must be within 30 feet of each other when you ha lf as much damage on a s uccessfu l one. Additionally,
target them. the ground in that a rea becomes difficult terrain until
clear ed. Each 5 -foot-square po rtion of the a rea requires
ENEMIES ABOUND at least 1 minute to clear by hand .
3rd-le vel enchantment At Higher Levels. When you cast this s pell using a
spell s lot of 4th level or higher, the da mage increases by
Casting Time: 1 action ld12 for each slot level above 3rd.
Range: 120 feet
Components: V, S FAR STE P
Duration: Concentration, up to 1 minute
Stli-level conjuration
You reach into the mind of one creature you can s ee a nd
force it to make an Intelligence saving throw. A creature Casting Time: 1 bonus action
automatically succeeds if it is im mune to being fright- Range: Self
ened. On a failed save, the ta rget loses the abi lity to dis- Components: V
tinguish friend from foe, regarding all creatures it can Duration: Concentration, up to 1 minute
see as enemies until the spell ends. Each time the ta rget
takes damage, it can repeat the saving throw, endi ng the You tele port up to 60 feet to an unoccupied space you
effect on itself on a s uccess. can see. On each of your turns before the spell ends, you
can use a bonus action to teleport in this way again.
F IND G RE AT ER STEED F1NO GREATER STEED
4th-level conjuration FLAME ARROWS
Casting Time: 10 minutes 3rd-level transmutation
Range: 30 feet
Components: V, S Casting Time: 1 actio n
Duration: Instanta neous Range: Touch
Components: V, S
You s ummon a s pirit that assumes th e form of a loyal, Duration: Concentration, up to 1 hour
majestic mo unt. Appearing in a n unoccupied s pace
within ra nge, the s pirit ta kes on a fo rm you choose: a You touch a quiver contai ning arrows o r bolts. W he n a
griffon, a pegas us, a pe ryton , a dire wolf, a rhinoceros, ta rget is hit by a ra nged weapon attack using a piece of
or a sabe r-toothed tiger. The creature has the statistics ammunitio n drawn from the quiver, the target takes a n
provided in the M on ster Manual for the chosen form , extra ld6 fi re damage. The spell's magic e nds on a piece
though it is a celestia l, a fey, or a fiend (your cho ice) of a mmunition when it hits or misses, a nd the spell ends
instead of its norma l creature type. Additionally, if it w he n twelve pieces of a mmu nition have bee n drawn
bas an Intellige nce score of 5 or lower, its Intelligence fro m the quiver.
becomes 6, a nd it gains the ability to unders ta nd one
la ng uage of your cho ice that you speak. At Higher Levels. W hen yo u cast this spell us ing a
s pell s lot of 4th level o r hig her, the number of pieces of
You control the mount in combat. W hile the mount is ammunitio n you can a ffect with this spell increases by
within 1 mile of you, you can communicate with it tele- two for each s lot level above 3rd.
pa thically. While mounted o n it, you can make a ny s pell
you cast that ta rgets o nly you also target the mount. FROSTBITE
T he mount disappea rs temporarily w hen it d rops to 0 Evocation cantrip
hit points or w he n you d is miss it as a n action. Casting
this s pell aga in re-summons the bonded mount, with a ll Casting Time: 1 action
its hit po ints restored and a ny conditio ns removed. Range: 60 feet
Components: V, S
You can't have more tha n one mount bonded by this Duration: Instantaneous
s pell o r find steed at the same time. As a n action, you
can release a mount fro m its bond, caus ing it to d isap- You cause nu mbing frost to for m on one creature that
pear perma nently. you can see within range. The target must ma ke a
Cons titution saving th row. On a fa iled save, the target
Whenever the mount disappears , it leaves behind a ny takes ld6 cold damage, a nd it has disadvantage on the
objects it was wearing or carrying. next wea pon attack roll it ma kes before the end of its
next turn.
CHAPTER 3 I S PELLS
The spell's damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-
5th level (2d6), 11th level (3d6), and 17th level (4d6). pare nt beas t or fey (your choice).
GUARDIAN OF NATURE Until the spell ends, whenever you or a creature you
can see moves into the s pirit's space for the firs t time on
4th-level transmutation a turn or starts its turn there, you can cause the s pirit
to restore ld6 hit points to that creature (no action re-
Casting Time: 1 bonus action quired). The spirit ca n't heal constructs or undead.
Range: S elf
Components: V As a bonus action on your turn, you can move the
Duration: Concentration, up to 1 minute s pirit up to 30 feet to a space you can see.
A nature spirit answers your call a nd transforms you At Higher Levels. Whe n you cast this spell using a
into a powerful guardian. The transformation lasts until s pell slot of 3rd level or higher, the healing inc reases by
the spell ends. You choose one of the following forms to 1d6 for each slot level a bove 2nd.
assume: Primal Beast or Great Tree.
HOLY WEAPON
Primal Beast. Bestial fur covers your body, your
facial features become feral, and you gain the follow- 5th-level evocation
ing benefits:
Casting Time: 1 bonus action
Your walking s peed increases by 10 feet. Range: Touch
You gain darkvision with a range of 120 feet. Components: V, S
You ma ke Strength-based attack rolls with advantage. Duration: Concentration, up to 1 hour
• Your melee weapon attacks deal an extra 1d6 force
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 be nefits: addition, weapon attacks made with it deal an extra 2d8
radia nt damage on a hit. If the weapon isn't already a
• You gain 10 te mporary hit points. magic weapon, it becomes one for the duration.
• You make Constitution saving throws with advantage.
• You make D exterity- and Wisdom-based attack rolls As a bonus action on your turn, you can dis miss this
spell and cause the w eapon to e mjt a burst of radiance.
with advantage. Each creature of your choice that you can see within 30
• Wh ile you are on the ground, the ground within 15 feet of you must make a Constitution saving throw. On a
failed save, a creature takes 4d8 radiant d a mage, and it
feet of you is difficult terra in for your e nemies. is blinded for 1 minute. On a successful save, a creature
takes half as much damage and isn't blinded. At the
GUST e nd of each of its turns, a blinded creature can make a
Constitution saving throw, e nding the effect on itself on
Transmutation cantrip a s uccess.
Casting Time: 1 action I CE KNIFE
Range: 30 feet
Components: V, S 1st-level conjuration
Duration: Instantaneous
Casting Time: 1 action
You seize the air a nd compel it to create one of the fol- Range: 60 feet
lowing effects at a point you can see within range: Components: S, M (a drop of water or a piece of ice)
Duration: Instantaneous
• One Medium or s maller creature that you choose
must succeed on a Strength saving throw or be You create a shard of ice a nd fling it at one c reature
push ed up to 5 feet away from you. within range. Ma ke a ranged spell attack against the tar-
get. On a hit, the targe t takes 1d10 pierci ng damage. Hit
• You create a s mall blas t of air capable of moving one or miss, the s hard then explodes. The targe t a nd each
object that is neither held nor carried and that weighs creature within 5 feet of it must succeed on a Dexterity
no more than 5 pounds. The object is pushed up to 10 saving throw or take 2d6 cold damage.
feet away from you. It isn't pushed w ith e nough force
to cause damage. AtHigher Levels. Whe n you cast this spell using a
spell slot of 2nd level or higher, the cold d amage in-
• You create a harm less sensory effect us ing air, such as creases by 1d6 for each s lot level above 1s t.
causing leaves to rustle, wind to s lam shutters closed,
or your clothing to ripple in a breeze. ILLUSORY DRAGON
HEALING SPIRIT 8th-level illusion
2nd-level conjuration Casting Time: 1 action
Range: 120 feet
Casting Time: 1 bonus action Components: S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: Concentration, up to 1 minute By gathering threads of s hadow mate rial from the Shad-
owfell, you create a Huge shadowy dragon in an unoc-
You call forth a nature spirit to soothe the wounded. The
intangible spirit appears in a space that is a 5-foot cube
CHAPTER 3 I SPELLS
cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc-
lasts for the spell's duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the
spell ends.
When the illusion appears, any ofyour 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. Ro ll initiative for the devi l, which has its own
ture ends its turn in a location where it doesn't have line tu rns. It is under the Dungeon Master's control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a success. resu lt in its attacki ng you if it thinks it can prevail, or
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 ex hale a blast of energy in a 60-foot cone On each ofyour turns, you can try to iss ue a verbal
originating from its space. When you create the dragon, command to the devil (no action required by you). It
choose a damage type: acid, cold, fire, lig htning, ne- obeys the command if the likely outcome is in accor-
crotic, or poison. Each creature in the cone must make dance with its desires, especially if the resu lt would
an Intelligence saving throw, taking 7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-
chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check
damage on a successful one. contested by its Wisdom (Insight) check. You make the
check with advantage if you say the devil's true name.
The illus ion is tangible because of the shadow stuff If your check fails, the devil becomes immune to your
used to create it, but attacks miss it automatically, it s uc- verbal comma nds for the duration of the spell , though it
ceeds on a ll saving throws, and it is immune to a ll dam- can still carry o ut 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 e nemies," "explore the room ahead,"
by succeeding on an Intelligence (Jnvestigation) check or "bear this message to the queen"- until it completes
against your spell save DC. If a creature disce rns the the activity, at which point it returns to you to report hav-
illusion for w hat it is, the creatu re can see through it and ing done so.
has advantage on saving throws against its breath.
If your concentration ends before the spell reaches its
IMMOLATION full duration, the devil doesn't disappear if it has become
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 If you 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 ha lf 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 creases by 1 for each slot level above 5th.
also burns for the spell's duration. The burning target
sheds bright light in a 30-foot radius and dim light for INFESTATION
an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage Conjuration cantrip
on a failed save, and the spell ends on a successful one.
T hese magical fla mes can't be extinguished by nonmag- Casting Time: 1 action
ical means. Range: 30 feet
Components: Y, S, M (a living flea)
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
range. The target must succeed on a Constitution saving
5th-level conjuration throw, or it takes ld6 poison damage and moves 5 feet
in a random direction if it can move a nd its speed is at
Casting Time: 1 minute least 5 feet. Roll a d4 for the direction: 1, north; 2, south;
Range: 90 feet 3, east; or 4, west. Th is movement doesn't provoke op-
Components: V, S, M (a ruby worth at least 999 gp) portunity attacks, and if the direction rolled is blocked,
Duration: Concentration, up to 1 hour the target doesn't move.
Uttering a dark incantation, you summon a devil from The spell's damage increases by ld6 when you reach
the Nine Hells. You choose the devil's type, which must 5th level (2d6), 11th level (3d6), and 17th level (4d6).
be one of challenge rating 6 or lower, such as a barbed
CHAPTER 3 I SPELLS
INF ER N AL C ALLI N G Until the s pell e nds, ice ri mes you r body, a nd you gain
the following be nefits:
I NVESTITURE OF FLAME
• You are immune to cold da mage a nd have resistan ce
6th-level transmutation to fi re da mage.
Casting Time: 1 action • You can move across d iffic ult terrai n c reated by ice or
Range: Self s now wi thout s p e nding extra moveme nt.
Components: V, S
Duration: Concentratio n, up to 10 minutes • Th e gro und in a 10-foot radius a round you is icy a nd
is diffic ult terra in fo r c reatu res oth e r tha n you. The
F lames race across your body, s hedding bright ligh t in radius moves with you.
a 30 -foot radius a nd d im light for a n additional 30 fee t
fo r the spell's du ration. T he fla mes don't harm you. Until • You can use your action to c reate a 15-foot cone of
t he spell e nds, you gain t he following be nefits: freezing w ind extendin g from your outs tretched ha nd
in a di rection you ch oose. Each creature in the cone
• You ar e immune to fi re da mage a nd have resistance to must ma ke a Constitution saving t hrow. A creature
cold da mage. takes 4 d6 cold damage on a failed save, or half as
m uch da mage on a s uccessful one. A creature tha t
• Any creature that moves w ithin 5 feet of you fo r the fa ils its save agains t th is effect has its s peed halved
firs t time on a turn or e n ds its turn t he re takes l d lO until the start of your next turn.
fire damage.
You ca n use your acti on to create a li ne of fire 15 feet INVESTITURE OF STONE
long a n d 5 feet w ide exte ndi ng from you in a d irec-
tio n you choose. Each c reatu re in the line must ma ke 6th-level transmutation
a D exterity saving throw. A creature takes 4 d8 fi re
da mage on a failed save, o r ha lf as much d a mage o n a Casting Time: 1 action
s uccessfu l one. Range: Self
Components: V, S
INVEST ITURE OF ICE Duration: Concentration, up to 10 minutes
6th-level transmutation Until t he s pell e nds, bits of rock spread across your
body, a nd you gain the following ben efits:
Casting Time: 1 action
Range: Self • You have resistance to bludgeoning, pier cing, a nd
Components: V, S slashing damage from nonmagical attacks .
Duration: Concentration, up to 10 min utes
CHAPTER 3 I SPELLS
• You can use your action to create a small earthqua ke MADDENING D ARKNESS
on the g round in a 15-foot radius centered on you.
Other creatures on that ground must succeed on a 8th-level evocation
Dexterity saving throw o r be k nocked prone.
Casting Time: 1 action
• You can move across difficult terrai n made of ear th Range: 150 feet
o r stone witho ut spend ing extra movement. You can Components: V, M (a drop of pitch mixed with a drop
move th roug h solid ear th or s to ne as if it was a ir
a nd without destabilizing it, but you can't end your of mercury)
movement the re. Ifyou do so, you are ejected to the Duration: Concentration, up to 10 minutes
nearest unoccupied space, this s pell ends, a nd you are
s tunned until the end ofyour next turn. Magical da rkness spreads from a point you choose
with in range to fi ll a 6 0-foot-radius sphere until the spell
I NVESTIT URE OF WIND ends. The darkness spreads arou nd corners. A creature
with darkvis ion can't see through this darkness. Non-
6th-level transmutation magical light, as well as light c reated by spells of 8th
level or lower, can't illuminate the area.
Casting Time: 1 action
Range: Self Shrieks, gibbering, a nd mad laughter can be heard
Components: V, S within the sphere. Whenever a creature starts its turn in
Duration: Concentration, up to 10 minutes the s phere, it must make a Wisdom saving throw, taking
8 d8 psychic damage on a fa iled save, or ha lf as much
U ntil the spell ends, w ind w hirls a rou nd you, and you damage on a successful one.
gain the following benefits:
MAELSTROM
• Ra nged weapon attacks made against you have disad-
va ntage on the attack ro ll. 5th-level evocation
• You gain a flying s peed of 6 0 feet. If you a re still flying Casting Time: 1 action
when the s pell ends, you fa ll, unless you can somehow Range: 120 feet
prevent it. Components: V, S, M (paper or leaf in the shape
• You can use your action to create a 15-foot cube of of a fu nnel)
swirling wind centered on a poi nt you can see withi n Duration: Concentration, up to 1 minute
60 feet of you. Each creature in that area mus t ma ke
a Constitution saving th row. A creature takes 2d10 A sw irling mass of 5-foot-deep water appears in a 30-
bludgeoning damage o n a failed save, or half as much foot radius centered on a point you can see within range.
da mage on a successful one. If a Large or smaller The point must be on the ground or in a body of water.
creature fa ils the save, that creature is a lso pushed up Until the spell ends, that a rea is difficult terrain, a nd
to 10 feet away fro m the center of the cube. a ny creature that starts its turn there must succeed on a
Strength saving throw or ta ke 6d6 bludgeoning damage
I NVU LNERABILITY and be pulled 10 feet toward the center.
9th-level abjuration MAGIC S TONE
Casting Time: 1 action Transmutation cantrip
Range: Self
Components: V, S , M (a s ma ll piece of ada ma ntine Casting Time: 1 bonus action
Range: To uch
wor th a t least 500 gp, w hich the s pell cons umes) Components: V, S
Duration: Concentration, up to 10 mi nutes Duration: 1 minute
You a re immune to all da mage until the spell e nds. You touch one to three pebbles and imbue them with
magic. You or someone else can make a ra nged spell
LIFE TRAN SFE RE NCE attack w ith one of the pebbles by throw ing it or hurli ng
it with a sling. lf thrown, a pebble has a range of 60 feet.
3rd-level necromancy If someone else attacks with a pebble, that attacker adds
your spellcasting ability modifier, not the attacker 's, to
Casting Time: 1 action the attack roll. O n a hit, the ta rget takes bludgeoning
Range: 30 feet da mage equal to ld6 +your spellcasti ng ability modifier.
Components: V, S Whether the attack hits or misses, the spell then ends
Duration: Ins ta nta neous on the stone.
Yo u sacrifice some of your health to mend another crea- If you cast th is spell again, the spell ends o n any peb-
ture's inj uries. You take 4d8 necrotic da mage, a nd one bles still affected by your previous casting.
creature of your choice that you can see within ra nge re-
ga ins a nu mber of hit points equa l to twice the necrotic MASS POLYMORPH
damage you take.
9th-level transmutation
At Higher Levels. When you cast this spell us ing a
s pell s lot of 4th level or hig her, the da mage increases by Casting Time: 1 actio n
l d8 for each s lot level above 3 rd. Range: 120 feet
Components: V, S , M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
CHAPTER 3 f SPELLS
You transform up to ten creatures of your choice that Components: V, S, M (niter, s ulfur, a nd pine tar for med
you can see within range. An unwilling target must suc- into a bead)
ceed on a Wisdom saving throw to resist the tra nsforma-
tion. An unwilling shapechanger automatically succeeds Duration: Concentration, up to 10 m inutes
on the save.
You create s ix tiny meteors in your space. They float
Each ta rget assumes a beast form of your choice, a nd in the air and orbit you for the spell's duration. When
you can choose the same form or different ones fo r each you cast the s pell- and as a bonus actio n o n each of
target. The new form can be any beast you have seen your turns thereafter- you can expend one or two of
whose challenge rating is equal to or less than the tar- the meteors, sending them streaking toward a point or
get's (or half the target's level, if the target doesn't have a points you choose within 120 feet of you. Once a me-
challenge rating). T he target's game statistics, including teor reaches its destination or impacts agai nst a solid
mental ability scores, are replaced by the statistics of su r face, the meteor explodes. Each creature within 5
the chosen beast, but the target retains its hit points , feet of the point whe re the meteor explodes must make
alignment, a nd personality. a Dexterity saving throw. A creature takes 2d6 fire
damage on a fai led save, or ha lf as much damage o n a
Each target gai ns a number of temporary hit poi nts successful one.
equa l to the hit points of its new fo rm. These temporary
hit points can't be replaced by temporary bit points from At Higher Levels. When you cast this spell using a
another sou rce. A target reverts to its normal form whe n spell s lot of 4th level or higher, the number of meteors
it bas no mo re temporary hit points or it dies. If the spell created increases by two for each s lot level above 3rd.
ends before then, the creature loses all its temporary hi t
points a nd reverts to its norma l form. MENTAL PRISON
T he creature is limited in the actions it can perform by 6 th-level illusion
the nature of its new form. It can't speak , cast spells, or
do a nythin g else that requires hands or speech. Casting Time: 1 action
Range: 60 feet
The target's gear melds into the new form. T he target Components: S
can't activate, use, wield, o r otherwise benefit from a ny 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 w ithin
range must make a n Intelligence saving th row. The
2nd-level transmutation target succeeds autom atically if it is immune to being
charmed. On a s uccessful save, the target takes SdlO
Casting Time: 1 action psychic damage, and the spell ends. On a fai led save,
Range: 30 feet the target takes SdlO 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 mig ht cause the ta rget
from clay) to perceive itself as being s urrounded by fire, floating
Duration: Concentration, up to 1 minute razors, or hideous maws filled with dripping teeth.
Whatever form the illusion takes, the target can't see or
You choose a 5-foot-square un occupied space on the hear anything beyond it and is restrained for the spell's
ground that you can see within ra nge. A Medium ha nd duration. If the target is moved out of the illusion, makes
made from compacted soil rises there a nd reaches for a melee attack through it, o r reaches a ny part of its body
one creature you can see within 5 feet of it. The target through it, the target takes lOdlO psychic damage, and
must make a Strength saving throw. On a fai led save, the s pell ends.
the target takes 2d6 bludgeonin g damage and is re-
strained for the s pell's duration. MIGHTY FORTRESS
As an action, you can cause the hand to crus h the 8th-level conjuration
restrained target, which must make a Strength saving
throw. The ta rget ta kes 2d6 bludgeoning damage on a Casting Time: 1 minute
fai led save, or ha lf as much damage o n a s uccessful one. Range: 1 mile
Components: V, S, M (a diamond worth at least 500 gp,
To break out, the restrained target can use its action
to make a Strength check agains t your s pell save DC. which the spell consumes)
On a s uccess, the target escapes a nd is no longer re- Duration: Instanta neous
strained by the hand.
A fortress of s tone erupts from a square area of ground
As an action, you can cause the ha nd to reach for a of you r choice that you can see within range. The a rea is
different creature or to move to a different unoccupied 120 feet on each side, and it must not have a ny buildings
s pace within ra nge. The hand releases a restrained tar- o r other structures on it. Any creatu res in the a rea a re
get ifyou do either. harmlessly lifted up as the fo rtress rises.
MELF 1S MINUTE METEORS The fortress has four turrets with square bases, each
one 20 feet on a s ide and 30 feet tall, with one turret on
3rd-level evocation each corner. The turrets ar e connected to each other by
s tone walls that a re each 80 feet long, creating an en-
Casting Time: 1 action
Range: Self
CHAPTER 3 ) SPELLS
...
MI GHTY F O RTRESS
closed a rea. Each wall is 1 foot thick and is composed of into the ground, leaving a ny creatures that were ins ide it
panels that are 10 feet wide and 20 feet ta ll. Each panel sa fely on the g round.
is contiguous with two other panels or one othe r panel
a nd a turret. You can place up to four s tone doors in the Casting this spell on the same spot once every 7 days
fortress's outer wall. fo r a year makes the fortress permanent.
A s mall keep s ta nds ins ide the enclosed area. The MIND SPIKE
keep has a s quare base that is 50 feet on each s ide, and
it has three floors with 10-foot-high ceilings. Each of the 2nd-level divination
floors can be divided into as many rooms as you like,
provided each room is at least 5 feet on each s ide. The Casting Time: 1 actio n
floors of the keep are connected by stone staircases, its Range: 60 feet
walls a re 6 inches thick, a nd interior rooms can have Components: S
stone doors or open archways as you choose. The keep Duration: Concentration, up to 1 hour
is furnished a nd decorated however you like, and it con-
tains s ufficient food to serve a nine-course ba nquet for You reach into the mind of one creature you can see
up to 100 people each day. Furnishings, food, a nd other within range. The target must m a ke a Wisdom s aving
objects created by this spell crumble to dust if removed throw, ta king 3d8 psychic damage on a fa iled save, or
from the fortress. ha lf as much da mage o n a s uccessful one. On a failed
save, you a lso always know the target's location unti l the
A staff of one hundred invisible servants obeys any spell ends, but only w hile the two of you are o n the same
command given to them by creatures you designate plane of existence. While you have this knowledge, the
when you cast the s pell. Each servant functions as if cre- target can't become hidden from you, a nd if it's invisible,
ated by the unseen servant s pell. it gains no benefit from th at condition against you.
The walls, turrets, and keep are all made of stone At Higher Levels. When you cast this s pell using a
that can be da maged. Each 10-foot-by-10-foot section of s pell s lot of 3rd leve l or highe r, the damage increases by
stone has AC 15 a nd 30 hit points per inch of thickness. ld6 for each s lot level above 2nd.
It is immune to poison a nd psychic damage. Reducing
a section of stone to 0 hit points destroys it and might MOLD EARTH
cause connected sections to buckle and collapse at the
DM's discretion . Transmutation cantrip
After 7 days or when you cast this s pell somewhere Casting Time: 1 action
else, the fortress ha rm lessly crumbles a nd s inks back Range: 30 feet
Components: S
Duration: Instanta neous or 1 hour (see below)
You c hoose a portion of dirt or stone that you can see PRIMAL SAVAGERY
within range a nd that fits within a 5-foot cube. You ma-
njpulate it in one of the following ways: Transmutation cantrip
• If you ta rget an area of loose ear t h, you can instan- Casting Time: 1 action
taneously excavate it, move it along the ground, a nd Range: Self
deposit it up to 5 feet away. Trus movement doesn't Components: S
involve enough force to cause damage. Duration: Instantaneous
• You cause s hapes, 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 s hap- gernails to s harpen, ready to deliver a corrosive attack.
ing patterns . The c hanges last for 1 hour. Make a melee spell attack against one c reature within 5
feet of you. On a hit, the target takes ldlO acid damage.
• If the dirt or stone you target is on the grou nd, you After you make the attack, your teeth or fingernails re-
cause it to become difficult terrain. Alternatively, you turn to normal.
can cause the ground to become normal terrain if it is
already difficu lt terrain . This change lasts fo r 1 hour. The spell's damage increases by ldlO whe n you reach
5th level (2d10), 11th level (3d10), a nd 17th level (4d10).
If you cast this spell multiple times, you can have no
more than two of its non-instanta neous effects active at PRIMORDIAL WARD
a time, and you can dismiss s uch an effect as an action.
6th-level abjuration
NEGATIVE ENERGY FLOOD
Casting Time: 1 action
5th-level necromancy Range: Self
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 6 0 feet
Components: V, M (a broken bone a nd a square of You have resistance to acid, cold, fire, lightning, and
thunder d a mage for the spell's duration.
black s il k)
Duration: Instantaneous When you take damage of one of those types, you can
use your reaction to gain immunity to that type of dam-
You send ribbons of negative e ne rgy at one creature you age, including against the triggering damage. Ifyou do
can see within range. Un less the target is undead, it so, the resistances end, and you have the immuruty until
mus t make a Constitution saving throw, taking Sd12 ne- the end of you r next turn, at which time the spell e nds.
crotic damage on a failed save, or half as much damage
on a successful one. A target killed by this damage rises PSYCHIC SCREAM
up as a zombie at the start of your next turn. T he zombie
pursues whatever creature it can see that is closest to it. 9th-level enchantment
Statistics fo r the zombie are in the Monster Manual.
Casting Time: 1 action
If you target an undead with th is spell, th e target Range: 90 feet
doesn't make a saving throw. Instead, roll Sdl2. 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 you r choice that you can see
7th-level enchantment within range. Creatures that have a n Intelligence score
of 2 or lower are unaffected.
Casting Time: 1 action
Range: 60 feet Each target must mak e an Intelligence saving throw.
Components: V On a failed save, a target takes 14d6 psychic damage
Duration: Instantaneous a nd is stunned. On a successful save, a target takes half
as much d a mage and isn't stunned. If a target is killed
You speak a word of power that causes waves of intense by this damage, its head explodes, assuming it has one.
pain to assail one creature you can see within range.
If the target has 100 hit points or fewer, it is subject A stunned target can make an Intelligence saving
to c rippling pain. Otherwise, the spell has no effect throw at the end of each of its turns. On a successful
on it. A target is also unaffected if it is immune to be- save, the stunn ing effect e nds.
ing charmed.
PYROTECHNICS
While the target is affected by crippling pain, any
speed it has can be no higher tha n 10 feet. The target 2nd-level transmutation
also has disadvantage on attack rolls, ability checks, a nd
saving throws, other than Constitution savi ng throws. Casting Time: 1 action
Finally, if the target tries to cast a spell, it must first suc- Range: 6 0 feet
ceed on a Constitution saving throw, or the casting fails Components: V, S
a nd the spell is wasted. Duration: Instantaneous
A target suffering this pain can make a Constitution Choose an area of nonmagical fla me that you can see
saving throw at the e nd of each of its turns. On a s uc- and that fits w ithin a 5-foot cube within ra nge. You can
cessful save, the pain ends. extinguis h the fire in that ar ea, and you create either
fireworks or smoke when you do so.
Fireworks. T he ta rget explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target
CHAPTER 3 I SPELLS
...
properties (r ange 20/6 0). In addition, w hen you use the
sword to attack a target that is in dim light or da rkness,
you ma ke the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear
in your band.
At Higher Levels. When you cast this spell using a
3rd- or 4th-level spell s lot, the damage increases to 3d8.
When you cast it using a 5th- or 6th-level spell s lot, the
damage incr eases to 4d8. When you cast it using a spell
s lo t of 7th level or hig her, the damage increases to 5d8.
SHADOW OF MOIL
4th-level necromancy
Casting Time: 1 action
Range: Self
/ Components: V, S, M (an undead eyeball encased in a
gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
Flame-like s hadows wreathe your body until the s pell
ends, caus ing you to become heavily obscured to others.
/ The s hadows turn dim light within 10 feet ofyou into
da rkness, and bright lig ht in the same a rea to dim light.
Until the s pell ends, you have resistance to radiant
damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the s hadows lash out at
that creature, dealing it 2d8 necrotic damage.
must s ucceed on a Constitution saving throw or become SHAPE WATER
blinded until the end of your next turn.
Transmutation cantrip
Smoke. Thick black s moke s preads o ut from the tar-
get in a 20-foot radfos, moving around corners. The area Casting Time: 1 action
of the smoke is heavily o bscured. The smoke persists for Range: 3 0 feet
1 minute or until a strong wind disperses it. Components: S
Duration: Instanta neous or 1 hour (see below)
SCATTER
You choose an a rea of water that you can see within
6th-level conjuration ra nge a nd that fits within a 5-foot cube. You ma nipulate
it in one of the following ways:
Casting Time: 1 action
Range: 30 feet • You instantaneously move or otherwise change the
Components: V flow of the water as you direct, up to 5 feet in any di-
Duration: Instantan eous rection. This movement doesn't have enough force to
cause damage.
The air quivers around up to five creatures of your
choice that you can see within range. An unwi lling crea- • You cause the water to form into simple s hapes
ture must s ucceed on a Wisdom saving throw to resist a nd ani mate at your direction. This cha nge lasts
this spell. You teleport each affected target to an unoccu- for 1 hour.
pied space that you can see within 120 feet of you. That
space must be on the ground or on a floor. • You change the water's color or opacity. T he water
mus t be changed in the same way throughout. This
SHADOW BLA DE change lasts for 1 hour.
2nd-level illusion • You freeze the water, provided that there are no crea-
tures in it. T he water unfreezes in 1 hour.
Casting Time: 1 bonus action
Range: Self Ifyou cast this spell multiple ti mes, you can have no
Components: V, S mor e than two of its non-ins tanta neous effects active at
Duration: Concentration, up to 1 minute a time, a nd you can dismiss such a n effect as a n action.
You weave togethe r threads of s hadow to create a sword SICKENING RADIANCE
of solidified gloom in your ha nd. This magic sword lasts
until the spell ends. I t counts as a simple me lee weapon 4th-level evocation
with which you a re proficient. It deals 2d8 psychic
dam age on a hit and bas the finesse, light, a nd thrown Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Dim, greenish light spreads withfo a 30-foot-radius A restrained creature can make a Dexterity saving
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some-
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 On a success, the restrained effect ends.
first time on a turn or starts its turn there, that creature
must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no
4d10 radiant damage, and it s uffers one level of exhaus- creature is restrained by it.
tion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit SNILLOC'S SNOWBALL SWARM
from being invisible. The light and any levels of exhaus-
tion caused by this spell go away when the spell ends. 2nd-level evocation
SKILL EMPOWERMENT Casting Time: 1 action
Range: 90 feet
5th-level transmutation Components: V, S, M (a piece of ice or a small white
Casting Time: 1 action rock chip)
Range: Touch Duration: instantaneous
Components: V, S
Duration: Concentration, up to 1 hour A flurry of magic snowballs erupts from a point you
choose within range. Each creature in a 5-foot-radius
Your magic deepens a creature's understanding of its sphere centered on that point m ust make a Dexterity
own talent. You touch one willing creature a nd give it saving throw. A creature takes 3d6 cold damage on a
expertise in one skill of your choice; until the spell ends, fai led save, or half as much damage on a s uccessful one.
the creature doubles its proficiency bonus for abi lity
checks it makes that use the chosen skill. At Higher Levels. When you cast this spell using a
spell s lot of 3rd level or higher, the damage increases by
You must choose a skill in which the target is profi- ld6 for each slot level above 2nd.
cient and that isn't a lready benefiting from an effect,
such as Expertise, that doubles its proficiency bonus. SOUL CAGE
SKYWRITE 6th-level necromancy
2nd-level transmutation (ritual) Casting Time: 1 reaction, which you take when a hu-
manoid you can see within 60 feet of you dies
Casting Time: 1 action
Range: Sight Range: 60 feet
Components: V, S Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: Concentration, up to 1 hour Duration: 8 hours
You cause up to ten words to form in a part of the sky This spell snatches the soul of a humanoid as it dies and
you can see. The words appear to be made of cloud and traps it inside the tiny cage you use for the material com-
remain in place for the spell's duration. The words dis- ponent. A stolen soul remains inside the cage until the
sipate when the spell ends. A strong wind can disperse spell ends or until you destroy the cage, which ends the
the clouds and end the spell early. spell. While you have a soul inside the cage, you can ex-
ploit it in any of t he ways described below. You can use a
SNARE trapped soul up to six times. Once you exploit a soul for
the sixth time, it is released, and the spell ends. While
1st-level abjuration a soul is trapped, the dead humanoid it came from can't
be revived.
Casting Time: 1 minute
Range: Touch Steal Life. You can use a bonus action to d rain vigor
Components: S, M (25 feet of rope, which the from the soul and regain 2d8 hit points.
spell consumes) Query Soul. You ask t he soul a question (no action re-
Duration: 8 hours quired) and receive a brieftelepathic answer, which you
can understand regardless of the language used. The
As you cast this spell, you use the rope to create a circle soul knows only what it knew in life, but it must answer
with a 5-foot radius on the grou nd or the floor. When you truthfully and to the best of its ability. The answer is
you finish casting, the rope disappears and the circle no more than a sentence or two and might be cryptic.
becomes a magic trap.
Borrow Experience. You can use a bonus action to
This trap is nearly invisible, requiring a successful bolster yourself with the soul's life experience, making
Intelligence (Investigation) check against your spell save your next attack roll, ability check, or saving throw with
DC to be discerned. advantage. 1f you don't use this benefit before the start of
your next turn, it is lost.
The trap triggers when a Small, Medium, or Large
creature moves onto the ground or t he floor in the Eyes ofthe Dead. You can use an action to name a
spell's radius. That creature must succeed on a Dex- place the humanoid saw in life, which creates an invis-
terity saving throw or be magically hoisted into the air, ible sensor somewhere in that place if it is on the plane
leaving it hanging upside down 3 feet above the ground of existence you're currently on. The sensor remains for
or the floor. The creature is restrained there until the as long as you concentrate, up to 10 minutes (as if you
spell ends. were concentrating on a spell). You receive visual and
CHAPTER 3 I SPELLS
auditory information from the sensor as if you were in S T ORM S P H ER E
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 appea rs 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 WIND STRIKE
Until the spell ends, you can use a bonus action on
5th-level conjuration each of your turns to cause a bolt of lig htning to leap
from the center of the sphere toward one creature you
Casting Time: 1 action choose withi n 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) is in the sphere. On a hit, the target takes 4d6 light-
Duration: Instantaneous ning damage.
You flourish the weapon used in the cas ting and then Creatures withi n 30 feet of the sphere have disadva n-
vanis h to strike like the wind. Choose up to five crea- tage on Wis dom (Perception) checks made to listen.
tures you can see within ra nge. Make a melee spell
attack against each target. On a hit, a target takes 6d10 At Higher Levels. W hen you cast this spell using a
force damage. spell s lot of 5th level or higher, the damage for each of
its effects increases by ld6 for each s lot level above 4th.
You can then teleport to an unoccupied space you can
see within 5 feet of one of the targets you hit or missed. SUMMON GREATER DEMON
STORM SPHERE 4th-level conjuration
4th-level evocation Casting Time: 1 action
Range : 60 feet
Casting Time: 1 action Components: V, S, M (a vial of blood from a humanoid
Range : 150 feet
Components: V, S ki lled within the past 24 hours)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of wh irling air springs into ex- You utter foul words, s ummoning one demon from the
istence, center ed on a point you choose within range. chaos of the Abyss. You choose the demon's type, wh ich
must be one of challenge rating 5 or lower, s uch as a
shadow demon or a barlgura. The demon appears in
an unoccupied space you can see within range, and the anyone withi n it. Using the material component in this
demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.
the spell ends.
At Higher Levels. When you cast this spell using a
Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many
When you summon it and on each of your turns thereaf- demons. If you cast it using a spell slot of 8th or 9th
ter, you can issue a verbal command to it (requfring no level, you summon three times as many demons.
action on your part), telling it what it must do on its next
turn. If you issue no command, it spends its turn attack- SYNAPTIC STATIC
ing any creature within reach that has attacked it.
5th-level enchantment
At the end of each of the demon's turns, it makes a
Charisma saving throw. The demon has disadvantage Casting Time: 1 action
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- Components: V, S
ful save, your control of the demon ends for the rest of Duration: Instanta neous
the duration, and the demon spends its turns pursuing
and attacking the nearest non-demons to the best of its You choose a point within range and cause psychic en-
ability. If you stop concentrating on the spell before it ergy to explode there. Each creature in a 20-foot-radius
reaches its full duration, an uncontrolled demon doesn't sphere centered on that point must make an Intelligence
disappear for ld6 rounds if it still has hit points. saving throw. A creature wiili an Intelligence score of
2 or lower can't be affected by this spell. A target takes
As part of casting the spell, you can form a circle 8d6 psychic damage on a failed save, or ha lf as much
on the ground with the blood used as a material com- damage on a successful one.
ponent. The circle is large enough to encompass your
space. While the spell lasts, the s ummoned demon can't After a fai led save, a target has muddled thoughts for
cross the circle or harm it, and it can't target anyone 1 minute. During that time, it rolls a d6 and s ubtracts
within it. Using the materia l component in this manner the number rolled from all its attack rolls and ability
consumes it when the spell ends. checks, as well as its Constitu tion saving throws to
maintain concentration. The target can make an Intelli-
At Higher Levels. When you cast this spell using a gence saving throw at the end of each of its turns, end-
spell s lot of 5th level or higher, the challenge rating in- ing the effect on itself on a success.
creases by 1 for each slot level above 4th.
TEMPLE OF THE GODS
SUMMON LESSER DEMONS
7th-level conjuration
3rd-level conjuration
Casting Time: 1 hour
Casting Time: 1 action Range: 120 feet
Range: 60 feet Components: V, S, M (a holy symbol worth at least 5 gp)
Components: V, S , M (a vial of blood from a humanoid Duration: 24 hours
killed within the past 24 hours) You cause a temple to shimmer into existence on ground
Duration: Concentration, up to 1 hour you can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side.
You utter foul words, s ummoning demons from the The temple remains until the spell ends. It is dedicated
chaos of the Abyss. Roll on the following table to deter- to whatever god, pantheon, or philosophy is represented
mine what appears. by the holy symbol used in the casting.
d6 Demons Summoned You make all decisions about the temple's appear-
ance. The interior is enclosed by a floor, walls, and a
1-2 Two demons of challenge rating 1 or lower roof, with one door granting access to the interior and
as many windows as you wish. Only you a nd any crea-
3-4 Four demons of challenge rating 1/2 or lower tures you designate when you cast the spell can open or
close the door.
5-6 Eight demons of challenge rating 1/4 or lower
The temple's interior is an open space with a n idol
The DM chooses the demons, such as manes or or a lta r at one end. You decide whether the temple is
dretches, a nd you choose the unoccupied spaces you illuminated and whether that illumination is bright light
can see within range where they appear. A summoned or dim light. The smell of burning incense fills the air
demon disappears when it drops to 0 hit points or when within, and the temperature is mild.
the spell ends.
The temple opposes types of creatures you choose
The demons are hostile to all creatures, including you. when you cast this spell. Choose one or more of the fol-
Roll initiative for the s ummoned demons as a group, lowing: celestials, elementals, fey, fiends, or undead. If a
which has its own turns. The demons pursue and attack creature of the chosen type attempts to enter the temple,
the nearest non-demons to the best of their abi li ty. that creature must make a Charisma saving throw. On
a failed save, it can't enter the temple for 24 hours. Even
As part of casting the spell, you can form a circle if the creature can enter the temple, the m agic there
on the ground with the blood used as a material com- hinders it; whenever it makes an attack roll, an ability
ponent. The circle is large enough to encompass your check, or a saving throw inside ilie temple, it must roll a
space. While U1e spell lasts, the summoned demons d4 and subtract the number rolled from the d20 roll.
can't cross the circle or harm it, and they can't target
CHAPTER 3 I SPELLS
In addition, the sensor s created by divination spells THUNDER STEP
can't appear ins ide the temple, and creatures within
can't be targeted by divination spells. 3rd-level conjuration
Finally, whenever any creature in the temple regains Casting Time: 1 action
hit points from a spell of 1st level or higher, the creature Range: 90 feet
regains add itional hit points equal to your Wisdom mod- Components: V
ifier (minimum 1 hit point). Duration: Instantaneous
The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can
extends into the Ethereal Plane, thus blocking ethereal see within range. Immediately after you disappear, a
travel in to the temple's interior. Nothing can physically thunderous boom sounds, and each creature within 10
pass through the temple's exterior. It can't be dispelled feet of the space you left must make a Constitution sav-
by dispel magic, and antimagic field has no effect on it. A ing throw, taking 3dl0 thunder damage on a failed save,
disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun-
der can be heard from up to 300 feet away.
Casting this spell on the same spot every day for a
year makes this effect permanent. You can bring along objects as long as their weight
doesn't exceed what you can carry. You can also tele-
TENSER'S TRANSFORMATION port one willing creature of your size or smaller who is
carrying gear up to its carrying capacity. The creature
6th-level transmutation must be within 5 feet of you when you cast this spell,
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.
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes At Higher Levels- When you cast this spell using a
spell s lot of 4th level or higher, the damage increases by
You endow yourself with endurance and martial prow- ldlO fo r each s lot level above 3rd.
ess fueled by magic. Until the spell ends , you can't cast
spells, and you gain the following benefits: 1)DAL WAVE
• You gain 50 temporary hit points. If a ny of these re- 3rd-level conjuration
main when the spell ends, they are lost.
Casting Time: 1 action
• You have advantage on attack rolls that you make with Range: 120 feet
s imple 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 2dl2 force damage. You conjure up a wave of water that crashes down on an
a rea within range. The area can be up to 30 feet long,
• You have proficiency with all a rmor, s hields, 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 directions, extinguishing unprotected flames in its area
the Attack action on your turn. You ignore this benefit and within 30 feet of it, and then it vanishes.
if you already have a feature, like Extra Attack, that
gives you extra attacks. TINY SERVANT
Immediately after the spell ends, you must succeed on 3rd-level transmutation
a DC 15 Constitution saving throw or suffer one level of
exha ustion. Casting Time: 1 minute
Range: Touch
THUNDERCLAP Components: V, S
Duration: 8 hours
Evocation cantrip
You touch one Tiny, nonmagical object that isn't at-
Casting Time: 1 action tached to another object or a s urface a nd isn't being
Range: 5 feet carried by another creature. The target a nimates and
Components: S sprouts little arms and legs, becoming a creature under
Duration: Instantaneous your control until the spell ends or the creature drops to
0 hit points. See the stat block for its statistics.
You create a burst of thunderous sound that can be
heard up to 100 feet away. Each creature within range, As a bonus action, you can mentally command the
other than you, must succeed on a Constitution saving creature if it is within 120 feet of you. (If you control
throw or take ld6 thunder damage. multiple creatures with this spell, you can command any
or a ll of them at the same time, issuing the same com-
The spell's damage increases by ld6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
CHAPTER 3 I SPELLS
TINY SERVANT TOLL THE DEA D
Tiny construct, unaligned Necromancy can trip
Armor Class 15 (natural armo r) Casting Time: l action
Hit Points 10 (4d4) Range: 60 feet
Speed 30 ft., climb 30 ft. Components: V, S
Duration: Instantaneous
STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+O) 2 (- 4) 10 (+O) l (-5) You point at one creature you can see within range,
and the sound of a dolorous bell fills the a ir around it
Damage Immunities poison, psychic for a moment. The targe t must s ucceed on a Wisdom
Condition Immunities blinded, charmed, deafened, exhaustion, saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive crotic da mage.
The spell's damage increases by one die when you
Perception 10
reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12),
Languages- and 17th level (4d8 or 4d12).
A CTIONS TRANSM UTE ROCK
Slam. Melee Weapo n Attack: +5 to hit, reach 5 ft., one target. 5th-level transmutation
Hit: 5 (ld4 + 3) bludgeoning damage.
Casting Time: 1 action
mand to each one.) You decide what action the c reature
will take and where it w ill move during its next turn, or Range: 120 feet
you can issue a s imple, gene ra l command, s uch as to Components: V, S , M (clay a nd wate r)
fetch a key, s ta nd watch, or s tack some books. Ifyou is- Duration: Until dispelled
sue no commands, the servant does nothing other than
defend itself agains t hostile creatures. Once given an You c hoose an a rea of s tone or mud that you can see
order, the servant continues to follow that orde r unti l its that fits within a 4 0 -foot c ube and is within range, and
choose one of the following effects.
task is complete.
When the creature drops to 0 hit points, it reverts to Transmute Rock to Mud. Nonmagical rock of any
sort in the a rea becomes a n equal volume of thick, flow-
its original form, a nd any re m aining damage carries ing mud that remains for the s p ell's duration.
over to that form. The ground in the spell's a rea becomes muddy e nough
At Higher Levels. When you cast this s pell us ing a that creatures can s ink into it. Each foot that a c reature
moves through the mud costs 4 feet of movement, and
spell s lot of 4 th level or hig her, you can animate two ad- any c reature on the ground w he n you cast the spell must
ditional objects for each s lot level above 3 rd. make a Strength saving throw. A creature mus t a lso
make the saving throw when it moves into the area for
the first time on a turn or e nds its turn there. On a failed
save, a creature s inks into the mud and is restrained,
though it can use a n action to e nd the restrained condi-
tion on itself by pulling itself free of the mud.
Ifyou cast the s pell on a ceiling, the mud falls. Any
creature under the mud whe n it falls must ma ke a Dex-
terity savi ng throw. A c reature takes 4d8 bludgeoning
damage on a failed save, or ha lf as much damage o n a
successful one.
Transmute Mud to Rock. Nonmagical mud or quick-
sa nd in the area no more than 10 fee t deep tra nsforms
into soft s tone for the spell's duration. Any c reature in
the mud when it transforms mus t make a Dexterity sav-
ing throw. bn a s uccessful save, a creature is s hunted
safely to the s urface in an unoccup ied s pace. On a failed
save, a creature becomes restrai ned by the rock. A re-
strained creature, or a nother c reature within reach, can
use a n action to try to break the rock by s ucceeding on
a DC 20 S trength check or by dealing da mage to it. The
rock h as AC 15 and 25 hit points, and it is immune to
poison and psychic damage.
CHAPTER 3 I SPELLS
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-level evocation not movement. A creature is blinded while in the wall's
space and must spend 3 feet of movem ent for every 1
Casting Time: 1 action foot it moves there.
Range: 150 feet
Components: V, S , M (a drop of giant s lug bile) WALL OF WATER
Duration: Ins tantaneous
3rd-level evocation
You point at a location within range, and a glowing,
1-foot-cliameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot-radius sphere. Each creature in Range: 60 feet
th at area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an- Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
s uccessful save, a c reature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30
feet long, 10 feet high, and 1 foot thick, or you can make
At Higher Levels. When you cast this spell using a a ringed wall up to 20 feet in diameter, 20 feet hi gh, and
spell s lot of 5th level or higher, the initial damage in- 1 foot thick. The wall vanishes when the spell ends. The
creases by 2d4 for each s lot level above 4th. wall's space is difficult terrain.
WALL OF LIGHT Any ranged weapon attack that enters the wall's space
has disadvantage on the attack roll, and fire damage
5th-level evocation is halved if the fire effect passes through the wall to
reach its target. Spells that deal cold damage that pass
Casting Time: 1 action through the wall cause the area of the wall they pass
Range: 120 feet through to freeze solid (at least a 5-foot-square section is
Components: V, S, M (a hand mirror) frozen). Each 5-foot-square frozen section has AC 5 and
Duration: Concentration, up to 10 minutes 15 hit points. Reducing a frozen section to 0 hit points
destroys it. When a section is destroyed, the wall's water
A s himmering wall of bright Light appears at a point you doesn't fi ll it.
choose within range. The wall appears in any orienta-
tion you choose: horizonta lly, vertica lly, or diagonally. It WARDING WIND
can be free floating, or it can rest on a solid s urface. The
wall can be up to 60 feet long, 10 feet high, and 5 feet 2nd-level evocation
thick. The wall blocks line of s ight, but creatures and ob-
jects can pass through it. It emits bright light out to 120 Casting Time: 1 action
feet and dim light for an additional 120 feet. Range: Self
Components: V
When the wall appears, each creature in its area must Duration: Concentration, up to 10 minutes
make a Constitution saving throw. On a failed save, a
creature takes 4d8 rad iant damage, and it is blinded for A s trong wind (20 miles per hour) blows around you in a
1 minute. On a s uccessful save, it takes ha lf as much 10-foot radius a nd moves with you, remaining centered
damage and is n't blinded. A blinded creature can make on you. The wind lasts for the spell's duration.
a Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success. The wind has the following effects:
A creature that e nds its turn in the wall's area takes • It deafens you and other creatures in its area.
4d8 radiant damage. • It extinguishes unprotected flames in its area that are
Until the spell ends, you can use an action to launch a torch-sized or s ma ller.
beam of radiance from the wall at one creature you can • It hedges out vapor, gas, and fog that can be dispersed
see within 60 feet of it. Make a ranged spell a ttack. On
a hit, the target takes 4d8 radiant damage. Whether you by s trong wind.
hit or miss, reduce the length of the wall by 10 feet. If • The area is difficult terrain for creatures
the wall's length drops to 0 feet, the spell ends.
other than you.
At Higher Levels. When you cast this spell using a • The attack rolls of ranged weapon attacks have disad-
spell slot of 6th level or higher, the damage increases by
ld8 for each s lot level above 5th. vantage if the attacks pass in o r out of the wind.
WALL OF SAND WATERY SPHERE
3rd-level evocation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Components: V, S, M (a handful of sand) Components: V, S, M (a droplet of water)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You create a wall of swirling sand on the ground at a You conjure up a sphere of water with a 5-foot radius at
point you can see within range. You can make the wall 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.
Any creature in the sphere's s pace must make a WORD OF RADIANCE
Strength saving throw. On a successful save, a creature
is ejected from that space to the nearest unoccupied Evocation cantrip
space of the creature's choice outside the sphe re. A
Huge or la rger creature succeeds on the saving throw Casting Time: 1 action
automatically, and a La rge or s ma ller creature can Range: 5 feet
choose to fa il it. On a fai led save, a creature is restra ined Components: V, M (a holy symbol)
by the sphere a nd is engul fed by the water. At the end of Duration: Ins tanta neous
each of its turns, a restrained target can repeat the sav-
ing throw, ending the effect on itself on a s uccess. You utter a divine word, a nd burning radiance erupts
fro m you. Each creature of your choice that you can see
The s phere can restra in as ma ny as four Medium or within range must succeed on a Constitution saving
s ma ller creatures or one Large creature. If the sphere throw or take ld6 radia nt damage.
restrains a creature that causes it to exceed th is capac-
ity, a ra ndom creature that was a lready restrained by the The spell's damage increases by ld6 whe n you reach
sphere falls out of it a nd lands prone in a space within 5 5th level (2d6), 11th level (3d6), a nd 17th level (4d6).
feet of it. WRATH OF NATURE
As an action, you can move the s phere up to 30 feet
5th-level evocation
in a straight line. If it moves over a pit, a cliff, or other
drop-off, it safely descends unti l it is hovering 10 feel Casting Time: 1 action
above the ground. Any creature restrained by the sphere Range : 120 feet
moves with it. You can ram the sphere into creatures, Components: V, S
forci ng them to ma ke the saving throw. Duration: Concentration, up to 1 minute
When the spell e nds, the sphe re fa lls to the g round You call out to the spiri ts of nature to rouse them
and exti nguis hes all normal fl ames within 30 feet of it. aga inst your enemies. Choose a point you can see
Any creature restrained by the sphe re is knocked prone within range. The s pirits cause trees, rocks, a nd grasses
in the s pace w here it fa lls. The water then vanishes. in a 60-foot cube centered on that point to become a ni-
mated until the spell ends.
WHIRLWIND
Grasses and Undergrowth. Any area of ground in the
7th-level evocation cube that is covered by grass or undergrowth is difficult
terrain for your enemies.
Casting Time: 1 action
Trees. At the start of each of your turns, each of you r
Range: 300 feet enemies within 10 feet of a ny tree in the cube mus t s uc-
ceed on a Dexterity saving throw or take 4d6 s lashing
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
A whirlwind howls down to a point that you can creature of your choice that is on the ground in the cube
see on the ground within range. The whirlwind is a must succeed on a Strength saving throw or become
10-foot-radius, 30-foot- high cylinder centered on that restrai ned un til the s pell e nds. A restrained creature
point. Unt il the spell ends, you can use your action to can use an actio n to make a Strength (Athletics) check
move the whirlwind up to 30 feet in a ny d irection a long against your spell save DC, ending the effect on itself on
the groun d. The whirlwind s ucks up any Medium or a s uccess.
s maller objects that aren't secured to a nything and that
a ren't worn or carried by anyone. Rocks. As a bonus action on your turn, you can cause
a loose rock in the cube to launch at a creature you can
A creature must make a Dexterity saving throw the see in the cube. Make a ra nged s pell attack aga ins t the
first time on a turn that it enters the whirlwi nd or that target. On a bit, the target ta kes 3d8 nonmagical blud-
the whirlwind e nters its space, including when the wh irl- geoning damage, and it must succeed on a Strength
wind first appea rs. A creature ta kes 10d6 bludgeoning saving throw or fa ll prone.
da mage on a failed save, or half as much damage on a
successful one. In add ition, a Large o r smaller creature ZEPHYR STRIKE
that fails the save must succeed on a Strength saving
throw or become restra ined in the whi rlwind until the 1st-level transmutation
spell ends . When a creature starts its turn restrained by
the whirlwind, the creature is pulled 5 feet higher inside Casting Time: 1 bonus action
it, unless the creature is at the top. A restra ined creature Range: Self
moves with the whirlwind and fal ls when the spell ends, Components: V
unless the creature has some means to s tay a loft. Duration: Concentration, up to 1 minute
A restrained creature can use a n action to make a You move like the wind. Until the spell ends, your move-
Strength or Dexte rity check against your spell save DC. ment doesn't provoke opportunity attacks.
Ifs uccessful, the creature is no longer restrai ned by the
whirlwind a nd is hurled 3d6 x 10 feet away from it in a Once before the spell ends, you ca n give yourself ad-
va ntage on one weapon attack roll o n your turn. That at-
ra ndom direction. tack dea ls an extra ld8 force damage on a hit. Whether
you hit or miss, your walking speed increases by 30 feet
until the end of that turn.
CHAPTER 3 I SPELLS
APPENDIX A: SHARED CAMPAIGNS
Coordinating a regular schedule of D&D game sessions, In order to be s uccessful, a s hared campaign needs
to keep a campaign active and vibrant, can be a chal- a champion-someone who takes on the responsibil-
lenge. If the campaign's only Dungeon Master or enough ity of organizing and maintai ning the group. U you're
playe rs aren't available, the next session might have to interested in learning more about how to run a shared
be pos tponed, and repeated problems of this sort can campaign and seeing how the Adventurers League
endange r the continuation of the campaign. handles certa in issues, then the rest of this appendix is
meant for you.
In short: in a world filled with distractions, it can be
hard to keep a campa ign going. Enter the concept of the DESIGNING ADVENTURES
shared campaign.
Designi ng adventures for a shared campaign involves a
In a s hared campaign, more than one member of the different set of cons iderations than designing for a s ta n-
group can take on the role of DM. A s hared campaign is dard group of players. Most important, the adventure
episodic rather than continuous, with each play session must be timed to conclude when the session is sched-
compris ing a complete adventure. uled to end. You also need to balance combat encounters
for a range of levels, since a wide range of cha racters
The largest shared campaigns are administered by might be experiencing the adventure at the same time.
the D&D Adventurers League and overseen by Wizards
of the Coast. You can also create your own s hared cam- ADVENTURE DURATION
pa ign for a school D&D club, at a game store, a libra ry,
or anywhere else where D&D players and DMs gather. Every adventure in a s hared campaign begins and ends
in the same play session. (If a group of participa nts
A shared campaign establis hes a framework that a l- wants to take longer to finish and all are wiJling to do
lows a player to take a character from one DM's game so, they can exceed the time li mit.) A session or an event
to a nother one within the shared campaign. It creates a can't e nd with the adven ture unfinished, since there's no
situation where almost nothing can prevent a scheduled way to guarantee that the same players a nd DM wi ll be
session from happening. T he roster of potentia l players ava ilable for the next session.
can be qu.ite large, virtually ens uring that any session
has at least the minimum number of characters needed Typically, adventures in a shared campaign a re de-
to play. If everyone shows up to play at the same time, s igned to take either 2 hours or 4 hours. In each hour of
multiple DMs ens ure that everyone can take part. play, assume the characters can complete the following:
CODE OF CO N DUCT • Three or four s imple combat e ncounters, or one or
two complex ones
Time and time again, the core rulebooks come back to
the point that the most important goal of a D&D play ses- • Three or fou r scenes involving significant exploration
s ion is for everyone involved to have fun . In keeping with or social interaction
that goal , it's a good idea for a shared campaign to have
a code of conduct. Because people who don't normally Within these constra ints, it can be d ifficul t to create
play together might end up at the same table in a shared open-ended adventures. A time limit assumes a specific
campaign, it can be helpful to establish some ground rules starting point a nd endpoint. A good way to get around
for be havior. this restriction is to create an adventure with multiple
possible endings.
On the broadest level, everyone in a shared campaign
is responsible for making sure that everyone else has an Location-based adventures also work well with this
enjoyable time. If anyone feels offended, belittled, or bul- format. A dungeon presents a natural limit on character
lied by the actions of another person, the e ntire purpose of options, while strn giving the players choices. The ad-
getting together to play is defeated . venture could be a quest to defeat a creature or recover
an item, but the path to achieving that goal can be diffe r-
The basic code of conduct for a shared campaign might ent for each group.
be modeled on a similar document that another organiza-
tion or location uses. Beyond that, some special policies For more narrative adventures, try to focus on s imple
might need to be added to account for what might happen but flexible encounters or events. For instance, a n ad-
at the table when players and DMs interact. As a starting venture requires the characters to protect a high priest
point, consider the following material, which is excerpted of Tyr from assassins . Give the players a cha nce to plan
from the Adventurers League code of conduct. out how they want to protect the temple, complete with
authority over the guards. A few well-fleshed out NPCs,
During a play session, participants are expected to ... some of whom might be suspected of working with the
temple's enem ies, add a layer of tension. Cons ider leav-
• Follow the DM's lead and refrain from arguing with the ing some details or plot points for the DM to decide. For
DM or other playe rs ove r rules. example, the DM might have the option to pick which
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 OM .
• Avoid excessive conversation that is not relevant to the
a d ve nture .
• Discourage others from usi ng social media to bully,
shame, or intimidate other participants.
• Make the DM or the campaign's admin istrators aware
of disruptive o r aggressive be havior so that a ppropriate
action can be taken.
APPENDIX A f SHARED CAMPAIGNS
COMBAT ENCOUNTERS VARIANT RULES
Design your adventure for one of t he four tie rs, as set A shared campaig n might use some va riant rules to
forth in chapter 1 of the Player's Handbook: tier 1 in- handle certain aspects of th e game. The Adventure rs
cludes levels 1- 4 , tier 2 is levels 5- 10, tier 3 is levels League, for instance, has variant systems for gaining
11-16, a nd tier 4 includes levels 17- 20. Within each tie r, levels and acquiring treasure. These "house rules,"
it's a good idea to use a s pecific level as a starting point. presented below, serve as a sort of common language,
Assume a pa rty of five 3rd-level ch aracters for tie r 1, five e nsurin g tha t the rewa rds a ll characters receive are
8th-level cha racters fo r tier 2, five 13th-level characters eq uivale nt no matter what kind of adventure a character
for tier 3, and five 18th-level characters for tier 4. Use experienced.
that assumption when creating combat e ncounte rs,
whether you use the e ncounter-building rules in the CHARACTER ADVANCEMENT
Dungeon Master's Guide or are making an estimate. ~~~~~~~~-
For each battle, provide guidelines to help DMs adjust In a s ha red campaign, characters gain levels not by
the difficulty up or down to match stronger or wea ker accumulating experience points but by reaching experi-
parties. As a rule of thumb, account for a pa rty two e nce checkpoints. This system rewards every character
levels higher and for a party two levels lower, and don't (and player) for taking part in a play session.
worry about balancing the adventure for parties outside
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 adventure's projected playing time, rathe r
than the actual time spent at the table. The reward for
Adventures in a shared campaign that uses variant rules comple ting an adventure designed fo r 2 hours of play is
for gai ning levels a nd acquiring treas ure (such as those 2 checkpoints, even if a group spends more than 2 hours
descr ibed below) don't include exp erience point awards playing through it.
or speci fic amounts and kinds of treasure.
If a c haracter completes an adventu re designed for a
CHARACTER CREATION tie r hig her than the character's cu rre nt tier, the c ha r-
acter is awarded 1 additional checkpoint. For example,
A shared campaign's gu ide lines for cha racter creation if a 2nd-level cha racter completes a 6th-level adven-
might include definition of which races a nd classes ture designed to take 2 hours, the character reaches 3
players can choose from , how players generate abi li ty c heckpoints.
scores, a nd which alignments playe rs ca n c hoose.
P laying time might seem li ke a n odd way to measure
PLAYER'S HANDBOOK PLUS ONE experience awards, but the concept is in keeping with
how a s hared campaign is meant to work. A character
You should thi n k about which products playe r s 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 spen t all that time lurking in a pub. Th is approach en-
other official D&D source, such as a book or a PDF, to sures that a player's preferred style is neither pe nalized
create a character. This restriction e ns ures that players nor rewa rded. Whe ther someone focuses on roleplaying
don't need to own a lot of books to make a c ha racter and social interaction, defeating monsters in combat,
a nd makes it easie r for DMs to know how all th e char- or finding clever ways to avoid battles, t his system gives
acters in the campaign work. S ince a DM 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
fic ul t to track all the inte ractions and abilities possible
through mixing options freely. We strongly recomme nd The number of checkpoints needed to gain the next level
th is ru le fo r any shared campaign. depends on a character's level:
ABILITY SCORES • At levels 1- 4, reaching 4 c heckpoi nts is sufficient to
advance to the next level.
For generating abil ity scores, we recomme nd allowing
playe rs to choose between the standard array- 15, 14, • At level 5 o r highe r, reaching 8 checkpoints is needed
13, 12, 10, 8-and the option presented in "Variant: to advance to the next level.
Customizing Abi lity Scores" in chapter 1 of the Play-
er's Handbook. At the e nd of a play session, cha racters must level up
if they have reached enough checkpoints to do so. The
STARTING EQUIPMENT required number of c heckpoints is ex pe nded, and a ny
remaining checkpoints are applied toward the next op-
For the sake of simplicity a nd e fficiency, it's a good portunity for advancement.
idea to require that beginning characters must take the
starting equipment specified by a character's class a nd 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 treasu re a character might find in a
standard adventure.)
As an add itional benefit, c haracters are not required
to put out gold to mainta in a lifestyle. Instead, each cha r-
1\PPEND IX A I SHARED CAMPAIGNS
acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER
the character attains higher levels.
Magic Item Table Available at Tiers Point Cost
These benefits are s ummarized on the Individual A 1- 4 4
Treasure table. Ways for characters to s pend their B 1-4 4
treasure are covered in the "Buying and Selling" sec- 1- 4 4
tion below. c 2-4 8
3-4 8
INDIVIDUAL TREASURE D 1-4 8
E 2- 4 10
Level Gained Lifestyle Reward F 3- 4 10
2-4 Modest 75 gp G 3- 4 12
5-10 Comfortable H
11- 16 Wealthy 150 gp
17-20 Ari s tocratic 550 gp
5,500 gp
SPEN DING TREASURE POINTS
MAGIC ITEMS
P layers mus t s pend treasure points at the e nd of a play
Characters earn treasure points from adventures, then session, immediately after determining whether their
redeem those points in exchange for magic items. The characters have gained a level. The order of these s teps
list of available magic items is agreed to and compiled is important, since a cha racter might enter a new tier
by the DMs running the campaign. because of the level gain.
GAINING TREASURE POINTS P layers a re entitled to choose any approved item from
one of the magic item tables avai lable in the current tier.
Each character earns treasure points based on an ad- Treasure points can be s pread across multiple items .
venture's tier and its intended playing time:
Many items cost more treasure points th an a charac-
• 1 treasure point is awa rded for every 2 hours played in ter can earn in a 2- or 4-hour adventure. To buy s uch an
a tier 1 or tier 2 adventure. item, a cha racter can make a deposit, spending treasure
points on the item until it's paid off, at which time the
• 1 treasure point is awarded for every 1 hour played in cha racter gains the item.
a tier 3 or tier 4 adventure.
BUYING AND SELLING
As with the varia nt r ules for gaining levels, this award is
based on the adventure's projected playing time, rather Cha racte rs can use their monetary treasure to purchase
than the actual time a group spent at the table. a nything from the equipment lists in chapter 5 of the
Player's Handbook. In add ition, the Adventurers League
If a character completes an adventure of a tier higher a llows characters to purchase potions and sp ell scrolls,
tha n that character's tie r, the character receives 1 addi- as detailed below. A spell scroll can be purchased
tional treasure point for that adventure. o nly by a character who is capable of casting the s pell
in question.
CREATING AN ITEM LIST
POTIONS FOR SALE
T he DMs of the s hared ca mpaign s hould work together
to compile a lis t of magic items that players can pur- Potion of ... Cost Potion of ... Cost
chase. The magic item tables in chapter 2 of this book Healing Water breathing 100 gp
and in chapter 7 of the Dungeon Master's Guide a re the Climbing so gp Superior healing 500 gp
obvious starting point. Choosing which ite ms to allow Animalfriendship Supreme healing 5,000 gp
or ban is a matte r of personal preference, just as it is for Greater healing 75 gp In visib ility 5,000 gp
the DM in a standard campaign. Involving all the DMs
helps to ensure that the lis t meets everyone's expecta- 100 gp
tions. Whe n in doubt, disallow an item; it's easier to add
it to the avai lable ite ms at a later time than it would be to 100 gp
remove it from the game once it has been handed out.
SPELL SCROLLS FOR SALE
Naturally, the list of available ite ms is longer for ad-
ventures in the higher tiers, a nd the point cost of those Spell Level Cost Spell Level Cost
higher-tier items likewise increases. The Magic [terns by 300 gp
Tier table provides the details . Cantrip 25 gp 3rd 500 gp
1st 75 gp 4th 1,000 gp
For ins tance, treasure points from a tier 1 adventure 2nd 150 gp 5th
can be s pent on items from tables A, B, C, and F. Any
item on the firs t th ree tables costs 4 points, and an item SELLING ITEMS
from table F costs 8 points.
In a s hared campaig n, characte rs are not entitled to sell
items they find on adventures or equipment they pur-
chase with their pers onal funds . Weapons, armor, a nd
other gea r used by enemies are cons idered too damaged
to have a ny moneta ry value.
APPENDIX B: CHARACTER NAMES
Some players and DMs have a knack for coming up with select from the possibilities here, or use dice to deter-
character names on the fly, while others find that task
more of a challenge. T he tables in this appendix a re mine a name.
Even though names are associated with races in this
designed to make life easier for both kinds of people,
whether you're naming a player cha rac ter, a nonplayer appendix, a character might not have a name from their
own race. For ins tance, a ha lf-o re might have grown up
character, a monster, or even a place . among dwarves and have a dwarven name. Or, as DM,
Each table contains names that are associated with you might decide that dragonborn in your campaign
have a culture reminiscent of ancient Rome and there-
a nonhuman character race in the Player's Handbook fore use Roman names, rather than the dragonborn
or a real-world ethnic or language group, with a focus
on groups fro m antiquity and the Midd le Ages. You can names s uggested here.
NONH UMAN NAMES
DRAGON BORN, DRAGONBORN, DRAGONBORN , MALE DRAGONBORN, CLAN )
FEM ALE
FEMALE dlOO Name dlOO Name
dlOO Na me
dlOO Name 31-32 Greethen 01-02 Akambherylliax
69-70 Pogranix 33-34 Heskan 03-04 Argenthrixus
01-02 Akra 71 - 72 Pyxrin 35-36 Hirrathak 05-06 Baharoosh
03- 04 Aasathra 73-74 Quespa 37-38 lldrex 07-08 Beryntolthropal
05-06 Antrara 75-76 Raiann 39-40 Kaladan 09-10 Bhenkumbyrznaax
07- 08 Arava 77-78 Rezena 41-42 Kerkad 11- 12 Caavylteradyn
09-10 Biri 79-80 Ruloth 43-44 Kiirith 13-14 Chumbyxirinnish
11- 12 Blendaeth 81- 82 Sap hara 45- 46 Kriv 15-16 Clethtinthial lor
13- 14 Burana 83- 84 Savaran 47- 48 Maagog 17-18 Daardendrian
15-16 Chassath 85-86 Sora 49-50 Med rash 19- 20 Delmirev
17-18 Daar 87- 88 Surina 51-52 Mehen 21-22 Dhyrktelonis
19- 20 Dentratha 89- 90 Synthrin 53- 54 Mozikth 23-24 Ebynichtomonis
21-22 Doud ra 91-92 Tatyan 55-56 Mreksh 25- 26 Esstyrlynn
23-24 Driindar 93-94 Thava 57-58 Mugrunden 27-28 Fharngnarthnost
25-26 Eggren 95- 96 Uadjit 59- 60 Nadarr 29- 30 Ghaallixirn
27- 28 Farideh 97- 98 Vezera 61-62 Nithther 31-32 Grrrmmballhyst
29-30 Findex 99-00 Zykroff 63- 64 Norkruuth 33-34 Gygazzylyshrift
31-32 Furrele 65-66 Nykkan 35-36 Hashphronyxadyn
33-34 Gesrethe DRAGONBORN, MALE 67- 68 Pandjed 37-38 Hshhsstoroth
35-36 Gilkass 69- 70 Patrin 39- 40 lmbixtellrhyst
37-38 Ha rann dlOO Name 71-72 Pijj irik 41-42 Jerynomonis
39- 40 Havilar 73-74 Quarethon 43- 44 Jharthraxyn
41-42 Hethress 01-02 Adrex 75- 76 Rathkran 45- 46 Kerrhylon
43-44 Hillanot 03- 04 Arjhan 77-78 Rhogar 47-48 Kimbatuul
45- 46 )axi 05- 06 Azzakh 79-80 Rivaan 49-50 Lhamboldennish
47-48 Jezean 07- 08 Salasar 81- 82 Sethrekar 51-52 Linxakasendalor
49- 50 )heri 09-10 Baradad 83-84 Shamash 53-54 Mohradyllion
51-52 Kadana 11- 12 Bharash 85-86 Shedinn 55- 56 Mystan
53-54 Kava 13- 14 Bidreked 87- 88 Srorthen 57-58 Nemmonis
55-56 Korinn 15-16 Dadalan 89-90 Tarh un 59-60 Norixius
57- 58 Megren 17- 18 Dazzazn 91-92 Torinn 61-62 Ophinshtalajiir
59- 60 Mijira 19- 20 Direcris 93- 94 Trynnicus 63-64 Orexijandilin
61-62 Mishann 21-22 Donaar 95- 96 Valorean 65- 66 Pfaphnyrennish
63- 64 Na la 23-24 Fax 97-98 Vrondiss 67-68 Phrahdrandon
65- 66 Nuthra 25- 26 Gargax 99- 00 Zedaar 69-70 Pyraxtallinost
67- 68 Perra 27-28 Ghesh 71-72 Qyxpahrgh
29-30 Gorbundus
APPENDIX 8 I CHARACTER NAMES
DRAGONBORN , CLA N DWARF, FEMALE DWARF, MALE DWARF, CLAN
dlOO Name dlOO Name dlOO Name dlOO Name
73-74 Raghthroknaar 69-70 Oriff 65-66 Orsik 61-62 Loderr
75- 76 Shestendeliath 71-72 Ovina 67- 68 Oskar 63 - 64 Lutgehr
77-78 Skaarzborroosh 73- 74 Riswyn n 69-70 Rangrim 65 - 66 Morigak
79-80 Sumnarghthrysh 75-76 Sannl 71-72 Reirak 67- 68 Orcfoe
81-82 Tiammanthyllish 77-78 Therlin 73-74 Rurik 69-70 Rakankrak
83- 84 Turnuroth 79-80 Thodris 75-76 Taklinn 71-72 Ru by-Eye
85-86 Umbyrphrael 81-82 To rbera 77-78 Thoradin 73- 74 Ru mn aheim
87-88 Vangdondalor 83-84 Tordrid 79-80 Thorin 75-76 Silveraxe
89-90 Verthisathurgiesh 85-86 Torgga 81-82 Th radal 77-78 Silverstone
91-92 Wivvyrholdalphiax 87-88 Urshar 83-84 Tordek 79-80 Steelfist
93-94 Wystongjiir 89-90 Valida 85-86 Traubon 81-82 Stouta le
95-96 Xephyrbahnor 91-92 Vistra 87- 88 Travok 83-84 Strakeln
97-98 Yarjerit 93-94 Vonana 89- 90 Ulfgar 85-86 St rongheart
99-00 Zzzxaaxthroth 95-96 Werydd 91 - 92 Ura im 87-88 Thrahak
97-98 Whurdred 93-94 Veit 89-90 Torevir
DWARF, FEMALE 99-00 Yurgunn 95- 96 Vonbin 91-92 Toru nn
97-98 Vondal 93-94 Trollbleeder
dlOO Na me DWARF, MALE 99-00 Whurbin 95- 96 Truea nvil
01-02 Anbera 97-98 Trueblood
03-04 Artin dlOO Name DWARF, CLAN 99-00 Ungart
05-06 Aud hild 01- 02 Adrik
07-08 Balifra 03 - 04 Alberich dlOO Name ELF, CHILD
09-1 0 Barbena 05-06 Baern 01-02 Aranore
11-12 Bard ry n 07- 08 Barendd 03-04 Balderk dlOO Name
13-14 Bolhild 09-10 Beloril 05- 06 Battlehammer 01-02 Ael
15-16 Dagnal 11- 12 Brottor 07- 08 Bigtoe 03-04 Ang
17-18 Dariff 13- 14 Dain 09-10 Bloodkith 05-06 Ara
19-20 Delre 15- 16 Dalgal 11-12 Bofdann 07-08 Ari
21-22 Diesa 17-18 Darrak 13- 14 Brawnanvil 09- 10 Arn
23-24 Eldeth 19-20 Delg 15-16 Brazzik 11-12 Aym
25-26 Erid red 21-22 Duergath 17-18 Broodfist 13-14 Broe
27- 28 Falkrunn 23-24 Dworic 19-20 Burrowfoun d 15-16 Bryn
29-30 Fallthra 25-26 Eberk 21-22 Caebrek 17-18 Cael
31-32 Finellen 27-28 Einkil 23- 24 Daerdahk 19-20 Cy
33-34 Gillydd 29-30 Elai m 25-26 Dankil 21-22 Dae
35-36 Gu nnloda 31-32 Erias 27-28 Dara ln 23-24 Del
37-38 Gurdis 33-34 Fallond 29-30 Deepdelver 25-26 Eli
39-40 Helgret 35-36 Fa rgrim 31- 32 Durthane 27- 28 Eryn
41-42 Helja 37- 38 Gardain 33-34 Eversharp 29- 30 Faen
43- 44 Hlin 39-40 Gilthur 35-36 Fallack 31- 32 Fera
45-46 llde 41- 42 Gimgen 37- 38 Fireforge 33-34 Gael
47- 48 )arana 43-44 Gimu rt 39- 40 Foamtankard 35-36 Gar
49-50 Kathra 45-46 Harbek 41 - 42 Frostbeard 37-38 lnnil
51 - 52 Kilia 47-48 Ki ldrak 43- 44 Glanh ig 39- 40 Jar
53-54 Kristryd 49- 50 Kilvar 45-46 Goblinbane 41-42 Kan
55- 56 Liftrasa 51- 52 Morgran 47- 48 Goldfinder 43- 44 Koeth
57- 58 Marastyr 53- 54 Morkral 49- 50 Gorun n 45-46 Lael
59- 60 Mard red 55- 56 Nalral 51-52 Graybeard 47-48 Lue
61 - 62 Mora na 57-58 Nordak 53-54 Hammerstone 49-50 Mai
63- 64 Nalaed 59- 60 Nuraval 55-56 Helc ral 51-52 Mara
65-66 Nora 61-62 Oloric 57- 58 Holderhek 53- 54 Mella
67- 68 Nurkara 63- 64 Olunt 59-60 lronfist 55-56 Mya
APPENDIX BI CHARACTER NAMES
ELF, CHILD ELF, FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT
dlOO Name dlOO Name dlOO Name dlOO Na me
57-58 Naeris 21-22 Caelynn 93-94 Vadan ia 57- 58 Ko rfel
23- 24 Chaedi 95- 96 Va Ianthe 59- 60 Lamlis
59-60 Naill 25-26 Claira 97-98 Vaina 61- 62 Laucian
61 -62 Nim 27- 28 Dara 99- 00 Xanaphia 63- 64 Lucan
63-64 Phann 65-66 Mindartis
65- 66 Py 29- 30 Drusilia 67-68 Naal
31- 32 Elama 69-70 Nutae
67-68 Rae l 33-34 Enna ELF, MALE ADULT 71-72 Paelias
69-70 Raer 35- 36 Fara I 73-74 Peren
71-72 Ren 37- 38 Felosial dlOO Name 75-76 Quarion
73-74 Rinn 39- 40 Hatae 01- 02 Adran 77-78 Riardon
75-76 Rua 41 - 42 lelenia 03-04 Aelar 79-80 Rolen
77- 78 SaeI 43- 44 llanis 05- 06 Aerdeth 81-82 Soveliss
79- 80 Sai 07- 08 Ahvain 83- 84 Suh nae
09-10 Aramil 85-86 Tham ior
81- 82 Sumi 45-46 lrann 11 - 12 Arannis 87-88 Tharivol
83- 84 Syllin 47- 48 Jarsa li 13- 14 Aust 89-90 Theren
85- 86 Ta 49- 50 jelenneth 15- 16 Azaki 91- 92 Theriatis
87-88 Thia 51-52 Keyleth 17-18 Beiro 93-94 Thervan
89- 90 Tia 53-54 Leshanna 19-20 Berrian 95- 96 Uthemar
55- 56 Lia 21-22 Caeldrim 97-98 Vanuath
91 - 92 Traki 57- 58 Maiathah 23- 24 Carrie 99-00 Varis
93-94 Vall 25-26 Dayereth
95- 96 Von 59- 60 Malquis 27- 28 Dreali ELF, FAMILY
97- 98 Wil 61 - 62 Meriele 29- 30 Efferil
99- 00 Za 63-64 Mialee 31-32 Eiravel dlOO Name
65- 66 Myathethil 33-34 Enialis 01-02 Aloro
03- 04 Amakiir
ELF, FEMALE ADULT 67- 68 Naiva ra 05- 06 Amastacia
69- 70 Quelenna 07-08 Ariessus
dlOO Name 71- 72 Quillathe 35- 36 Erdan 09-10 Arnuanna /
01 - 02 Adrie 73- 74 Ridaro 37-38 Erevan 11- 12 Berevan
03-04 Ahinar 75-76 Sariel 39- 40 Fivin 13-14 Caerdonel ~
05- 06 Althaea 77-78 Shanairla 41- 42 Ga lin ndan 15- 16 Caphaxath
07-08 Anas t ria n n a 79- 80 Shava 43- 44 Gennal 17-18 Casilltenirra
09-1 0 Andras te 81 - 82 Silaqu i 45- 46 Hadarai 19- 20 Cithreth
11 - 12 Antinua 83-84 Sumnes 47- 48 Halimath
13- 14 Arara 85- 86 Theirastra 49-50 Heian
15- 16 Baelitae 87- 88 Thiala 51- 52 Hi mo
17- 18 Bethrynna 89-90 Tiaathque 53- 54 lmmeral
19-20 Birel 91- 92 Traulam 55- 56 lvellios
APPENDIX BI CHARACTER NAMES
ELF, FAMILY GNOME, FEMALE GNOME, MALE GNOME, CLAN
dlOO Name dlOO Name dlOO Name dlOO Name
21-22 Dalanthan 01-02 Abalaba 01-02 Alston 01-02 Albaratie
23-24 Eatha lena 03-04 Bimpnottin 03-04 Bafflestone
25-26 Erenaeth 05-06 Breena 03-04 Alvyn 05-06 Beren
27-28 Ethanasath 07-08 Buvvie 05-06 Anverth 07- 08 Boondiggles
29-30 Fasharash 09- 10 Callybon 09-10 Cobblelob
31-32 Firahel 11 - 12 Caramip 07-08 Arumawann
33-34 Floshem 13-14 Carlin
35-36 Galanodel 15- 16 Cumpen 09-10 Bilbron 11-12 Daergel
37- 38 Goltorah 17-18 Dalaba 11-12 Boddynock 13-14 Dunben
39-40 Hanali 19-20 Donella 13-14 Broce 15-16 Fabblestabble
41-42 Holimion 21-22 Duvamil 15- 16 Burgell 17-18 Fapplestamp
43-44 Horineth 23-24 Ella 19-20 Fiddlefen
45-46 lathrana 25-26 Ellyjoybell 17- 18 Cockaby 21-22 Folkor
47-48 llphelkiir 27-28 Ellywick 23- 24 Garrick
49-50 lranapha 29-30 Enidda 19-20 Crampernap 25-26 Gim len
51-52 Koehlanna 31 - 32 Lilli 21-22 Dabbledob 27-28 Glittergem
53-54 Lathalas 33- 34 Loopmottin 23-24 Delebean 29-30 Gobblefirn
55-56 Liadon 35-36 Lorilla 31 - 32 Gummen
57-58 Meliamne 37-38 Luthra 25-26 Dimble 33-34 Horcusporcus
59-60 Mellerelel 39-40 Mardnab 35- 36 Humplebumple
61-62 Mystralath 41-42 Meena 27-28 Eberdeb 37-38 lronhide
63-64 Nailo 43-44 Menny 29- 30 Eldo n
65-66 Netyoive 45-46 Mumpena 31-32 Erky
67-68 Ofandrus 47- 48 Nissa 33-34 Fabien
69-70 Ostoroth 49-50 Numba
71- 72 Othronus 51-52 Nyx 35-36 Fibblestib
73-74 Qualanthri 53-54 Oda
75-76 Raethran 55-56 Oppah 37-38 Fonkin
77-78 Rothenel 57-58 Orla
79-80 Selevarun 59-60 Panana 39-40 Frouse 39-40 Leffery
81-82 Siannodel 61-62 Pyntle 41-42 Frug 41-42 Lingenhall
83-84 Suithrasas 63-64 Quilla 43- 44 Gerbo 43-44 Loofollue
85-86 Sylvaranth 65-66 Ranala 45-46 Maekkelferce
87-88 Teinithra 67-68 Reddlepop 45-46 Gimble 47-48 Miggledy
89-90 Tiltathana 69-70 Roywyn 47- 48 Glim
91- 92 Wasanthi 71-72 Salanop
93-94 Withrethin 73- 74 Shamil 49-50 lgden 49-50 Munggen
95-96 Xiloscient 75- 76 Siffress 51-52 Murnig
97-98 Xistsrith 77- 78 Symma 51-52 Jabbie 53- 54 Musgraben
99-00 Yaeldrin 79-80 Tana 53- 54 jebeddo 55-56 Nackle
81-82 Tenena
83- 84 Tervaround 55- 56 Kellen 57-58 Ningel
85- 86 Tippletoe 57- 58 Kipper 59-60 Nopenstallen
87-88 Ulla 59- 60 Namfoodle 61-62 Nucklestamp
89-90 Unvera 63-64 Offund
91-92 Veloptima 61 - 62 Oppleby 65-66 Oomtrowl
93-94 Virra 63-64 Orryn 67- 68 Pilwicken
95-96 Waywocket 69- 70 Pingun
97-98 Yebe 65-66 Paggen 71- 72 Quillsharpener
99-00 Zanna 67-68 Pallabar 73-74 Rau lnor
69-70 Pog 75- 76 Reese
77-78 Rofferton
71-72 Qua len 79-80 Scheppen
81-82 Shadowcloak
73-74 Ribb les 83-84 Silverthread
85-86 Sympony
75-76 Rimple 87-88 Tarkelby
77-78 Roondar 89-90 Timbers
91-92 Turen
79-80 Sapply 93-94 Umbodoben
81- 82 Seebo 95-96 Waggletop
97-98 Welber
83- 84 Senteq 99-00 Wildwander
85- 86 Sindri
87- 88 Umpen
89-90 Wa rryn
91-92 Wiggens
93-94 Wobbles
95- 96 Wrenn
97-98 Zaffrab
99-00 Zook
APPENDIX B CHARACTER NAMES
HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-0RC, FEMALE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Alton 01-02 Arha
01-02 Alain 03- 04 Ander 01 - 02 Appleblossom 03-04 Baggi
05-06 Bernie 03- 04 Bigheart 05-06 Bendoo
03-04 Andry 07- 08 Bobbin 05-06 Brightmoon 07-08 Bilga
09-10 Cade 07- 08 Brushgather 09- 10 Brakka
05-06 Anne 11 -12 Callus 09-10 Cherrycheeks 11- 12 Creega
13- 14 Corrin 11- 12 Copperkettle 13-14 Drenna
07-08 Bella 15- 16 Dannad 13-14 Deephollow 15-16 Ekk
09-10 Blossom 17-18 Danniel l 5-16 Elderberry 17- 18 Emen
11- 12 Bree 19-20 Eddie 17- 18 Fastfoot 19-20 Engong
21-22 Egart 19- 20 Fatrabbit 21-22 Fistula
13-14 Callie 23-24 Eldon 21-22 Glenfellow 23-24 Gaaki
25-26 Errich 25 - 26 Gorga
l 5- 16 Chenna 27-28 Fildo 27-28 Grai
29-30 Finnan 29- 30 Greeba
17- 18 Cora 31-32 Franklin 31-32 Grigi
33-34 Garret 33-34 Gynk
19- 20 Dee 35-36 Garth 35- 36 Hrathy
37-38 Gilbert 37-38 Huru
21-22 Dell 39-40 Gob 39-40 llga
41-42 Harol 41 - 42 Kabbarg
23- 24 Eida 43- 44 Igor 23-24 Goldfound 43-44 Kansif
45-46 Jasper 45-46 Lagazi
25-26 Eran 47-48 Keith 25- 26 Goodbarrel 47- 48 Lezre
49-50 Kevin 49-50 Murgen
27-28 Euphemia 51-52 Lazam 27-28 Goodearth 51 - 52 Murook
53- 54 Lerry 29-30 Greenbottle 53-54 Myev
29- 30 Georgina 55-56 Lindal 31 - 32 Greenleaf 55-56 Nagrette
57-58 Lyle 57- 58 Neega
31 - 32 Gynnie 59- 60 Merrie 59- 60 Nella
61 - 62 Mican 61- 62 Nogu
33-34 Harriet 63-64 Milo 33-34 High-hill 63- 64 Oolah
65-66 Morrin 35-36 Hilltopple 65-66 Ootah
35- 36 Jasmine 67- 68 Nebin 67- 68 Ovak
69- 70 Nevil 69- 70 Ownka
37-38 Jillian 71-72 Osborn 37-38 Hogcollar 71 - 72 Puyet
73-74 Ostran 73- 74 Reeza
39-40 Jo 75- 76 Oswalt 39- 40 Honeypot 75- 76 Shautha
77-78 Perrin 77- 78 Silgre
41 -42 Kithri 79- 80 Poppy 41 - 42 Jamjar 79- 80 Sutha
81-82 Reed 81-82 Tagga
43-44 Lavinia 83-84 Roscoe 43- 44 Kettlewh istle 83- 84 Tawar
85-86 Sam 45- 46 Leagallow 85-86 Tomph
45- 46 Lidda 87-88 Shardon 47-48 Littlefoot 87- 88 Ubada
89- 90 Tye 89-90 Vanchu
47- 48 Maegan 91-92 Ulmo 91 - 92 Vola
93-94 Wellby 93-94 Volen
49- 50 Marigold 95- 96 Wendel 49-50 N i m b lefingers 95-96 Vorka
97-98 Wenner 51- 52 Porridgepot 97-98 Yevelda
51-52 Merla 99-00 Wes 53-54 Quickstep 99- 00 Zagga
55- 56 Reedfellow
53-54 Myria 57-58 Shadowquick
59-60 Silvereyes
55- 56 Nedda 61-62 Smoothhands
57-58 Nikki 63-64 Stonebridge
65-66 Stoutbridge
59-60 Nora 67- 68 Stoutman
61- 62 Olivia 69- 70 Strongbones
71-72 Sunmeadow
63-64 Paela 73- 74 Swiftwhistle
75-76 Tallfellow
65-66 Pearl 77-78 Tealeaf
79- 80 Te 1Penny
67- 68 Pennie 81- 82 Thistletop
83- 84 Thorngage
69- 70 Philomena 85-86 Tosscobble
71-72 Portia 87- 88 Underbough
73 - 74 Robbie
75-76 Rose
77-78 Sarai
79-80 Seraphina
81 - 82 Shaena
83-84 Stacee
85- 86 Tawna
87- 88 Thea
89- 90 Trym 89-90 Underfoot
91 - 92 Warmwater
91-92 Tyna
93-94 Vani 93-94 Whispermouse
95- 96 Verna 95 - 96 Wildcloak
97-98 Wella 97- 98 Wildheart
99- 00 Wi llow 99-00 Wiseacre
APPENDIX B
HALF-0RC, MALE TIEFLI N G , FEM ALE TIEFLING, MALE TIEFLING, VIRTUE
dlOO Name dlOO Name dlOO Name dl OO Name
01-02 Abad
01-02 Arg ran 01 - 02 Akta 03-04 Ahrim 01-02 Ambition
03- 04 Braak 03- 04 Anakis 05- 06 Akmen 03-04 Art
05-06 Brug 05- 06 Armara 07-08 Amnon 05- 06 Carrion
07-08 Cagak 07-08 Astaro 09- 10 Andram
11 - 12 Astar 07- 08 Chant
09-10 Dench 09- 10 Aym 13- 14 Balam 09- 10 Creed
11-12 Dorn 11- 12 Azza 15- 16 Barakas 11- 12 Death
13-14 Ore n 13- 14 Beleth 17- 18 Bat hin 13- 14 Debauchery
15- 16 Druuk 19-20 Cairn 15-16 Despa ir
l 5- 16 Bryseis 21-22 Chem
17-18 Feng 17-18 Bune 23-24 Cimer 17- 18 Doom
25-26 Cressel 19-20 Doubt
19-20 Gell 19-20 Criella 27-28 Damakos 21-22 Dread
21-22 Damaia 29-30 Ekemon
21-22 Gnarsh 23-24 Decarabia 31-32 Euron 23-24 Ecstasy
23-24 Grumbar 25-26 Ea 33- 34 Fenriz
25-26 Gubrash 35-36 Forcas 25-26 Ennu i
37-38 Habor 27-28 Entropy
27- 28 Hagren 27-28 Gadreel 39-40 lados
29- 30 Henk 29-30 Gomory 41 - 42 Kairon 29- 30 Excellence
31 - 3 2 Hecat 43- 44 Leucis 31- 32 Fear
31-32 Hogar 33-34 lshte 45- 46 Mamnen
33- 34 Holg 35-36 )ezebeth 47-48 Mantus 33-34 Glory
49-50 Marbas
35- 36 lmsh 51-52 Melech 35- 36 Gluttony
53-54 Merihim 37-38 Grief
37-38 Karash 37- 38 Kali 55-56 Modean 39-40 Hate
39- 40 Karg 39- 40 Kallista 57- 58 Mordai 41 - 42 Hope
41-42 Keth 41 - 42 Kasdeya 59- 60 Mormo 43- 44 Horror
43- 44 Korag 43-44 Lerissa 61 - 62 Morthos
63- 64 Nicor
45- 46 Krusk 45-46 Lilith 65- 66 Nirgel 45-46 Ideal
47-48 Lubash 67- 68 Oriax
47- 48 Makaria 69- 70 Paymon 47- 48 Ignominy
49-50 Megged 49-50 Manea 71 - 72 Pelaios 49-50 Laughter
51-52 Mhurren 51-52 Markosian 73-74 Pu rson 51-52 Love
53- 54 Mord 75-76 Qemuel
53-54 Mastema 77-78 Raam 53-54 Lust
79-80 Rimmon 55-56 Mayhem
55-56 Morg 55- 56 Naamah 81- 82 Sammal 57-58 Mockery
57-58 Nil 57- 58 Nemeia 83-84 Skamos
59- 60 Nija 85-86 Tethren
59-60 Nybarg 61-62 Orianna 87-88 Thamuz 59- 60 Murder
61 - 62 Odorr 89-90 Therai 61-62 Muse
91 - 92 Valafar
63-64 Ohr 63- 64 Osah 93- 94 Vassago 63-64 Music
65- 66 Phela ia 95-96 Xappan 65-66 Mystery
65- 66 Rendar 67-68 Prosperine 97- 98 Zepar 67-68 Now he re
67-68 Resh 69- 70 Purah 99-00 Zephan 69-70 Open
69-70 Ront
71-72 Rrath 71-72 Pyra 71-72 Pain
73-74 Pass ion
73-74 Sark 73-74 Rieta 75-76 Poetry
75-76 Ronobe
75-76 Scrag 77-78 Ronwe 77-78 Quest
77-78 Sheggen 79-80 Random
79-80 Shump 79-80 Seddit
81-82 Tanglar 81 - 82 Seere 81-82 Revere nce
83- 84 Revulsion
83- 84 Tarak 83- 84 Sekhmet 85- 86 Sorrow
85- 86 Thar 85- 86 Semyaza 87-88 Temerity
87-88 Thokk 87- 88 Shava 89-90 Torment
89-90 Trag 91 -92 Tragedy
89-90 Shax 93- 94 Vice
95-96 Virtue
91-92 Ugarth 91 - 92 Sorath 97-98 Weary
93-94 Varg 93-94 Uzza
95-96 Vapula
95-96 Vilberg 97-98 Vepar
97-98 Yurk
99-00 Zed 99-00 Verin 99-00 Wit
AP PEND IX 13 I CH ARACTER NAM.ES
HuMANNAMES
ARABIC, FEMALE ARABIC, MALE
dlOO Name dlOO Name
01-02 Abbad
01 - 02 Aaliyah 03-04 Abdul
03-04 Aida 05-06 Achmed
07-08 Akeem
05-06 Akilah 09-1 0 Alif
11- 12 Amir
07-08 Alia 13-14 As im
15- 16 Bashir
09-10 Amina 17-18 Bassam
11-12 Atefeh 19- 20 Fahim
21-22 Farid
13- 14 Chaima 23-24 Farouk
15-16 Dalia 25- 26 Fayez
17-18 Ehsan 27-28 Fayyaad
29- 30 Fazil
19-20 Elham 31- 32 Hakim
21-22 Farah 33- 34 Halil
35- 36 Hamid
23-24 Fatemah 37- 38 Hazim
25-26 Camila 39- 40 Heydar
41-42 Hussein
27-28 Iesha 43-44 jabari
29-30 lnbar 45-46 )afar
47- 48 )a hid
31-32 Kamaria 49- 50 Jamal
51-52 Kalim
33- 34 Khadija 53- 54 Karim
55- 56 Kazim
35-36 Layla 57-58 Khadim
37- 38 Lupe 59-60 Khalid
39-40 Na bila 61-62 Mahmud
41- 42 Nadine 63- 64 Mansour
65- 66 Mu sharraf
43-44 Naim a 67-68 Mustafa
69- 70 Nadir
45- 46 Najila 71- 72 Nazim
73- 74 Omar
47- 48 Najwa 75-76 Qadir
49-50 Nakia 77-78 Qusay
79-80 Rafiq
51-52 Nashwa 81- 82 Rakim
53- 54 Nawra 83- 84 Rashad
85-86 Rauf
55- 56 Nuha 87- 88 Saladin
89- 90 Sami
57- 58 Nura 91-92 Samir
93-94 Talib
59- 60 Oma 95-96 Tamir
97- 98 Ta riq
61 - 62 Qadira 99- 00 Yazid
63- 64 Qamar
65-66 Qistina
67-68 Rahima
69-70 Rihanna
71- 72 Saadia
73- 74 Sabah
75-76 Sada
77- 78 Saffron
79-80 Sahar
81-82 Salma
83-84 Shatha
85- 86 Tahira
87-88 Takisha
89-90 Thana
91 - 92 Yadira
93- 94 Zahra
95-96 Zaida
97- 98 Zaina
99- 00 Zeinab
CELT IC , FEMA LE CELTI C, M ALE C H INESE , FEMALE C H INESE , MALE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Aife 01 - 02 Airell 01- 02 Ai 01 - 02 Bingwen
03-04 Aina 03- 04 Airic 03- 04 Anming 03 - 04 Bo
05-06 Alane 05- 06 Alan 05- 06 Baozhai 05- 06 Bolin
07- 08 Ardena 07- 08 Anghus 07- 08 Bei 07- 08 Chang
09- 10 Arienh 09-10 Aodh 09- 10 Caixia 09- 10 Chao
11-12 Beatha 11-12 Bardon 11 - 12 Changchang 11 - 12 Chen
13- 14 Birgit 13-14 Bearacb 13- 14 Chen 13- 14 Cheng
15-16 Briann 15-16 Bevyn 15- 16 Chou 15- 16 Da
17-18 Caomh 17-18 Boden 17- 18 Chunhua 17- 18 Dingxiang
19- 20 Cara 19-20 Bran 19-20 Daianna 19- 20 Fang
21-22 Cinnia 21-22 Brasil 21 - 22 Daiyu 21-22 Feng
23-24 Cordelia 23-24 Bredon 23-24 Die 23-24 Fu
25-26 Deheune 25-26 Brian 25-26 Ehuang 25-26 Gang
27-28 Divone 27- 28 Bricriu 27- 28 Fenfang 27- 28 Guang
29-30 Donia 29-30 Bryant 29- 30 Ge 29-30 Hai
31-32 Doreena 31-32 Cadman 31-32 Hong 31- 32 Heng
33-34 Elsha 33-34 Caradoc 33-34 Huan 33-34 Hong
35-36 Enid 35-36 Cedric 35-36 Huifang 35-36 Huan
37-38 Ethne 37-38 Conalt 37-38 Jia 37-38 Huang
39-40 Evelina 39-40 Conchobar 39-40 Jiao 39-40 Huiliang
41-42 Fianna 41-42 Condon 41-42 Jiaying 41-42 Huizhong
43- 44 Genevieve 43 - 44 Darcy 43-44 Jingfei 43-44 Jian
45-46 Gi lda 45- 46 Devin 45-46 Jinjing 45-46 Jiayi
47-48 Gitta 47-48 Di ll ion 47- 48 Lan 47-48 Junjie
49- 50 Grania 49-50 Donaghy 49-50 Li 49-50 Kang
51-52 Gwyndolin 51-52 Donall 51-52 Lihua 51-52 Lei
53- 54 ldelisa 53-54 Duer 53-54 Lin 53-54 Liang
55-56 Isolde 55- 56 Eghan 55- 56 Ling 55-56 Ling
57-58 Keelin 57- 58 Ewyn 57-58 Liu 57-58 Liwei
59- 60 Kennocha 59-60 Fergh us 59-60 Meili 59-60 Meilin
61 - 62 Lavena 61- 62 Galvyn 61-62 Ning 61-62 Niu
63- 64 Lesley 63- 64 Gildas 63-64 Qi 63-64 Peizhi
65- 66 Linnette 65-66 Guy 65- 66 Qiao 65-66 Peng
67- 68 Lyonesse 67- 68 Harvey 67-68 Rong 67- 68 Ping
69-70 Mabina 69- 70 Iden 69-70 Shu 69-70 Qiang
71-72 Marvina 71- 72 lrven 71-72 Shuang 71-72 Qiu
73-74 Mavis 73- 74 Karney 73-74 Song 73-74 Quan
75- 76 Mirna 75- 76 Kayne 75-76 Ting 75-76 Renshu
77-78 Morgan 77-78 Kelvyn 77-78 Wen 77- 78 Rong
79-80 Mu riel 79-80 Kunsgnos 79- 80 Xia 79- 80 Ru
81-82 Nareena 81-82 Leigh 81 - 82 Xiaodan 81- 82 Sha n
83-84 Oriana 83-84 Maccus 83-84 Xiaoli 83- 84 Shen
85-86 Regan 85-86 Moryn 85-86 Xi ngjuan 85- 86 Tengfei
87-88 Ronat 87-88 Neale 87- 88 Xue 87- 88 Wei
89-90 Rowena 89-90 Owyn 89- 90 Ya 89- 90 Xiaobo
91- 92 Selma 91- 92 Pryderi 91 - 92 Yan 91 - 92 Xiaoli
93- 94 Ula 93- 94 Reaghan 93-94 Ying 93- 94 Xin
95- 96 Venetia 95- 96 Talies in 95-96 Yuan 95- 96 Yang
97- 98 Wynne 97- 98 Tiernay 97- 98 Yue 97- 98 Ying
99-00 Yseult 99- 00 Turi 99- 00 Yun 99- 00 Zhong
APPENDIX B I CHARACTER NAMES
EGYPT IAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE
dlOO Name dlOO Name dlOO Name
01-02 A'at 69-70 Nit 33-34 lmhotep
03- 04 Ahset 35-36 lneni
05-06 Amunet 71-72 Nofret 37-38 lpuki
07- 08 Aneksi 73-74 Nubemiun u 39-40 lrsu
09-10 Atet 75-76 Peseshet 41-42 Kagem ni
11 - 12 Baketamon 77-78 Py pu y 43-44 Kawab
13- 14 Betrest 45-46 Kenamon
15- 16 Bunefer 79-80 Qalhata 47-48 Kewap
17-18 Dedyet 81-82 Rai 49-50 Khaemwaset
19- 20 Hatshepsut 83-84 Redji 51-52 Khafra
21-22 Hentie 85-86 Sadeh 53-54 Khusebek
23- 24 Herit 87-88 Sadek 55-56 Masaharta
25-26 Hetepheres 89-90 Sita mun 57- 58 Meketre
27-28 lntakaes 59- 60 Menkhaf
29- 30 lpwet 91- 92 Sitre 61-62 Merenre
31-32 ltet 63-64 Metjen
33-34 Joba 93- 94 Takhat 65-66 Nebamun
35-36 Kasmut 95- 96 Tarset 67-68 Nebetka
37-38 Kemanub 97-98 Taweret 69- 70 Nehi
39- 40 Khemut 99-00 Werenro 71 - 72 Nekure
41 -42 Kiya 73-74 Nessumontu
43-44 Ma ia EGYPTIAN, MALE 75-76 Pakhom
45- 46 Menhet 77-78 Pawah
47- 48 Me rit dlOO Name 79-80 Pawero
49-50 Meritamen 81-82 Ramose
51-52 Merneith 01- 02 Ahm ose 83-84 Rud jek
53- 54 Merseger 03- 04 Akhom 85- 86 Sabaf
55- 56 Muyet 87- 88 Sebek-khu
57-58 Nebet 05-06 Amas is 89-90 Sebni
59- 60 Nebetah 91 - 92 Senusret
61 - 62 Nedjemmut 07- 08 Amenemhet 93- 94 Shabaka
63- 64 Nefertiti 95-96 Somintu
65-66 Neferu 09- 10 Anen 97-98 Thaneni
67- 68 Neithotep 99- 00 Thethi
11- 12 Banefre
APPENDIX B I CHARACTER NAMES
13-14 Bek
15- 16 Djedefre
17-18 Djose r
19-20 Hekai b
21 -22 Henenu
23- 24 Horemheb
25-26 Horwedja
27-28 Huya
29- 30 lbebi
31-32 ld u
ENGLISH, FEMALE ENGLISH , FEMALE ENGLISH, MALE
dlOO Name dlOO Name dlOO Name
01 - 02 Adelaide 69- 70 Juliana 33-34 Gil bert
03- 04 Agatha 71- 72 Katherine 35-36 Godfrey
73-74 Margery 37-38 Gunter
05- 06 Agnes 75- 76 Mary 39-40 Guy
07- 08 Alice 77-78 Matilda 41-42 Henry
79- 80 Mayn il d 43- 44 Heward
09- 10 Aline 81-82 Millice nt 45- 46 Hubert
11- 12 Anne 83- 84 Oriel 47-48 Hugh
13- 14 Avelina 85-86 Rohesia 49- 50 Jocelyn
87-88 Rosalind 51-52 john
15- 16 Avice 89- 90 Rosamund 53- 54 La nce
91- 92 Sarah 55- 56 Manfred
17-18 Beatrice 93- 94 Susannah 57- 58 Miles
19- 20 Cecily 95- 96 Sybil 59- 60 Nicholas
21-22 Egelina 97-98 Williamina 61- 62 Norman
23-24 Eleanor 99- 00 Yvonne 63- 64 Odo
65- 66 Percival
25-26 Elizabeth ENGLISH, MALE 67-68 Peter
27- 28 Ella 69-70 Ralf
29- 30 Eloise dlOO Name 71 - 72 Randa l
31- 32 Elysande 73-74 Raymond
33- 34 Emeny 01-02 Adam 75- 76 Reynard
35- 36 Emma 03- 04 Adela rd 77-78 Richard
37- 38 Em meline 05-06 Aldous 79- 80 Robert
39-40 Ermina 07- 08 Anselm 81- 82 Roger
41-42 Eva 09- 10 Arnold 83- 84 Ro land
11- 12 Bernard 85- 86 Rolf
43-44 Galiena 13- 14 Bertram 87-88 Simon
45- 46 Geva 15- 16 Charles 89- 90 Theobald
47- 48 Giselle 17- 18 Clerebold 91- 92 Theodoric
49- 50 Griselda 93-94 Thomas
95- 96 Timm
51 - 52 Hadwisa 97- 98 William
99- 00 Wymar
53- 54 Helen 19- 20 Conrad
55- 56 Herleva 21- 22 Diggory
57-58 Hugolina 23- 24 Drogo
59-60 Ida 25- 26 Everard
61-62 Isabella 27- 28 Frederick
63- 64 jacoba
6 5- 6 6 Jane 29- 30 Geoffrey
67-68 Joan 31- 32 Gera ld
APPEND IX BI CH1\R.ACTER NA.MES
FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE
dlOO Name dlOO Name dlOO Name dlOO Name
01 - 02 Adelhayt
01 - 02 Aalis 01 - 02 Ambroys 03- 04 Affra 01 - 0 2 Albrecht
03-04 Agatha 03-04 Ame 05-06 Agatha 03-04 Allexander
07- 08 Allet 05-06 Ba lt a s a r
05-06 Agnez 05-06 Andri 09- 10 Angnes 07-08 Benedick
07-08 Alberea 11-12 Anna
07- 08 Andriet 13- 14 Apell
15- 16 Applonia
09- 10 Alips 09- 10 Anthoine 17-18 Barbara 09- 10 Berhart
19-20 Brida
11- 12 Amee 11- 12 Bernard 21 - 22 Brigita 11-12 Caspar
13- 14 Amelot 23-24 Cecilia 13- 14 Clas
15- 16 Anne 13- 14 Charles 25- 26 Clara
l 5-16 Charlot 27-28 Cristi na 15-16 Cristin
17-18 Colin 29- 30 Dorothea
17-18 Avelina 19-20 Denis 31-32 Duretta 17-18 Cristoff
19-20 Blancha 33-34 Ella
35- 36 Els 19-20 Dieterich
21-22 Cateline 21 - 22 Durant 37- 38 Elsbeth 21- 22 Engelhart
39- 40 Engel 23-24 Erhart
23-24 Cecilia 23-24 Edouart 41 - 42 Enlein
43- 44 Enndlin
25-26 Claricia 25- 26 Eremon 45-46 Eva 25- 26 Felix
27-28 Ernault 47- 48 Fela
27-28 Co ll e tt e 49-50 Fronicka 27-28 Frantz
29-30 Denisete 29-30 Ethor 51 - 52 Genefe 29-30 Fritz
31-32 Dorian 31-32 Felix 53- 54 Geras
33-34 Edelina 55- 56 Gerhauss 31 -32 Gerhart
35- 3 6 Emelina 57- 58 Gertrudt
33-34 Floquart 59-60 Guttel 33-34 Gotleib
61 - 62 Helena 35-36 Hans
35- 36 Galleren 63-64 lrmel
37-38 Emmelot 37-38 Gaultier 65-66 Jonata 37- 38 Hartmann
67- 68 Kate rina
39- 40 Ermentrudis 39-40 Gilles 69- 70 Kuen 39-40 Heintz
41-42 Guy 71-72 Kungund 41 - 42 Herman
41-42 Gibelina 73- 74 Lucia 43 - 44 Jacob
43- 44 Gila 43-44 Henry 75- 76 Madalena
77- 78 Magdalen
45-46 Gillette 45-46 Hugo 79-80 Margret 45 - 46 Jeremias
47-48 Imbert 81-82 Marlein
47-48 Guiburgis 83-84 Martha 47-48 Jorg
49-50 Guillemette 49-50 Jacques 85-86 Otilia 49-50 Karil
51 - 52 Guoite 87- 88 Ottilg
53- 54 Hecelina 51 - 52 Jacquot 89- 90 Peternella 51-52 Kilian
53- 54 Jean 91- 92 Reusin
55- 56 Jehannin 93- 94 Sibilla 53- 54 Lin hart
95- 96 Ursel
55- 56 Heloysis 97- 98 Vrsula 55- 56 Lo re ntz
99-00 Walpurg
57-58 Helyoudis 57- 58 Louis 57- 58 Ludwig
59- 60 Hodeardis 59-60 Marx
59-60 Louys 61 - 62 Melchor
63-64 Mertin
61-62 lsabellis 61-62 Loys
63-64 Martin
63-64 Jaquette
65- 66 Jehan 65-66 Michel 65-66 Michel
67- 68 Johanna 67- 68 Mille 67-68 Moritz
69- 70 Juliote
71 - 7 2 Katerine 69- 70 Morelet 69- 70 Osswald
71- 72 Nicolas 71-72 Ott
73-74 Nicolle
73- 74 Luciana 73- 74 Peter
75-76 Margot
75-76 Oudart 75- 76 Rudolff
77-78 Marguerite 77-78 Perrin 77-78 Ruprecht
79-80 Sewastia n
79-80 Maria 79-80 Phillippe 81-82 Sigmund
81 -82 Marie
81-82 Pierre
83- 84 Melisende 83-84 Regnault 83-84 Steffan
85-86 Richart 85-86 Symon
85- 86 Odelina
87- 88 Perrette 87- 88 Robert 87-88 Thoman
89- 90 Petronilla
91-92 Sedilia 89- 90 Robinet 89- 90 Ulrich
91- 92 Sauvage
91-92 Vallentin
93-94 Stephana 93- 94 Simon 93- 94 Wendel
95- 96 Talbot
95-96 Sybilla 95- 96 Wilhelm
97-98 Ysabeau 97-98 Tanguy 97-98 Wolff
99-00 Wolfgang
99- 00 Ysabel 99- 00 Vincent
APPENDIX B I CHARACTER NAMES
GREE K, FE MALE GREE K, MA LE INDIA N, FEMALE INDIAN, MA LE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Abha 01- 02 Abhay
01-02 Acantha 01-02 Adonis 03-04 Aishwarya 03- 04 Ahsan
03-04 Aella 05-06 Amala 05- 06 Ajay
05-06 Alektos 03- 04 Adrastos 07-08 Ananda 07- 08 Ajit
07- 08 Alkippe 09-10 Ankita 09- 10 Akhil
05-06 Aeson 11-12 Archana 11- 12 Amar
09- 10 And romeda 07- 08 Aias 13-14 Avan i 13- 14 Amit
09- 10 Aineias 15- 16 Chandana l 5- 16 Ananta
11 - 12 Antigone 11- 12 Aiolos 17- 18 Chandrakanta 17-18 Aseem
19- 20 Chetan 19- 20 Ashok
13-14 Ariadne 13-14 Alekto 21-22 Darshana 21 - 22 Bahadur
23-24 Devi 23-24 Basu
l 5- 16 Astraea 15-16 Alkeides 25-26 Dipti 25-26 Chand
17-18 Chloros 17-18 Argos 27-28 Esha 27-28 Chandra
19-20 Chryseos 29- 30 Gauro 29-30 Damodar
21-22 Daphne 19-20 Brontes 31-32 Gita 31-32 Darhsan
21-22 Damazo 33- 34 Indi ra 33-34 Devdan
23-24 Despo ina 23-24 Dardanos 35- 36 lndu 35-36 Dinesh
37-38 jaya 37-38 Dipak
25-26 Dione 25- 26 Deimos 39-40 Kala 39- 40 Gopal
41-42 Kalpana 41 - 42 Govind
27-28 Eileithyia 27-28 Diomedes 43- 44 Kamala 43- 44 Harendra
29-30 Elektra 45-46 Kanta 45- 46 Harsha
31- 32 Euadne 29-30 Endymion 47- 48 Kashi 47- 48 Ila
33- 34 Eudora 31 - 32 Epimetheus 49- 50 Kishori 49- 50 lsha
33-34 Erebos 51 - 52 Lalita 51 - 52 Johar
35- 36 Eunomia 35- 36 Euandros 53- 54 Li na 53- 54 Kalyan
55- 56 Madhu r 55- 56 Kiran
37-38 Hekabe 37-38 Ganymedes 57-58 Manju 57-58 Kumar
59- 60 Meera 59-60 Lakshmana
39- 40 Helene 39- 40 Glaukos 61 - 62 Mohana 61-62 Mahavir
41- 42 Hermoione 63-64 Mu kta 63-64 Narayan
43- 44 Hippolyte 41 - 42 Hektor 65-66 Nisha 65- 66 Naveen
45-46 Ianthe 67-68 Nitya 67- 68 Nirav
43- 44 Heros 69-70 Padma 69- 70 Prabhakar
71-72 Pratima 71-72 Prasanna
47- 48 lokaste 45-46 Hippolytos 73-74 Priya 73- 74 Raghu
47-48 lacchus 75-76 Rani 75-76 Rajani kant
77-78 Sarala 77-78 Rakesh
49-50 lole 49-50 lason 79-80 Shakti 79-80 Ranjeet
81- 82 Shanta 81-82 Rishi
51-52 Iphigenia 51- 52 Kadmos 83- 84 Shobha 83-84 Sanjay
85-86 Sima 85-86 Sekar
53-54 lsmene 53- 54 Kastor 87-88 Sonal 87-88 Shandar
89-90 Sumana 89- 90 Sumantra
55-56 Kalliope 55- 56 Kepha los 91- 92 Sunita 91 - 92 Vijay
57- 58 Kallisto 57- 58 Kepheus 93-94 Tara 93- 94 Vikram
59-60 Koios 95- 96 Valli 95- 96 Vimal
59-60 Kalypso 97- 98 Vijaya 97- 98 Vishal
99- 00 Vimala 99- 00 Yash
61- 62 Karme 61 - 62 Kreios
63- 64 Kassandra 63- 64 Laios
65-66 Kassiopeia 65-66 Leandros
67-68 Kirke
69- 70 Kleio 67- 68 Linos
69-70 Lykos
71 - 72 Klotho 71-72 Melanthios
73- 74 Klytie 73- 74 Menelaus
75-76 Kynthia 75-76 Mentor
77-78 Leto 77-78 Neo ptolemus
79-80 Okeanos
79-80 Megaera 81- 82 Orestes
81-82 Melaina 83-84 Pallas
83- 84 Melpomene
85- 86 Nausikaa 85- 86 Patroklos
87- 88 Nemesis 87- 88 Philandros
89- 90 Niobe 89-90 Phoibos
91- 92 Ourania
93- 94 Phaenna 91- 92 Phrixus
93-94 Priamos
95- 96 Polymn ia 95-96 Pyrrhos
97- 98 Semele 97-98 Xanthos
99-00 Theia 99-00 Zephyros
APPENDlX B I CHARACTER NAM ES
JAPA N ESE , FEMALE JAPANESE, MALE
dlOO Name dlOO Name
01 - 02 Aika 01- 02 Akio JAPANESE, MALE
03- 04 Akemi
0 5- 06 Akiko 03- 04 Ats ushi dlOO Name
07-08 Amaya
09- 10 Asa mi 05- 06 Daichi 53-54 Makoto
11- 12 Ayumi 55-56 Mamoru
13-14 Bunke 07- 08 Daiki 57-58 Masato
15-16 Chieko 59-60 Masumi
17-18 Chika 09-10 Daisuke
19- 20 Chiyo
21 - 22 Cho 11-12 Eiji 61 - 62 Noboru
23-24 Eiko 13-14 Fumio 63- 64 Norio
25-26 Emiko 15-16 Hajime 65-66 Osamu
27-28 Eri 67- 68 Ryota
29-30 Etsuko 17-18 Haru 69-70 Sadao
31- 32 Gina 71- 72 Satos h i
33-34 Hana 19- 20 Hideaki 73-74 Shigeo
35-36 Haruki
37- 38 Hideko 21-22 Hideo
39-40 Hikari
41 - 42 Hiroko 23-24 Hikaru
43- 44 Hisoka
45- 46 Hishi 25-26 Hiro
47-48 Hotaru
49-50 Izumi 27-28 Hiroki 75- 76 Shin
51-52 Kameyo 77- 78 Sora
53-54 Kasumi 29-30 Hisao 79- 80 Tadao
55- 56 Kimiko 81- 82 Takehiko
57-58 Kotone 31-32 Hitoshi 83- 84 Takeo
59-60 Kyoko 33-34 Isa mu
61-62 Maiko
63- 64 Masako 35- 36 lsao
65-66 Mi
67- 68 M inori 37-38 Jun 85- 86 Takeshi
69- 70 Mizuki 39- 40 Katashi 87- 88 Takumi
71-72 Naoki
73-74 Natsuko 41-42 Katsu 89-90 Tamotsu
75-76 Noriko 43-44 Kei 91-92 Tatsuo
77-78 Rei 93- 94 Toru
79-80 Ren 45-46 Ken 95-96 Toshio
81-82 Saki 47-48 Ken shin 97-98 Yasuo
83- 84 Shigeko
85-86 Shinju 49- 50 Kenta
87- 88 Sumiko
89-90 Tos hiko 51 - 52 Kioshi 99-00 Yukio
91-92 Tsukiko
93-94 Ume
95-96 Usagi
97- 98 Yasuko
99- 00 Yuriko
AP PEND fX B I C H ARACTER NAMES
MESOAM ERIC AN 1 FEMA LE M ESOAME RI CA N 1 FEMALE M ESOAMERICAN 1 M ALE
dl OO Name dl OO Name dlOO Name
01 - 02 Ahuiliztli 69-70 Papan 33-34 lccauhtli
03- 04 Atl 71-72 PatIi 35-36 llhicamina
05- 06 Centehua 73-74 Quetzalxochitl 37-38 ltztli
07- 08 Chalchiuitl 75-76 Sacnite 39-40 lxtli
09- 10 Chipahua 77-78 Teicui 41 - 42 Mahuizoh
11- 12 Cihuaton 79-80 Tepin 43- 44 Manauia
13- 14 Citlali 81-82 Teuicui 45- 46 Matlal
15- 16 Citlalmina 83- 84 Teyacapan 47- 48 Matlalihuitl
17- 18 Coszcatl 85-86 Tiaco 49- 50 Mazati
19- 20 Cozamalotl 87- 88 Tlacoehua 51 - 52 Mictlantecuhtli
21 - 22 Cuicatl 89-90 Tlacotl 53- 54 Milintica
23- 24 Eleuia 91 - 92 TiaIii 55- 56 Momoztli
25- 26 Eloxochitl 93- 94 Tlanextli 57- 58 Namacuix
27- 28 Eztli 95- 96 Xihu itl 59- 60 Necalli
29- 30 lchtaca 97- 98 Xiuhcoatl 61 - 62 Necuametl
31- 32 lcnoyotl 99-00 Xiuhtonal 63 - 64 Nezahualcoyotl
33- 34 lhuicatl 65- 66 Nexahualpilli
35- 36 llhuitl ME SO AMERICAN 1 MALE 67- 68 Nochehuatl
37- 38 ltotia 69- 70 Nopaltzin
39- 40 luitl dlOO Name 71 - 72 Ollin
41 - 42 lxcatzin 73- 74 Quauhtli
43- 44 lzel 01-02 Achcauhtli 75 - 76 Tenoch
45- 46 Malinalxochitl 03-04 Amoxtli 77- 78 Teoxihuitl
47- 48 Mecatl 05-06 Chicahua 79- 80 Tepiltzin
49-50 Meztli 07-08 ChimaIii 81- 82 Tezcacoatl
51 - 52 Miyaoaxochitl 09-10 Cipactli 83- 84 Tlacaelel
53- 54 Mizquixaual 11- 12 Coaxoch 85-86 TlaceIel
55- 56 Moyolehuani 13- 14 Coyotl 87- 88 Tlaloc
57- 58 Nahuatl 15- 16 CualIi 89- 90 Tlanextic
59- 60 Necahual 17-18 Cuauhtemoc 91- 92 Tlazohtlaloni
61 - 62 Nenetl 19-20 Cuetlachtilo 93- 94 Tlazopillo
63-64 Nochtli 21-22 Cuetzpalli 95-96 Uetzcayotl
65- 66 Noxochicoztli 23-24 Cuixtli 97- 98 Xipilli
67- 68 Ohtli 25-26 Ehecatl 99-00 Yaoti
27-28 Etalpalli
APPENDIX BJ CHARACTER NAMES 29-30 Huemac
31-32 Huitzilihuitl
NIGER-CONGO, NIGER-CONGO, NORSE, FEMALE NORSE, MALE
FEMALE MALE dlOO Name dlOO Name
01- 02 Alfhild
dlOO Name dlOO Name 03- 04 Arnbjorg 01 - 02 Agni
01-02 Abebi 05- 06 Ase 03-04 Alaric
03-04 Abena 01 - 02 Abebe 07- 08 Aslog
05- 06 Abimbola 03-04 Abel 09- 10 Astrid 05- 06 Anvindr
07- 08 Akoko 05- 06 Abidemi 11-1 2 Auda
09- 10 Akachi 13- 14 Audhid 07- 08 Arvid
11-12 Alaba 15- 16 Bergljot
13- 14 Anuli 07- 08 Abrafo 17- 18 Birgh ild 09- 10 Asger
15- 16 Ayo 19- 20 Bodil 11- 12 Asmund
17-18 Bolanle 09-10 Adisa 21 - 22 Brenna
19-20 Bosede 11 - 12 Amadi 23- 24 Brynhild 13- 14 Bjarte
21-22 Chiamaka 13- 14 Amara 25-26 Dagmar
23-24 Chidi 15- 16 Anyim 27-28 Eeri ka 15- 16 Bjorg
25-26 Chidimma 29-30 Eira 17- 18 Bjorn
27- 28 Chinyere 17-18 Azubuike 31 - 32 Gudrun 19- 20 Brandr
29-30 Chioma 33- 34 Gunborg
31-32 Dada 19- 20 Bapoto 35- 36 Gunhild 21- 22 Brandt
33-34 Ebele 21 - 22 Baraka 37- 38 Gunvor
35- 36 Efemena 39- 40 Helga 23- 24 Brynjar
37- 38 Ejiro 41-42 Hertha
39-40 Ekundayo 23- 24 Bohlale 43-44 Hilde 25- 26 Calder
41 - 42 Enitan 45-46 Hillevi 27-28 Colborn
43- 44 Funanya 25-26 Bongani 47- 48 Ingrid
45-46 lfunanya 27-28 Bujune 49-50 Iona 29-30 Cuyler
47-48 lge 29- 30 Buziba 51 - 52 )orunn 31-32 Egil
49- 50 lme 31 -32 Chakide 53- 54 Kari
51- 52 Kunto 55-56 Kenna 33-34 Einar
53- 54 Lesedi 33-34 Chibuzo 57-58 Magnhild 35- 36 Eric
55-56 Lumusi 59-60 Nanna
57-58 Moj isola 35- 36 Ch ika 61-62 Olga 37- 38 Erland
59- 60 Monifa 37-38 Chimola 63-64 Ragna
61-62 Nakato 65- 66 Ragnhild 39- 40 Fiske
63-64 Ndidi 39-40 Chiratidzo 67- 68 Ranveig 41 - 42 Fol kvar
65- 66 Ngozi 41-42 Dabulamanzi 69- 70 Runa 43- 44 Fritjof
67- 68 Nkiruka 71- 72 Saga 45-46 Frede
69- 70 Nneka 43-44 Dumisa 73- 74 Sigfrid
71 - 72 Ogechi 45-46 Dwanh 75-76 Signe 47-48 Geir
73- 74 Olamide 77-78 Sigrid
75- 76 Oluchi 47-48 Emeka 79-80 Sigr.unn 49- 50 Halvar
77-78 Omolara 49-50 Folami 81 - 82 Solveg 51 - 52 Hemming
79-80 Onyeka 83-84 Svanhild
81 - 82 Simisola 51-52 Gatura 85- 86 Thora 53- 54 Hjalmar
83- 84 Temitope 53-54 Gebhuza 87-88 Torborg
85- 86 Thema 89- 90 Torunn 55-56 Hjortr
87- 88 Titlayo 91 - 92 Tove
89- 90 Udo 55- 56 Gero 93-94 Unn 57- 58 lngimarr
91- 92 Uduak 95-96 Vigdis 59- 60 Iva r
93-94 Ufuoma 57- 58 lsoba 97-98 Ylva 61-62 Knud
95-96 Yaa 59- 60 Kagiso 99- 00 Yngvild
97- 98 Yejide 61 - 62 Kamau 63-64 Leif
99- 00 Yewande
63- 64 Katlego 65- 66 Liufr
67- 68 Manning
65-66 Masego
67-68 Matata 69- 70 Oddr
69- 70 Nthanda
71 - 72 Olin
71 - 72 Ogechi 73-74 Ormr
75- 76 Ove
73-74 Olwenyo
75- 76 Osumare 77- 78 Rannulfr
77- 78 Paki
79-80 Sigurd
79-80 Qin isela 81-82 Skari
83-84 Snorri
81-82 Quanda
83-84 Samanya 85- 86 Sten
85-86 Shanika
87- 88 Stigandr
87-88 Sibonakaliso 89- 90 Stigr
91- 92 Sven
89- 90 Tapiwa
91 - 92 Thabo 93- 94 Trygve
93- 94 Themba 95-96 Ulf
95- 96 Uzoma 97- 98 Vali
97-98 Zuberi 99- 00 Vidar
99-00 Zuri
APPENDIX B I CHARACTER NAMES
PO LYNESIAN , POLYNESIAN, MALE ROMAN, FEMALE ROMAN, MALE
FEMAL E dlOO Name dlOO Name dlOO Name
01- 02 Afa 01- 02 Aelia 01 -02 Aelius
dlOO Name 03- 04 Ahohako 03- 04 Aemilia 03- 04 Aetius
01-02 Ahulani 05- 06 Aisake 05- 06 Agrippina 05-06 Agrippa
03- 04 Airini 07- 08 Aleki 07- 08 Alba 07-08 Albanus
05- 06 Alani 09-10 Anewa 09-10 Antonia 09-10 Albus
07-08 Aluala 11-12 Anitelu 11-12 Aquila 11-12 Antonius
09-10 Anahera 13- 14 Aputi 13-14 Augusta 13-14 Appius
11-12 Anuhea 15- 16 Ariki 15-16 Aurelia 15-16 Aquilinus
13-14 Aolani 17- 18 Butat 17- 18 Balbina 17-18 Atilus
15- 16 Elenoa 19-20 Enele 19-20 Blandina 19-20 Augustus
17- 18 Emele 21 -22 Fef 21-22 Caelia 21-22 Aurelius
19-20 Fetia 23-24 Fu ifui 23- 24 Camilla 23-24 Avitus
21-22 Fiva 25- 26 Ha'aheo 25- 26 Casia 25-26 Balbus
23- 24 Halona 27-28 Hanohano 27- 28 Claudia 27-28 Blandus
25-26 Hi'ilei 29-30 Haunui 29- 30 Cloelia 29-30 Blasius
27- 28 Hina 31-32 Hekili 31-32 Domitia 31-32 Brutus
29- 30 Hinatea 33-34 Hiapo 33- 34 Drusa 33-34 Caelius
31- 32 Huali 35-36 Hikawera 35- 36 Fabia 35-36 Ca ius
33-34 lnia 37-38 Hanano 37- 38 Fabricia 37- 38 Casian
35- 36 lnina 39-40 Ho'onani 39-40 Fausta 39-40 Cassius
37-38 lolani 41-42 Hoku 41- 42 Flavia 41-42 Cato
39- 40 Isa 43-44 HO'eu 43- 44 Floriana 43-44 Celsus
41- 42 Ka 'ana'ana 45-46 Ina 45-46 Fulvia 45- 46 Claudius
43- 44 Ka'ena 47-48 ltu 47- 48 Germana 47- 48 Cloeli us
45-46 Kaamia 49- 50 Glaucia 49- 50 Cnaeus
47- 48 Kahula 49-50 Ka'aukai 51-52 Gratiana 51-52 Crispus
49- 50 Kailani 51-52 Ka'eo 53- 54 Hadriana 53- 54 Cyprianus
51- 52 Kamaile 55-56 Hermina 55- 56 Diocletianus
53- 54 Kamakani 53-54 Kaelani 57- 58 Horatia 57- 58 Egnatius
55-56 Kamea 55-56 Kahale 59-60 Hortensia 59- 60 Ennius
57- 58 Latai 57-58 Kaiea 61- 62 lovita 61-62 Fabricius
59-60 Liona 59-60 Kaikoa 63-64 lulia 63-64 Faustus
61- 62 Lokelani 61-62 Kana'I 65- 66 Laelia 65-66 Gaius
63- 64 Marva 63-64 Koamalu 67- 68 Laurentia 67-68 Germanus
65- 66 Mehana 65-66 Ka 69-70 Livia 69-70 Gnaeus
67- 68 Millawa 71- 72 Longina 71-72 Horatius
69-70 Moana 67-68 Laki 73- 74 Luci lla 73- 74 lovianus
71 -72 Ngana 69-70 Makai 75-76 Lucretia 75- 76 lulius
73- 74 Nohea 71-72 Manu 77- 78 Marcella 77- 78 Lucilius
75-76 Pelika 73-74 M a n u ka 79-80 Marcia 79-80 Manius
77-78 Sanoe 75-76 Nui 81- 82 Maxima 81 -82 Marcus
79-80 Satina 83-84 Nona 83- 84 Mariu s
81- 82 Tahia 77-78 Pono 85-86 Octavia 85- 86 Maximus
83- 84 Tasi 79-80 Popoki 87-88 Paulina 87- 88 Octavius
85- 86 Tiaho 81-82 Ruru 89-90 Petronia 89- 90 Paulus
87-88 Tihani 83-84 Tahu 91-92 Porcia 91 - 92 Quintilian
89- 90 Toroa 85-86 Taurau 93- 94 Tacita 93- 94 Regulus
91-92 Ulanni 87-88 Tuala 95- 96 Tullia 95-96 Servius
93-94 Uluwehi 89-90 Turoa 97-98 Verginia 97-98 Tacitus
95- 96 Vaina 91-92 Tusitala 99- 00 Vita 99-00 Varius
97- 98 Waiola 93-94 Uaine
99-00 Wa itara 95- 96 Waata
97- 98 Waipuna
99-00 Zamar
A P PEND IX B J CHAR1\ CTER NA~I ES
SLAVIC, FEMALE SLAVIC, MALE
dlOO Name dlOO Name
01-02 Aleksandru
01-02 Agripina 03-04 Berislav
05-06 Blazh
03-04 Anastasiya 07-08 Bogumir
05-06 Bogdan a 09-10 Boguslav
11 - 12 Borislav
07-08 Boleslava 13- 14 Bozhidar
09- 10 Bozhena 15- 16 Bratomil
17- 18 Bratoslav
11-12 Danica 19-20 Bronislav
21-22 Chedomir
13-14 Darya 23- 24 Chestibor
15- 16 Desislava 25-26 Chestirad
27-28 Chestislav
17- 18 Dragoslava 29- 30 Desilav
31-32 Dmitrei
19- 20 Dunja 33- 34 Dobromil
21 - 22 Efrosinia 35- 36 Dobroslav
37-38 Dragomir
23-24 Ekaterina 39- 40 Dragutin
41-42 Drazhan
25-26 Elena 43-44 Gostislav
27-28 Faina 45-46 Kazimir
47-48 Kyrilu
29- 30 Galina 49-50 Lyubomir
51-52 Mechislav
31-32 Irina 53-54 Milivoj
33- 34 Iskra 55-56 Milosh
57-58 Mstislav
35-36 Jasna 59-60 Nikola
37- 38 Katarina 61-62 Ninoslav
63-64 Premislav
39- 40 Katya 65-66 Radomir
41 - 42 Kresimira 67-68 Radovan
69- 70 Ratimir
43- 44 Lyudmila 71 - 72 Rostislav
73-74 Slavomir
45-46 Magda 75 - 76 Stanislav
47-48 Mariya 77-78 Svetoslav
49- 50 Militsa 79-80 Tomislav
81 - 82 Vasili
51 - 52 Miloslava 83- 84 Velimir
53- 54 Mira 85- 86 Vladimir
87- 88 Vladislav
55- 56 Miroslava 89- 90 Vlastimir
91-92 Volodimeru
57-58 Mokosh 93- 94 Vratislav
59-60 Morana 95- 96 Yarognev
97- 98 Yaromir
61-62 Natasha 99- 00 Zbignev
63- 64 Nika
65- 66 Olga
67- 68 Rada
69-70 Radoslava
71-72 Raisa
73- 74 Slavitsa
75- 76 Sofiya
77-78 Stanislava
79-80 Svetlana
81-82 Tatyana
83-84 Tomislava
85-86 Veronika
87- 88 Vesna
89- 90 Vladimira
91 - 92 Ya roslava
93-94 Yelena
95-96 Zaria
97-98 Zarya
99- 00 Zoria
SPAN I SH, FEMALE SPA NISH, FEM ALE SPAN ISH , M ALE
dlOO Name dlOO Name d lOO Name
01 - 02 Abella 69-70 Melania
03- 04 Adalina 71-72 Monica 33-34 Escobar
05-06 Adora 73-74 Neva
07-08 Adriana 75-76 Nilda 35-36 Etter
09- 10 Ana 77-78 Petrona 37-38 Fernando
11- 12 Antonia 79-80 Rafaela 39-40 Franciso
13-14 Basilia 81-82 Ramira
15-16 Beatriz 83-84 Rosario 41-42 Gabriel
17-18 Bonita 85-86 Sofia
19-20 Camila 87-88 Suelo 43-44 Garcia
21-22 Cande 89-90 Teresa
23-24 Carmen 91-92 Tomasa 45-46 Gaspar
25-26 Catlina 93-94 Valentia 47-48 Gil
27-28 Dolores 95-96 Ve ro nica
29- 30 Dominga 97-98 Ynes 49-50 Gomes
31 - 32 Dorotea 99- 00 Ysabel
51-52 Goncalo
33-34 Elena 53-54 G o s t a n t in
35 - 3 6 Elicia 55-56 Jayme
37-38 Esmerelda 57-58 Joan
39- 40 Felipina 59-60 Jorge
41-42 Francisca 61-62 Jose
43- 44 Gabriela 63-64 Ju an
45- 46 Imelda 65-66 Machin
47- 48 Ines
49- 50 Isabel SPANISH, MALE 67-68 Martin
51 -52 Juana
53-54 Le o ca d ia dlOO Name 69-70 Mateu
55-56 Leono r 01 - 02 Alexandre 71-72 Miguel
03- 04 Alfonso
05-06 Alonso 73-74 Nicolas
07-08 Anthon
09- 10 Arcos 75-76 Pascual
11 - 12 Arnaut
13- 14 Arturo 77-78 Pedro
15-16 Ba r t o le m e
17-18 Benito 79-80 Perico
19-20 Bernat 81-82 Ramiro
21-22 Blasco
23-24 Carlos 83-84 Ramon
25-26 Damian
57-58 Leta 27-28 Di ego 85-86 Rodrigo
59-60 Lucinda 29-30 Domingo 87-88 Sabastian
61 - 62 Maresol 31-32 Enrique 89-90 Salvador
63-64 Maria
65- 66 Maricela 91-92 Simon
93-94 Tomas
95-96 Tristan
97- 98 Valeriano
67- 68 Matilde 99-00 Ynigo
APPENDfX 8 J CHARACTER NAMES