SPELL DESCRIPTIONS if the beast’s Intelligence score is 4 or higher. Until the
spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order.
within line of sight of each other. Through the link, the
ABI-DALZIM S HORRID WILTING
8th-level necromancy beast can understand your telepathic messages to it,
and it can telepathically communicate simple emotions
Casting Time: 1 action
Range: 150 feet and concepts back to you. While the link is active, the
Components: V, S, M (a bit of sponge)
Duration: Instantaneous beast gains advantage on attack rolls against any crea-
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each ture within 5 feet of you that you can see.
creature in that area must make a Constitution saving
BONES OF THE EARTH
throw. Constructs and undead aren’t affected, and plants 6th-level transmutation
and water elementals make this saving throw with dis- Casting Time: 1 action
Range: 120 feet
advantage. A creature takes 12d8 necrotic damage on a Components: V, S
failed save, or half as much damage on a successful one. Duration: Instantaneous
Nonmagical plants in the area that aren’t creatures, You cause up to six pillars of stone to burst from places
on the ground that you can see within range. Each pillar
such as trees and shrubs, wither and die instantly. is a cylinder that has a diameter of 5 feet and a height of
up to 30 feet. The ground where a pillar appears must
ABSORB ELEMENTS be wide enough for its diameter, and you can target the
lst-level abjuration ground under a creature if that creature is Medium or
smaller. Each pillar has AC 5 and 30 hit points. When
Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble,
acid, cold, fire, lightning, or thunder damage which creates an area of difficult terrain with a 10-
foot radius that lasts until the rubble is cleared. Each
Range: Self
Components: S 5-foot-diameter portion of the area requires at least 1
Duration: 1 round minute to clear by hand.
The spell captures some of the incoming energy, less- If a pillar is created under a creature, that creature
ening its effect on you and storing it for your next melee tmhuesptislluacrc. eAecdreoantuarDe ecxatnercithyosoasveintogftahilrothweosravbee. lifted by
attack. You have resistance to the triggering damage
If a pillar is prevented from reaching its full height
type until the start of your next turn. Also, the first time because of a ceiling or other obstacle, a creature on the
pillar takes 6d6 bludgeoning damage and is restrained,
you hit with a melee attack on your next turn, the target pinched between the pillar and the obstacle. The re-
takes an extra ld6 damage of the triggering type, and strained creature can use an action to make a Strength
or Dexterity check (the creature’s choice) against the
the spell ends.
At Higher Levels. When you cast this spell using a spell’s save DC. On a success, the creature is no lon-
spell slot of 2nd level or higher, the extra damage in- ger restrained and must either move off the pillar or
creases by ld6 for each slot level above 1st. fall off it.
AGANAZZAR S SCORCHER At Higher Levels. When you cast this spell using a
2nd-level evocation spell slot of 7th level or higher, you can create two addi-
tional pillars for each slot level above 6th.
Casting Time: 1 action
Range: 30 feet CATAPULT
Components: V, S, M (a red dragon’s scale) Ist-level transmutation
Duration: Instantaneous
Casting Time: 1 action
A line of roaring flame 30 feet long and 5 feet wide ema-
Range: 60 feet
nates from you in a direction you choose. Each creature Components: S
Duration: Instantaneous
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, or half as that isn’t being worn or carried. The object flies in a
straight line up to 90 feet in a direction you choose
much damage on a successful one. before falling to the ground , stopping early if it impacts
At Higher Levels. When you cast this spell using a against a solid surface. If the object would strike a crea-
ture, that creature must make a Dexterity saving throw.
spell slot of 3rd level or higher, the damage increases by On a failed save, the object strikes the target and stops
ld8 for each slot level above 2nd. object strikes something, the object
moving. When the
BEAST BOND each take 3d8 bludgeoning damage.
lst-level divination and what it strikes
At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 2nd level or higher, the maximum weight of
Range: Touch objects that you can target with this spell increases by 5
Components: V, S, M (a bit of fur wrapped in a cloth) pounds, and the damage increases by ld8, for each slot
Duration: Concentration, up to 10 minutes
level above 1st.
You establish a telepathic link with one beast you touch
that is friendly to you or charmed by you. The spell fails
CHAPTER 3 | SPELLS
CATNAP hours, whenever the target makes a saving throw, it can
3rd-level enchantment roll a d4 and add the number rolled to the save. A crea-
ture can benefit from this rite only once.
Casting Time: 1 action
Range: 30 feet Funeral Rite. You touch one corpse, and for the next
Components: S, M (a pinch of sand) 7 days, the target can’t become undead by any means
Duration: 10 minutes short of a wish spell.
You make a calming gesture, and up to three willing Wedding. You touch adult humanoids willing to be
creatures of your choice that you can see within range bonded together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are within 30
fall unconscious for the spell’s duration. The spell ends feet of each other. A creature can benefit from this rite
again only if widowed.
on a target early if it takes damage or someone uses an
CHAOS BOLT
action to shake or slap it awake. If a target remains un-
lst-level evocation
conscious for the full duration, that target gains the ben-
efit of a short rest, and it can’t be affected by this spell Casting Time: 1 action
again until it finishes a long rest. Range: 120 feet
Components: V, S
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 4th level or higher, you can target one addi- You hurl an undulating, warbling mass of chaotic energy
tional willing creature for each slot level above 3rd. at one creature in range. Make a ranged spell attack
CAUSE FEAR against the target. On a hit, the target takes 2d8 + ld6
lst-level necromancy
damage. Choose one of the d8s. The number rolled
Casting Time: 1 action
Range: 60 feet on that die determines the attack’s damage type, as
Components: V
Duration: Concentration, up to 1 minute shown below.
You awaken the sense of mortality in one creature you d8 Damage Type
can see within range. A construct or an undead is im- 1 Acid
mune to this effect. The target must succeed on a Wis- 2 Cold
dom saving throw or become frightened of you until the 3 Fire
spell ends. The frightened target can repeat the saving 4 Force
throw at the end of each of its turns, ending the effect on 5 Lightning
itself on a success. 6 Poison
7 Psychic
At Higher Levels. When you cast this spell using 8 Thunder
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The If you roll the same number on both d8s, the chaotic
creatures must be within 30 feet of each other when you energy leaps from the target to a different creature of
your choice within 30 feet of it. Make a new attack roll
target them. damage roll,
against the new target, and make a new
CEREMONY which could cause the chaotic energy to leap again.
lst-level abjuration (ritual)
A creature can be targeted only once by each casting
Casting Time: 1 hour
Range: Touch of this spell.
Components: V, S, M (25 gp worth of powdered silver,
At Higher Levels. When you cast this spell using
which the spell consumes)
Duration: Instantaneous a spell slot of 2nd level or higher, each target takes
ld6 extra damage of the type rolled for each slot level
You perform a special religious ceremony that is infused
with magic. When you cast the spell, choose one of the above 1st.
following rites, the target of which must be within 10
feet of you throughout the casting. CHARM MONSTER /ri
7
Atonement. You touch one willing creature whose 4th-level enchantment
alignment has changed, and you make a DC 20 Wisdom VT
(Insight) check. On a successful check, you restore the Casting Time: 1 action
target to its original alignment. Range: 30 feet
Components: V, S
Bless Water. You touch one vial of water and cause it Duration: 1 hour
to become holy water. You attempt to charm a creature you can see within
Coming of Age. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
so with advantage if you or your companions are fight-
young adult. For the next 24 hours, whenever the target ing it. If it fails the saving throw, it is charmed by you
until the spell ends or until you or your companions do
makes an ability check, it can roll a d4 and add the num- anything harmful to it. The charmed creature is friendly
to you. When the spell ends, the creature knows it was
ber rolled to the ability check. A creature can benefit charmed by you.
from this rite only once.
Dedication. You touch one humanoid who wishes
to be dedicated to your god’s service. For the next 24
CHAPTER 3 |SPELLS
7 /A
$\ At Higher Levels. When you cast this spell using Updraft. You cause a sustained updraft within the
a spell slot of 5th level or higher, you can target one cube, rising upward from the cube’s bottom side. Crea-
152 additional creature for each slot level above 4th. The tures that end a fall within the cube take only half dam-
creatures must be within 30 feet of each other when you age from the fall. When a creature in the cube makes a
vertical jump, the creature can jump up to 10 feet higher
target them. than normal.
CONTROL FLAMES CREATE BONFIRE
Transmutation cantrip Conjuration cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: Instantaneous or 1 hour (see below) Duration: Concentration, up to 1 minute
You choose a nonmagical flame that you can see within You create a bonfire on ground that you can see within
range. Until the spell ends, the magic bonfire fills a
range and that fits within a 5-foot cube. You affect it in 5-foot cube. Any creature in the bonfire’s space when
you cast the spell must succeed on a Dexterity saving
one of the following ways: throw or take ld8 fire damage. A creature must also
make the saving throw when it moves into the bonfire’s
• You instantaneously expand the flame 5 feet in one space for the first time on a turn or ends its turn there.
direction, provided that wood or other fuel is present
The bonfire ignites flammable objects in its area that
in the new location.
aren’t being worn or carried.
• You instantaneously extinguish the flames
The spell’s damage increases by ld8 when you reach
within the cube. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
• You double or halve the area of bright light and dim CREATE HOMUNCULUS
light cast by the flame, change its color, or both. The
6th-level transmutation
change lasts for 1 hour.
Casting Time: 1 hour
—• You cause simple shapes such as the vague form of a Range: Touch
—creature, an inanimate object, or a location to appear Components: V, S, M (clay, ash, and mandrake root, all
within the flames and animate as you like. The shapes of which the spell consumes, and a jewel-encrusted
dagger worth at least 1,000 gp)
last for 1 hour. Duration: Instantaneous
If you cast this spell multiple times, you can have up to While speaking an intricate incantation, you cut your-
three non-instantaneous effects created by it active at a self with a jewel-encrusted dagger, taking 2d4 piercing
time, and you can dismiss such an effect as an action.
damage that can’t be reduced in any way. You then drip
CONTROL WINDS
5th-level transmutation your blood on the spell’s other components and touch
them, transforming them into a special construct called
Casting Time: 1 action
Range: 300 feet a homunculus.
Components: V, S
Duration: Concentration, up to 1 hour The statistics of the homunculus are in the Monster
Manual. It is your faithful companion, and it dies if you
You take control of the air in a 100-foot cube that you
can see within range. Choose one of the following ef- die. Whenever you finish a long rest, you can spend up
fects when you cast the spell. The effect lasts for the
spell’s duration, unless you use your action on a later to half your Hit Dice if the homunculus is on the same
turn to switch to a different effect. You can also use your
action to temporarily halt the effect or to restart one plane of existence as you. When you do so, roll each
you’ve halted. die and add your Constitution modifier to it. Your hit
Gusts. A wind picks up within the cube, continu- point maximum is reduced by the total, and the homun-
ally blowing in a horizontal direction you designate. culus’s hit point maximum and current hit points are
You choose the intensity of the wind: calm, moderate,
or strong. If the wind is moderate or strong, ranged both increased by it. This process can reduce you to no
weapon attacks that enter or leave the cube or pass
through it have disadvantage on their attack rolls. If lower than 1 hit point, and the change to your and the
homunculus’s hit points ends when you finish your next
the wind is strong, any creature moving against the
wind must spend 1 extra foot of movement for each long rest. The reduction to your hit point maximum can’t
foot moved. be removed by any means before then, except by the ho-
Downdraft. You cause a sustained blast of strong
munculus’s death.
wind to blow downward from the top of the cube.
You can have only one homunculus at a time. If
Ranged weapon attacks that pass through the cube
or that are made against targets within it have disad- you cast this spell while your homunculus lives, the
vantage on their attack rolls. A creature must make a spell fails.
Strength saving throw if it flies into the cube for the first CROWN OF STARS
time on a turn or starts its turn there flying. On a failed 7th-level evocation
save, the creature is knocked prone.
Casting Time: 1 action
CHAPTER 3 | SPELLS Range: Self
V
Components: V, S DANSE MACABRE
Duration: 1 hour
ster Manual), and it gains a bonus to its attack and dam
Seven star-like motes of light appear and orbit your
age rolls equal to your spellcasting ability modifier.
head until the spell ends. You can use a bonus action to
You can use a bonus action to mentally command the
send one of the motes streaking toward one creature creatures you make with this spell, issuing the same
command to all of them. To receive the command,
or object within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide
a ranged spell attack. On a hit, the target takes 4dl 2 what action the creatures will take and where they will
move during their next turn, or you can issue a general
radiant damage. Whether you hit or miss, the mote is ex- command, such as to guard a chamber or passageway
pended. The spell ends early if you expend the last mote. against your foes. If you issue no commands, the crea-
If you have four or more motes remaining, they shed tures do nothing except defend themselves against
bright light in a 30-foot radius and dim light for an addi- hostile creatures. Once given an order, the creatures
tional 30 feet. If you have one to three motes remaining, continue to follow it until their task is complete.
they shed dim light in a 30-foot radius.
The creatures are under your control until the spell
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the number of motes cre- ends, after which they become inanimate once more.
ated increases by two for each slot level above 7th. At Higher Levels. When you cast this spell using a
spell slot* of 6th level or higher, you animate up to two
DANSE MACABRE additional corpses for each slot level above 5th.
5th-level necromancy
DAWN
Casting Time: 1 action 5th-level evocation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration , up to 1 hour Range: 60 feet
Components: V, S, M (a sunburst pendant worth at
Threads of dark power leap from your fingers to pierce
up to five Small or Medium corpses you can see within least 100 gp)
range. Each corpse immediately stands up and becomes Duration: Concentration, up to 1 minute
undead. You decide whether it is a zombie or a skeleton
(the statistics for zombies and skeletons are in the Mon- The light of dawn shines down on a location you spec-
ify within range. Until the spell ends, a 30-foot-radius,
CHAPTER 3 | SPELLS 153
40-foot-high cylinder of bright light glimmers there. This with grasping weeds and vines, as if they were affected
light is sunlight. by an entangle spell. To a creature immune to this effect,
the weeds and vines feel soft and reshape themselves to
When the cylinder appears, each creature in it must
make a Constitution saving throw, taking 4dl 0 radiant .serve as temporary seats or beds.
damage on a failed save, or half as much damage on a Grove Guardians You can animate up to four trees
in the area, causing them to uproot themselves from
successful one. A creature must also make this saving
throw whenever it ends its turn in the cylinder. the ground. These trees have the same statistics as an
awakened tree, which appears in the Monster Manual,
If you’re within 60 feet of the cylinder, you can move it
except they can’t speak, and their bark is covered with
up to 60 feet as a bonus action on your turn.
druidic symbols. If any creature not immune to this
DRAGON S BREATH
2nd-level transmutation effect enters the warded area, the grove guardians fight
Casting Time: 1 bonus action until they have driven off or slain the intruders. The
Range: Touch
Components: V, S, M (a hot pepper) grove guardians also obey your spoken commands (no
Duration: Concentration, up to 1 minute
action required by you) that you issue while in the area.
You touch one willing creature and imbue it with the If you don’t give them commands and no intruders are
power to spew magical energy from its mouth, provided present, the grove guardians do nothing. The grove
it has one. Choose acid, cold, fire, lightning, or poison. guardians can’t leave the warded area. When the spell
ends, the magic animating them disappears, and the
Until the spell ends, the creature can use an action to
exhale energy of the chosen type in a 15-foot cone. Each trees take root again if possible.
creature in that area must make a Dexterity saving Additional Spell Effect. You can place your choice
throw, taking 3d6 damage of the chosen type on a failed
of one of the following magical effects within the
save, or half as much damage on a successful one. warded area:
At Higher Levels. When you cast this spell using a
• A constant gust of wind in two locations of your choice
spell slot of 3rd level or higher, the damage increases by • Spike growth in one location of your choice
• Wind wall in two locations of your choice
ld6 for each slot level above 2nd. To a creature immune to this effect, the winds are a
fragrant, gentle breeze, and the area of spike growth
DRUID GROVE is harmless.
6th-level abjuration
DUST DEVIL
Casting Time: 10 minutes 2nd-level conjuration
Range: Touch
Components: V, S, M (mistletoe, which the spell con- Casting Time: 1 action
Range: 60 feet
sumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust)
the light of a full moon) Duration: Concentration, up to 1 minute
Duration: 24 hours
Choose an unoccupied 5-foot cube of air that you can
You invoke the spirits of nature to protect an area out-
see within range. An elemental force that resembles
doors or underground. The area can be as small as a a dust devil appears in the cube and lasts for the
spell’s duration.
30-foot cube or as large as a 90-foot cube. Buildings and
Any creature that ends its turn within 5 feet of the
other structures are excluded from the affected area. If
dust devil must make a Strength saving throw. On a
you cast this spell in the same area every day for a year,
the spell lasts until dispelled. failed save, the creature takes ld8 bludgeoning damage
The spell creates the following effects within the area. and is pushed 10 feet away from the dust devil. On a suc-
When you cast this spell, you can specify creatures as cessful save, the creature takes half as much damage
friends who are immune to the effects. You can also
specify a password that, when spoken aloud, makes the and isn’t pushed.
As a bonus action, you can move the dust devil up to
speaker immune to these effects.
The entire warded area radiates magic. A dispel magic 30 feet in any direction. If the dust devil moves over
cast on the area, if successful, removes only one of the sand, dust, loose dirt, or light gravel, it sucks up the ma-
terial and forms a 10-foot-radius cloud of debris around
following effects, not the entire area. That spell’s caster
chooses which effect to end. Only when all its effects are itself that lasts until the start of your next turn. The
gone is this spell dispelled. cloud heavily obscures its area.
Solid Fog. You can fill any number of 5-foot squares At Higher Levels. When you cast this spell using a
on the ground with thick fog, making them heavily ob- spell slot of 3rd level or higher, the damage increases by
ld8 for each slot level above 2nd.
scured. The fog reaches 10 feet high. In addition, every
foot of movement through the fog costs 2 extra feet. To a EARTHBIND
2nd-level transmutation
creature immune to this effect, the fog obscures nothing
and looks like soft mist, with motes of green light float- Casting Time: 1 action
Range: 300 feet
ing in the air. Components: V
Grasping Undergrowth. You can fill any number of Duration: Concentration, up to 1 minute
5-foot squares on the ground that aren’t filled with fog
154 CHAPTER 3 | SPELLS
Choose one creature you can see within range. Yellow Whenever the affected creature chooses another i
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
from among the creatures it can see within range of the
target must succeed on a Strength saving throw, or its attack, spell, or other ability it’s using. If an enemy pro-
flying speed (if any) is reduced to 0 feet for the spell’s du- vokes an opportunity attack from the affected creature,
ration. An airborne creature affected by this spell safely the creature must make that attack if it is able to.
descends at 60 feet per round until it reaches the ground ENERVATION
or the spell ends. 5th-level necromancy
EARTH TREMOR Casting Time: 1 action
lst-Jevel evocation Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 10 feet
Components: V, S A tendril of inky darkness reaches out from you, touch-
Duration: Instantaneous ing a creature you can see within range to drain life
You cause a tremor in the ground within range. Each from it. The target must make a Dexterity saving throw.
creature other than you in that area must make a Dex- On a successful save, the target takes 2d8 necrotic dam-
terity saving throw. On a failed save, a creature takes
age, and the spell ends. On a failed save, the target takes
ld6 bludgeoning damage and is knocked prone. If the
4d8 necrotic damage, and until the spell ends, you can
ground in that area is loose earth or stone, it becomes use your action on each of your turns to automatically
difficult terrain until cleared, with each 5-foot-diameter deal 4d8 necrotic damage to the target. The spell ends
if you use your action to do anything else, if the target is
portion requiring at least 1 minute to clear by hand. ever outside the spell’s range, or if the target has total
At Higher Levels. When you cast this spell using a cover from you.
spell slot of 2nd level or higher, the damage increases by Whenever the spell deals damage to a target, you re-
gain hit points equal to half the amount of necrotic dam-
ld6 for each slot level above 1st.
age the target takes.
ELEMENTAL BANE At Higher Levels. When you cast this spell using a
4th-level transmutation
spell slot of 6th level or higher, the damage increases by
Casting Time: 1 action
Range: 90 feet ld8 for each slot level above 5th.
Components: V, S
Duration: Concentration, up to 1 minute ERUPTING EARTH
3rd-level transmutation
Choose one creature you can see within range, and
choose one of the following damage types: acid, cold, Casting Time: 1 action
Range: 120 feet
fire, lightning, or thunder. The target must succeed on a Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Constitution saving throw or be affected by the spell for
its duration. The first time each turn the affected target Choose a point you can see on the ground within range.
takes damage of the chosen type, the target takes an ex-
A fountain of churned earth and stone erupts in a 20-
tra 2d6 damage of that type. Moreover, the target loses
foot cube centered on that point. Each creature in that
any resistance to that damage type until the spell ends.
area must make a Dexterity saving throw. A creature
At Higher Levels. When you cast this spell using takes 3dl 2 bludgeoning damage on a failed save, or
a spell slot of 5th level or higher, you can target one
half as much damage on a successful one. Additionally,
additional creature for each slot level above 4th. The
creatures must be within 30 feet of each other when you the ground in that area becomes difficult terrain until
target them. cleared. Each 5-foot-square portion of the area requires
ENEMIES ABOUND at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a
3rd-level enchantment
spell slot of 4th level or higher, the damage increases by
Casting Time: 1 action Id12 for each slot level above 3rd.
Range: 120 feet
Components: V, S FAR STEP
Duration: Concentration, up to 1 minute 5th-level conjuration
You reach into the mind of one creature you can see and Casting Time: 1 bonus action
force it to make an Intelligence saving throw. A creature Range: Self
automatically succeeds if it is immune to being fright- Components: V
ened. On a failed save, the target loses the ability to dis- Duration: Concentration, up to 1 minute
tinguish friend from foe, regarding all creatures it can
You teleport up to 60 feet to an unoccupied space you
see as enemies until the spell ends. Each time the target
can see. On each of your turns before the spell ends, you
takes damage, it can repeat the saving throw, ending the
can use a bonus action to teleport in this way again.
effect on itself on a success.
CHAPTER 3| SPELLS
2
FIND GREATER STEED FLAME ARROWS
4th-level conjuration
3rd-level transmutation
Casting Time: 10 minutes
Range: 30 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S
You summon a spirit that assumes the form of a loyal, Duration: Concentration , up to 1 hour
majestic mount. Appearing in an unoccupied space You touch a quiver containing arrows or bolts. When a
within range, the spirit takes on a form you choose: a target is hit by a ranged weapon attack using a piece of
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, ammunition drawn from the quiver, the target takes an
or a saber-toothed tiger. The creature has the statistics extra ld6 fire damage. The spell’s magic ends on a piece
provided in the Monster Manual for the chosen form, of ammunition when it hits or misses, and the spell ends
though it is a celestial, a fey, or a fiend (your choice) when twelve pieces of ammunition have been drawn
instead of its normal creature type. Additionally, if it
has an Intelligence score of 5 or lower, its Intelligence from the quiver.
becomes 6, and it gains the ability to understand one
language of your choice that you speak. At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the number of pieces of
You control the mount in combat. While the mount is ammunition you can affect with this spell increases by
two for each slot level above 3rd.
within 1 mile of you, you can communicate with it tele-
FROSTBITE
pathically. While mounted on it, you can make any spell
Evocation cantrip
you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 Casting Time: 1 action
Range: 60 feet
hit points or when you dismiss it as an action. Casting Components: V, S
Duration: Instantaneous
this spell again re-summons the bonded mount, with all
its hit points restored and any conditions removed. You cause numbing frost to form on one creature that
you can see within range. The target must make a
You can’t have more than one mount bonded by this Constitution saving throw. On a failed save, the target
takes ld6 cold damage, and it has disadvantage on the
spell or find steed at the same time. As an action, you next weapon attack roll it makes before the end of its
next turn.
can release a mount from its bond, causing it to disap-
pear permanently.
Whenever the mount disappears, it leaves behind any
objects it was wearing or carrying.
CHAPTER 3 | SPELLS
The spell’s damage increases by ld6 when you reach you can see within range. The spirit looks like a trans- A
5th level (2d6), 11th level (3d6), and 17th level (4d6). parent beast or fey (your choice).
GUARDIAN OF NATURE Until the spell ends, whenever you or a creature you
4th-level transmutation can see moves into the spirit’s space for the first time on
a turn or starts its turn there, you can cause the spirit
Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re-
Range: Self
Components: V quired). The spirit can’t heal constructs or undead.
Duration: Concentration, up to 1 minute
As a bonus action on your turn, you can move the
A nature spirit answers your call and transforms you spirit up to 30 feet to a space you can see.
into a powerful guardian. The transformation lasts until At Higher Levels. When you cast this spell using a
the spell ends. You choose one of the following forms to spell slot of 3rd level or higher, the healing increases by
ld6 for each slot level above 2nd.
assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your HOLY WEAPON
facial features become feral, and you gain the follow- 5th-JeveJ evocation
ing benefits:
Casting Time: 1 bonus action
• Your walking speed increases by 10 feet. Range: Touch
Components: V, S
• You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour
• You make Strength-based attack rolls with advantage.
You imbue a weapon you touch with holy power. Until
• Your melee weapon attacks deal an extra ld6 force the spell ends, the weapon emits bright light in a 30-
foot radius and dim light for an additional 30 feet. In
damage on a hit. addition, weapon attacks made with it deal an extra 2d8
Great Tree. Your skin appears barky, leaves sprout radiant damage on a hit. If the weapon isn’t already a
from your hair, and you gain the following benefits:
magic weapon, it becomes one for the duration.
• You gain 10 temporary hit points.
As a bonus action on your turn, you can dismiss this
• You make Constitution saving throws with advantage.
spell and cause the weapon to emit a burst of radiance.
• You make Dexterity- and Wisdom-based attack rolls
Each creature of your choice that you can see within 30
with advantage.
feet of you must make a Constitution saving throw. On a
• While you are on the ground, the ground within 15 failed save, a creature takes 4d8 radiant damage, and it
is blinded for 1 minute. On a successful save, a creature
feet of you is difficult terrain for your enemies. takes half as much damage and isn’t blinded. At the
GUST end of each of its turns, a blinded creature can make a
Constitution saving throw, ending the effect on itself on
Transmutation cantrip a success.
Casting Time: 1 action ICE KNIFE
Range: 30 feet lst-level conjuration
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Range: 60 feet
You seize the air and compel it to create one of the fol- Components: S, M (a drop of water or a piece of ice)
lowing effects at a point you can see within range: Duration: Instantaneous
• One Medium or smaller creature that you choose You create a shard of ice and fling it at one creature
must succeed on a Strength saving throw or be within range. Make a ranged spell attack against the tar-
pushed up to 5 feet away from you. get. On a hit, the target takes ldlO piercing damage. Hit
• You create a small blast of air capable of moving one or miss, the shard then explodes. The target and each
object that is neither held nor carried and that weighs creature within 5 feet of it must succeed on a Dexterity
saving throw or take 2d6 cold damage.
no more than 5 pounds. The object is pushed up to 10
feet away from you. It isn't pushed with enough force At Higher Levels. When you cast this spell using a
to cause damage. spell slot of 2nd level or higher, the cold damage in-
creases by ld6 for each slot level above 1st.
• You create a harmless sensory effect using air, such as
causing leaves to rustle, wind to slam shutters closed, ILLUSORY DRAGON
or your clothing to ripple in a breeze. 8th-level illusion
HEALING SPIRIT Casting Time: 1 action
2nd-level conjuration Range: 120 feet
Components: S
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: 60 feet
Components: V, S By gathering threads of shadow material from the Shad-
Duration: Concentration, up to 1 minute 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 | SPELLS 157
i
cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc-
cupied space that you can see within range. The devil
lasts for the spell’s duration and occupies its space, as if
disappears when it drops to 0 hit points or when the
it were a creature.
spell ends.
When the illusion appears, any of your enemies that
can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com-
become frightened of it for 1 minute. If a frightened crea- panions. Roll initiative for the devil, which has its own
ture ends its turn in a location where it doesn’t have line turns. It is under the Dungeon Master’s control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a success. result in its attacking you if it thinks it can prevail, or
trying to tempt you to undertake an evil act in exchange
As a bonus action on your turn, you can move the illu-
for limited service. The DM has the creature’s statistics.
sion up to 60 feet. At any point during its movement, you On each of your turns, you can try to issue a verbal
can cause it to exhale a blast of energy in a 60-foot cone command to the devil (no action required by you). It
obeys the command if the likely outcome is in accor-
originating from its space. When you create the dragon,
dance with its desires, especially if the result would
choose a damage type: acid, cold, fire, lightning, ne-
draw you toward evil. Otherwise, you must make a Cha-
crotic, or poison. Each creature in the cone must make
risma ( Deception, Intimidation, or Persuasion) check
an Intelligence saving throw, taking 7d6 damage of the contested by its Wisdom (Insight) check. You make the
.chosen damage type on a failed save, or half as much check with advantage if you say the devil’s true name.
damage on a successful one If your check fails, the devil becomes immune to your
The illusion is tangible because of the shadow stuff verbal commands for the duration of the spell, though it
used to create it, but attacks miss it automatically, it suc- can still carry out your commands if it chooses. If your
ceeds on all saving throws, and it is immune to all dam-
check succeeds, the devil carries out your command-
age and conditions. A creature that uses an action to
—such as “ attack my enemies,” “ explore the room ahead,”
examine the dragon can determine that it is an illusion
by succeeding on an Intelligence (Investigation) check or “ bear this message to the queen” until it completes
the activity, at which point it returns to you to report hav-
against your spell save DC. If a creature discerns the ing done so.
illusion for what it is, the creature can see through it and If your concentration ends before the spell reaches its
full duration, the devil doesn’t disappear if it has become
has advantage on saving throws against its breath.
immune to your verbal commands. Instead, it acts in
IMMOLATION
5th-level evocation whatever manner it chooses for 3d6 minutes, and then it
Casting Time: 1 action disappears.
Range: 90 feet
Components: V If you possess an individual devil’s talisman, you can
Duration: Concentration, up to 1 minute summon that devil if it is of the appropriate challenge
rating plus 1, and it obeys all your commands, with no
Flames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It takes Charisma checks required.
At Higher Levels. When you cast this spell using a
8d6 fire damage on a failed save, or half as much dam-
age on a successful one. On a failed save, the target spell slot of 6th level or higher, the challenge rating in-
creases by 1 for each slot level above 5th.
also burns for the spell’s duration. The burning target
INFESTATION
sheds bright light in a 30-foot radius and dim light for Conjuration cantrip
an additional 30 feet. At the end of each of its turns, the
Casting Time: 1 action
target repeats the saving throw. It takes 4d6 fire damage Range: 30 feet
on a failed save, and the spell ends on a successful one. Components: V, S, M (a living flea)
Duration: Instantaneous
These magical flames can’t be extinguished by nonmag-
You cause a cloud of mites, fleas, and other parasites to
ical means. appear momentarily on one creature you can see within
If damage from this spell kills a target, the target is range. The target must succeed on a Constitution saving
turned to ash. throw, or it takes ld6 poison damage and moves 5 feet
in a random direction if it can move and its speed is at
INFERNAL CALLING least 5 feet. Roll a d4 for the direction: 1, north; 2, south;
5th-leveJ conjuration
3, east; or 4, west. This movement doesn’t provoke op-
Casting Time: 1 minute
Range: 90 feet portunity attacks, and if the direction rolled is blocked,
Components: V, S, M (a ruby worth at least 999 gp)
Duration: Concentration, up to 1 hour the target doesn’t move.
The spell’s damage increases by ld6 when you reach
Uttering a dark incantation, you summon a devil from
5th level (2d6), 11th level (3d6), and 17th level (4d6).
the Nine Hells. You choose the devil’s type, which must
be one of challenge rating 6 or lower, such as a barbed
158 CHAPTER 3 | SPELLS
INVESTITURE OF FLAME Until the spell ends, ice rimes your body, and you gain
6th-level transmutation the following benefits:
Casting Time: 1 action • You are immune to cold damage and have resistance
Range: Self
Components: V, S to fire damage.
Duration: Concentration, up to 10 minutes
• You can move across difficult terrain created by ice or
Flames race across your body, shedding bright light in
a 30-foot radius and dim light for an additional 30 feet snow without spending extra movement.
for the spell’s duration. The flames don’t harm you. Until • The ground in a 10-foot radius around you is icy and
the spell ends, you gain the following benefits: is difficult terrain for creatures other than you. The
radius moves with you.
• You are immune to fire damage and have resistance to
• You can use your action to create a 15-foot cone of
cold damage. freezing wind extending from your outstretched hand
• Any creature that moves within 5 feet of you for the in a direction you choose. Each creature in the cone
first time on a turn or ends its turn there takes ldlO must make a Constitution saving throw. A creature
fire damage. takes 4d6 cold damage on a failed save, or half as
• You can use your action to create a line of fire 15 feet much damage on a successful one. A creature that
long and 5 feet wide extending from you in a direc-
tion you choose. Each creature in the line must make fails its save against this effect has its speed halved
a Dexterity saving throw. A creature takes 4d8 fire
damage on a failed save, or half as much damage on a until the start of your next turn.
successful one.
INVESTITURE OF STONE
INVESTITURE OF ICE
6th-level transmutation 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Until the spell ends, bits of rock spread across your
body, and you gain the following benefits:
• You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks.
CHAPTER 3| SPELLS
• You can use your action to create a small earthquake MADDENING DARKNESS
8th-level evocation
on the ground in a 15-foot radius centered on you.
Other creatures on that ground must succeed on a Casting Time: 1 action
Dexterity saving throw or be knocked prone. Range: 150 feet
Components: V, M (a drop of pitch mixed with a drop
• You can move across difficult terrain made of earth
or stone without spending extra movement. You can of mercury)
move through solid earth or stone as if it was air Duration: Concentration, up to 10 minutes
and without destabilizing it, but you can’t end your
movement there. If you do so, you are ejected to the Magical darkness spreads from a point you choose
nearest unoccupied space, this spell ends, and you are within range to fill a 60-foot-radius sphere until the spell
stunned until the end of your next turn. ends. The darkness spreads around corners. A creature
with darkvision can’t see through this darkness. Non-
INVESTITURE OF WIND
6th-level transmutation magical light, as well as light created by spells of 8th
Casting Time: 1 action level or lower, can’t illuminate the area.
Range: Self Shrieks, gibbering, and 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 sphere, it must make a Wisdom saving throw, taking
8d8 psychic damage on a failed save, or half as much
Until the spell ends, wind whirls around you, and you
gain the following benefits: damage on a successful one.
• Ranged weapon attacks made against you have disad- MAELSTROM
5th-level evocation
vantage on the attack roll.
Casting Time: 1 action
• You gain a flying speed of 60 feet. If you are still flying Range: 120 feet
when the spell ends, you fall, unless you can somehow Components: V, S, M (paper or leaf in the shape
prevent it.
of a funnel)
• You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute
swirling wind centered on a point you can see within
A swirling mass of 5-foot-deep water appears in a 30-
60 feet of you. Each creature in that area must make
a Constitution saving throw. A creature takes 2d10 foot radius centered on a point you can see within range.
The point must be on the ground or in a body of water.
bludgeoning damage on a failed save, or half as much
Until the spell ends, that area is difficult terrain, and
damage on a successful one. If a Large or smaller any creature that starts its turn there must succeed on a
Strength saving throw or take 6d6 bludgeoning damage
creature fails the save, that creature is also pushed up
and be pulled 10 feet toward the center.
to 10 feet away from the center of the cube.
INVULNERABILITY MAGIC STONE
9th-level abjuration
Transmutation cantrip
Casting Time: 1 action
Range: Self Casting Time: 1 bonus action
Components: V, S, M (a small piece of adamantine Range: Touch
Components: V, S
worth at least 500 gp, which the spell consumes) Duration: 1 minute
Duration: Concentration, up to 10 minutes
You touch one to three pebbles and imbue them with
You are immune to all damage until the spell ends. magic. You or someone else can make a ranged spell
LIFE TRANSFERENCE attack with one of the pebbles by throwing it or hurling
3rd-level necromancy
it with a sling. If thrown, a pebble has a range of 60 feet.
Casting Time: 1 action If someone else attacks with a pebble, that attacker adds
Range: 30 feet your spellcasting ability modifier, not the attacker’s, to
Components: V, S target takes bludgeoning
Duration: Instantaneous the attack roll. On a hit , the
to ld6 + your spellcasting ability modifier.
You sacrifice some of your health to mend another crea- damage equal
ture’s injuries. You take 4d8 necrotic damage, and one Whether the attack hits or misses, the spell then ends
creature of your choice that you can see within range re-
gains a number of hit points equal to twice the necrotic on the stone. spell again, the spell ends on any peb-
damage you take. If you cast this
bles still affected by your previous casting.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by MASS POLYMORPH
9th-level transmutation
ld8 for each slot level above 3rd.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
CHAPTER 3 | SPELLS
You transform up to ten creatures of your choice that Components: V, S, M (niter, sulfur, and pine tar formed
you can see within range. An unwilling target must suc- into a bead)
ceed on a Wisdom saving throw to resist the transforma- Duration: Concentration, up to 10 minutes
tion. An unwilling shapechanger automatically succeeds You create six tiny meteors in your space. They float
on the save.
in the air and orbit you for the spell’s duration. When
Each target assumes a beast form of your choice, and
you can choose the same form or different ones for each —you cast the spell and as a bonus action on each of
—your turns thereafter you can expend one or two of
target. The new form can be any beast you have seen
the meteors, sending them streaking toward a point or
whose challenge rating is equal to or less than the tar-
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). The target’s game statistics, including teor reaches its destination or impacts against a solid
mental ability scores, are replaced by the statistics of surface, the meteor explodes. Each creature within 5
the chosen beast, but the target retains its hit points,
alignment, and personality. feet of the point where the meteor explodes must make
Each target gains a number of temporary hit points a Dexterity saving throw. A creature takes 2d6 fire
equal to the hit points of its new form. These temporary damage on a failed save, or half as much damage on a
hit points can’t be replaced by temporary hit points from successful one.
another source. A target reverts to its normal form when At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the number of meteors
it has no more temporary hit points or it dies. If the spell created increases by two for each slot level above 3rd.
ends before then, the creature loses all its temporary hit
points and reverts to its normal form. MENTAL PRISON
The creature is limited in the actions it can perform by 6th-level illusion
the nature of its new form. It can’t speak, cast spells, or
Casting Time: 1 action
do anything else that requires hands or speech. Range: 60 feet
The target’s gear melds into the new form. The target Components: S
Duration: Concentration, up to 1 minute
can’t activate, use, wield, or otherwise benefit from any
You attempt to bind a creature within an illusory cell
of its equipment. that only it perceives. One creature you can see within
MAXIMILIAN S EARTHEN GRASP range must make an Intelligence saving throw. The
2nd-level transmutation target succeeds automatically if it is immune to being
charmed. On a successful save, the target takes 5dl0
Casting Time: 1 action psychic damage, and the spell ends. On a failed save,
the target takes 5dl0 psychic damage, and you make
Range: 30 feet the area immediately around the target’s space appear
Components: V, S, M (a miniature hand sculpted
dangerous to it in some way. You might cause the target
from clay)
Duration: Concentration, up to 1 minute to perceive itself as being surrounded by fire, floating
razors, or hideous maws filled with dripping teeth.
-You choose a 5-foot square unoccupied space on the Whatever form the illusion takes, the target can’t see or
hear anything beyond it and is restrained for the spell’s
ground that you can see within range. A Medium hand duration. If the target is moved out of the illusion, makes
a melee attack through it, or reaches any part of its body
made from compacted soil rises there and reaches for through it, the target takes lOdlO psychic damage, and
the spell ends.
one creature you can see within 5 feet of it. The target
MIGHTY FORTRESS
must make a Strength saving throw. On a failed save, 8th-level conjuration
the target takes 2d6 bludgeoning damage and is re-
Casting Time: 1 minute
strained for the spell’s duration.
Range: 1 mile
As an action, you can cause the hand to crush the Components: V, S, M (a diamond worth at least 500 gp,
restrained target, which must make a Strength saving
which the spell consumes)
throw. The target takes 2d6 bludgeoning damage on a Duration: Instantaneous
failed save, or half as much damage on a successful one. A fortress of stone erupts from a square area of ground
To break out, the restrained target can use its action
of your choice that you can see within range. The area is
to make a Strength check against your spell save DC.
120 feet on each side, and it must not have any buildings
On a success, the target escapes and is no longer re-
or other structures on it. Any creatures in the area are
strained by the hand. harmlessly lifted up as the fortress rises.
As an action, you can cause the hand to reach for a The fortress has four turrets with square bases, each
different creature or to move to a different unoccupied one 20 feet on a side and 30 feet tall, with one turret on
space within range. The hand releases a restrained tar- each corner. The turrets are connected to each other by
get if you do either.
stone walls that are each 80 feet long, creating an en-
MELF S MINUTE METEORS
3rd-level evocation
Casting Time: 1 action
Range: Self
CHAPTER 3 I SPELLS
closed area. Each wall is 1 foot thick and is composed of into the ground, leaving any creatures that were inside it
panels that are 10 feet wide and 20 feet tall. Each panel
safely on the ground.
is contiguous with two other panels or one other panel
Casting this spell on the same spot once every 7 days
and a turret. You can place up to four stone doors in the
fortress’s outer wall. for a year makes the fortress permanent.
A small keep stands inside the enclosed area. The MIND SPIKE
keep has a square base that is 50 feet on each side, and 2nd-level divination
it has three floors with 10-foot-high ceilings. Each of the Casting Time: 1 action
Range: 60 feet
floors can be divided into as many rooms as you like, Components: S
Duration: Concentration, up to 1 hour
provided each room is at least 5 feet on each side. The
You reach into the mind of one creature you can see
floors of the keep are connected by stone staircases, its
walls are 6 inches thick, and interior rooms can have within range. The target must make a Wisdom saving
throw, taking 3d8 psychic damage on a failed save, or
stone doors or open archways as you choose. The keep half as much damage on a successful one. On a failed
save, you also always know the target’s location until the
is furnished and decorated however you like, and it con-
tains sufficient food to serve a nine-course banquet for spell ends, but only while the two of you are on the same
up to 100 people each day. Furnishings, food, and other
objects created by this spell crumble to dust if removed plane of existence. While you have this knowledge, the
from the fortress. target can’t become hidden from you, and if it’s invisible,
A staff of one hundred invisible servants obeys any it gains no benefit from that condition against you.
command given to them by creatures you designate At Higher Levels. When you cast this spell using a
when you cast the spell. Each servant functions as if cre- spell slot of 3rd level or higher, the damage increases by
ld6 for each slot level above 2nd.
ated by the unseen servant spell.
MOLD EARTH
The walls, turrets, and keep are all made of stone
Transmutation cantrip
.that can be damaged Each 10-foot-by-10-foot section of
Casting Time: 1 action
stone has AC 15 and 30 hit points per inch of thickness. Range: 30 feet
Components: S
It is immune to poison and psychic damage. Reducing Duration: Instantaneous or 1 hour (see below)
a section of stone to 0 hit points destroys it and might
cause connected sections to buckle and collapse at the .v
DM’s discretion.
After 7 days or when you cast this spell somewhere
else, the fortress harmlessly crumbles and sinks back
CHAPTER 3 | SPELLS
V
You choose a portion of dirt or stone that you can see PRIMAL SAVAGERY r\
within range and that fits within a 5-foot cube. You ma- Transmutation cantrip 163
nipulate it in one of the following ways: Casting Time: 1 action
Range: Self
• If you target an area of loose earth, you can instan- Components: S
taneously excavate it, move it along the ground, and Duration: Instantaneous
deposit it up to 5 feet away. This movement doesn’t You channel primal magic to cause your teeth or fin-
involve enough force to cause damage.
gernails to sharpen, ready to deliver a corrosive attack.
• You cause shapes, colors, or both to appear on the dirt Make a melee spell attack against one creature within 5
or stone, spelling out words, creating images, or shap- feet of you. On a hit, the target takes Id10 acid damage.
ing patterns. The changes last for 1 hour. After you make the attack, your teeth or fingernails re-
• If the dirt or stone you target is on the ground, you
turn to normal.
cause it to become difficult terrain. Alternatively, you
The spell’s damage increases by Id10 when you reach
can cause the ground to become normal terrain if it is
5th level (2dl0), 11th level (3dl0), and 17th level (4dl0).
already difficult terrain. This change lasts for 1 hour.
PRIMORDIAL WARD
If you cast this spell multiple times, you can have no 6th-Ievel abjuration
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action. Casting Time: 1 action
Range: Self
NEGATIVE ENERGY FLOOD Components: V, S
5th-Jevel necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action You have resistance to acid, cold, fire, lightning, and
Range: 60 feet
Components: V, M (a broken bone and a square of thunder damage for the spell’s duration.
black silk) When you take damage of one of those types, you can
Duration: Instantaneous use your reaction to gain immunity to that type of dam-
You send ribbons of negative energy at one creature you age, including against the triggering damage. If you do
can see within range. Unless the target is undead, it so, the resistances end, and you have the immunity until
the end of your next turn, at which time the spell ends.
must make a Constitution saving throw, taking 5dl2 ne-
PSYCHIC SCREAM
crotic damage on a failed save, or half as much damage 9th-level enchantment
on a successful one. A target killed by this damage rises Casting Time: 1 action
Range: 90 feet
up as a zombie at the start of your next turn. The zombie Components: S
Duration: Instantaneous
pursues whatever creature it can see that is closest to it.
You unleash the power of your mind to blast the intellect
Statistics for the zombie are in the Monster Manual. of up to ten creatures of your choice that you can see
If you target an undead with this spell, the target within range. Creatures that have an Intelligence score
of 2 or lower are unaffected.
doesn’t make a saving throw. Instead, roll 5dl 2. The tar-
Each target must make an Intelligence saving throw.
get gains half the total as temporary hit points.
On a failed save, a target takes 14d6 psychic damage
POWER WORD PAIN
7th-level enchantment and is stunned. On a successful save, a target takes half
Casting Time: 1 action as much damage and isn’t stunned. If a target is killed
Range: 60 feet by this damage, its head explodes, assuming it has one.
Components: V
Duration: Instantaneous A stunned target can make an Intelligence saving
You speak a word of power that causes waves of intense throw at the end of each of its turns. On a successful
save, the stunning effect ends.
pain to assail one creature you can see within range.
PYROTECHNICS
If the target has 100 hit points or fewer, it is subject 2nd-level transmutation
to crippling pain. Otherwise, the spell has no effect Casting Time: 1 action
on it. A target is also unaffected if it is immune to be- Range: 60 feet
ing charmed. Components: V, S
Duration: Instantaneous
While the target is affected by crippling pain, any
Choose an area of nonmagical flame that you can see
speed it has can be no higher than 10 feet. The target
and that fits within a 5-foot cube within range. You can
also has disadvantage on attack rolls, ability checks, and
extinguish the fire in that area, and you create either
saving throws, other than Constitution saving throws.
fireworks or smoke when you do so.
Finally, if the target tries to cast a spell, it must first suc- Fireworks. The target explodes with a dazzling dis-
ceed on a Constitution saving throw, or the casting fails play of colors. Each creature within 10 feet of the target
and the spell is wasted. CHAPTER 3 | SPELLS
A target suffering this pain can make a Constitution yjk
saving throw at the end of each of its turns. On a suc-
cessful save, the pain ends.
must succeed on a Constitution saving throw or become properties (range 20/60). In addition, when you use the
blinded until the end of your next turn.
sword to attack a target that is in dim light or darkness,
Smoke. Thick black smoke spreads out from the tar-
get in a 20-foot radius, moving around corners. The area you make the attack roll with advantage.
of the smoke is heavily obscured. The smoke persists for
1 minute or until a strong wind disperses it. If you drop the weapon or throw it, it dissipates at the
SCATTER end of the turn. Thereafter, while the spell persists, you
6th-level conjuration
can use a bonus action to cause the sword to reappear
Casting Time: 1 action
Range: 30 feet in your hand.
Components: V At Higher Levels. When you cast this spell using a
Duration: Instantaneous
3rd- or 4th-level spell slot, the damage increases to 3d8.
The air quivers around up to five creatures of your
When you cast it using a 5th- or 6th-level spell slot, the
choice that you can see within range. An unwilling crea-
damage increases to 4d8. When you cast it using a spell
ture must succeed on a Wisdom saving throw to resist
slot of 7th level or higher, the damage increases to 5d8.
this spell. You teleport each affected target to an unoccu-
pied space that you can see within 120 feet of you. That SHADOW OF MOIL
space must be on the ground or on a floor.
4th-level necromancy
SHADOW BLADE
Casting Time: 1 action
2nd-level illusion Range: Self
Components: V, S, M (an undead eyeball encased in a
Casting Time: 1 bonus action
Range: Self gem worth at least 150 gp)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the spell
You weave together threads of shadow to create a sword ends, causing you to become heavily obscured to others.
of solidified gloom in your hand. This magic sword lasts The shadows turn dim light within 10 feet of you into
until the spell ends. It counts as a simple melee weapon
darkness, and bright light in the same area to dim light.
with which you are proficient. It deals 2d8 psychic
Until the spell ends, you have resistance to radiant
damage on a hit and has the finesse, light, and thrown
damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the shadows lash out at
that creature, dealing it 2d8 necrotic damage.
SHAPE WATER
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within
range and that fits within a 5-foot cube. You manipulate
it in one of the following ways:
• You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any di-
rection. This movement doesn’t have enough force to
cause damage.
• You cause the water to form into simple shapes
and animate at your direction. This change lasts
for 1 hour.
• You change the water’s color or opacity. The water
must be changed in the same way throughout. This
change lasts for 1 hour.
• You freeze the water, provided that there are no crea-
tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.
SICKENING RADIANCE
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
164 CHAPTER 3 | SPELLS
Dim, greenish light spreads within a 30-foot-radius A restrained creature can make a Dexterity saving 165
throw at the end of each of its turns, ending the effect on
sphere centered on a point you choose within range.
itself on a success. Alternatively, the creature or some-
The light spreads around corners, and it lasts until the
one else who can reach it can use an action to make an
spell ends.
Intelligence (Arcana) check against your spell save DC.
When a creature moves into the spells 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
4dl0 radiant damage, and it suffers one level of exhaus-
creature is restrained by it.
tion and emits a dim, greenish light in a 5-foot radius.
SNILLOC S SNOWBALL SWARM
This light makes it impossible for the creature to benefit
2nd-level evocation
from being invisible. The light and any levels of exhaus-
tion caused by this spell go away when the spell ends. Casting Time: 1 action
Range: 90 feet
SKILL EMPOWERMENT Components: V, S, M (a piece of ice or a small white
5th-level transmutation rock chip)
Duration: Instantaneous
Casting Time: 1 action
Range: Touch A flurry of magic snowballs erupts from a point you
Components: V, S
Duration: Concentration, up to 1 hour choose within range. Each creature in a 5-foot-radius
Your magic deepens a creature’s understanding of its sphere centered on that point must make a Dexterity
own talent. You touch one willing creature and give it saving throw. A creature takes 3d6 cold damage on a
expertise in one skill of your choice; until the spell ends,
the creature doubles its proficiency bonus for ability failed save, or half as much damage on a successful one.
checks it makes that use the chosen skill.
At Higher Levels. When you cast this spell using a
You must choose a skill in which the target is profi- spell slot of 3rd level or higher, the damage increases by
cient and that isn’t already benefiting from an effect,
such as Expertise, that doubles its proficiency bonus. ld6 for each slot level above 2nd.
SKYWRITE SOUL CAGE
2nd-level transmutation (ritual)
6th-level necromancy
Casting Time: 1 action
Range: Sight Casting Time: 1 reaction, which you take when a hu-
Components: V, S manoid you can see within 60 feet of you dies
Duration: Concentration, up to 1 hour
Range: 60 feet
You cause up to ten words to form in a part of the sky Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours
you can see. The words appear to be made of cloud and
remain in place for the spell’s duration. The words dis- This spell snatches the soul of a humanoid as it dies and
sipate when the spell ends. A strong wind can disperse traps it inside the tiny cage you use for the material com-
the clouds and end the spell early.
ponent. A stolen soul remains inside the cage until the
SNARE
spell ends or until you destroy the cage, which ends the
lst-level abjuration
spell. While you have a soul inside the cage, you can ex-
Casting Time: 1 minute ploit it in any of the ways described below. You can use a
Range: Touch trapped soul up to six times. Once you exploit a soul for
Components: S, M (25 feet of rope, which the
the sixth time, it is released, and the spell ends. While
spell consumes)
Duration: 8 hours a soul is trapped, the dead humanoid it came from can’t
As you cast this spell, you use the rope to create a circle be revived.
with a 5-foot radius on the ground or the floor. When Steal Life. You can use a bonus action to drain vigor
you finish casting, the rope disappears and the circle
from the soul and regain 2d8 hit points.
becomes a magic trap. Query Soul. You ask the soul a question (no action re-
This trap is nearly invisible, requiring a successful quired) and receive a brief telepathic answer, which you
Intelligence (Investigation) check against your spell save can understand regardless of the language used. The
soul knows only what it knew in life, but it must answer
DC to be discerned. you truthfully and to the best of its ability. The answer is
The trap triggers when a Small, Medium, or Large no more than a sentence or two and might be cryptic.
creature moves onto the ground or the floor in the
Borrow Experience. You can use a bonus action to
spell’s radius. That creature must succeed on a Dex- bolster yourself with the soul’s life experience, making
your next attack roll, ability check, or saving throw with
terity saving throw or be magically hoisted into the air, advantage. If you don’t use this benefit before the start of
leaving it hanging upside down 3 feet above the ground your next turn, it is lost.
or the floor. The creature is restrained there until the
spell ends. Eyes of the Dead. You can use an action to name a
place the humanoid saw in life, which creates an invis-
Hr, ible sensor somewhere in that place if it is on the plane
of existence you’re currently on. The sensor remains for
as long as you concentrate, up to 10 minutes (as if you
were concentrating on a spell). You receive visual and
CHAPTER 3|SPELLS
auditory information from the sensor as if you were in The sphere remains for the spell s duration. Each crea-
ture in the sphere when it appears or that ends its turn
its space using your senses. there must succeed on a Strength saving throw or take
2d6 bludgeoning damage. The sphere’s space is diffi-
A creature that can see the sensor (such as one using
see invisibility or truesight) sees a translucent image of cult terrain.
the tormented humanoid whose soul you caged.
Until the spell ends, you can use a bonus action on
STEEL WIND STRIKE each of your turns to cause a bolt of lightning to leap
5tb-level conjuration from the center of the sphere toward one creature you
Casting Time: 1 action choose within 60 feet of the center. Make a ranged spell
Range: 30 feet attack. You have advantage on the attack roll if the target
Components: S, M (a melee weapon worth at least 1 sp) is in the sphere. On a hit, the target takes 4d6 light-
Duration: Instantaneous ning damage.
You flourish the weapon used in the casting and then Creatures within 30 feet of the sphere have disadvan-
vanish to strike like the wind. Choose up to five crea- tage on Wisdom (Perception) checks made to listen.
tures you can see within range. Make a melee spell
At Higher Levels. When you cast this spell using a
attack against each target. On a hit, a target takes 6dl0
force damage. spell slot of 5th level or higher, the damage for each of
its effects increases by ld6 for each slot level above 4th.
You can then teleport to an unoccupied space you can
SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed.
4th-level conjuration
STORM SPHERE
4th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 150 feet Components: V, S, M (a vial of blood from a humanoid
Components: V, S
Duration: Concentration, up to 1 minute killed within the past 24 hours)
Duration: Concentration, up to 1 hour
A 20-foot-radius sphere of whirling air springs into ex-
istence, centered on a point you choose within range. You utter foul words, summoning one demon from the
chaos of the Abyss. You choose the demon’s type, which
must be one of challenge rating 5 or lower, such as a
shadow demon or a barlgura. The demon appears in
CHAPTER 3 | SPELLS
an unoccupied space you can see within range, and the anyone within it. Using the material component in this /
demon disappears when it drops to 0 hit points or when
the spell ends. manner consumes it when 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 (requiring no level, you summon three times as many demons.
action on your part), telling it what it must do on its next
SYNAPTIC STATIC
turn. If you issue no command, it spends its turn attack-
ing any creature within reach that has attacked it. 5th-level enchantment
At the end of each of the demon’s turns, it makes a Casting Time: 1 action
Charisma saving throw. The demon has disadvantage Range: 120 feet
on this saving throw if you say its true name. On a failed
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: Instantaneous
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-
ergy to explode there. Each creature in a 20-foot-radius
ability. If you stop concentrating on the spell before it sphere centered on that point must make an Intelligence
reaches its full duration, an uncontrolled demon doesn’t saving throw. A creature with an Intelligence score of
2 or lower can’t be affected by this spell. A target takes
disappear for ld6 rounds if it still has hit points.
8d6 psychic damage on a failed save, or half as much
As part of casting the spell, you can form a circle
damage on a successful one.
on the ground with the blood used as a material com-
After a failed save, a target has muddled thoughts for
ponent. The circle is large enough to encompass your
space. While the spell lasts, the summoned demon can’t 1 minute. During that time, it rolls a d6 and subtracts
cross the circle or harm it, and it can’t target anyone
within it. Using the material 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 Constitution saving throws to
At Higher Levels. When you cast this spell using a maintain concentration. The target can make an Intelli-
spell slot of 5th level or higher, the challenge rating in-
creases by 1 for each slot level above 4th. gence saving throw at the end of each of its turns, end-
SUMMON LESSER DEMONS ing the effect on itself on a success.
3rd-level conjuration
TEMPLE OF THE GODS
Casting Time: 1 action
7th-level conjuration
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid Casting Time: 1 hour
killed within the past 24 hours) Range: 120 feet
Duration: Concentration, up to 1 hour Components: V, S, M (a holy symbol worth at least 5 gp)
You utter foul words, summoning demons from the Duration: 24 hours
chaos of the Abyss. Roll on the following table to deter-
mine what appears. You cause a temple to shimmer into existence on ground
d6 Demons Summoned you can see within range. The temple must fit within an
1-2 Two demons of challenge rating 1 or lower unoccupied cube of space, up to 120 feet on each side.
3-4 Four demons of challenge rating 1/2 or lower The temple remains until the spell ends. It is dedicated
5-6 Eight demons of challenge rating 1/4 or lower to whatever god, pantheon, or philosophy is represented
by the holy symbol used in the casting.
The DM chooses the demons, such as manes or
dretches, and you choose the unoccupied spaces you You make all decisions about the temple’s appear-
can see within range where they appear. A summoned ance. The interior is enclosed by a floor, walls, and a
demon disappears when it drops to 0 hit points or when roof, with one door granting access to the interior and
the spell ends. as many windows as you wish. Only you and any crea-
The demons are hostile to all creatures, including you.
tures you designate when you cast the spell can open or
Roll initiative for the summoned demons as a group,
close the door.
which has its own turns. The demons pursue and attack
the nearest non-demons to the best of their ability. The temple’s interior is an open space with an idol
or altar at one end. You decide whether the temple is
As part of casting the spell, you can form a circle illuminated and whether that illumination is bright light
on the ground with the blood used as a material com-
or dim light. The smell of burning incense fills the air
ponent. The circle is large enough to encompass your within, and the temperature is mild.
space. While the spell lasts, the summoned demons
The temple opposes types of creatures you choose
can’t cross the circle or harm it, and they can’t target
when you cast this spell. Choose one or more of the fol-
lowing: celestials, elementals, fey, fiends, or undead. If a
creature of the chosen type attempts to enter the temple,
that creature must make a Charisma saving throw. On
a failed save, it can’t enter the temple for 24 hours. Even
if the creature can enter the temple, the magic there
hinders it; whenever it makes an attack roll, an ability
check, or a saving throw inside the temple, it must roll a
d4 and subtract the number rolled from the d20 roll.
CHAPTER 3 | SPELLS
In addition, the sensors created by divination spells THUNDER STEP
can’t appear inside the temple, and creatures within 3rd-level conjuration
can’t be targeted by divination spells. Casting Time: 1 action
Range: 90 feet
Finally, whenever any creature in the temple regains Components: V
hit points from a spell of 1st level or higher, the creature Duration: Instantaneous
regains additional hit points equal to your Wisdom mod-
You teleport yourself to an unoccupied space you can
ifier (minimum 1 hit point).
see within range. Immediately after you disappear, a
The temple is made from opaque magical force that
extends into the Ethereal Plane, thus blocking ethereal thunderous boom sounds, and each creature within 10
feet of the space you left must make a Constitution sav-
travel into the temple’s interior. Nothing can physically ing throw, taking 3dl0 thunder damage on a failed save,
pass through the temple’s exterior. It can’t be dispelled or half as much damage on a successful one. The thun-
by dispel magic, and antimagic field has no effect on it. A der can be heard from up to 300 feet away.
disintegrate spell destroys the temple instantly. You can bring along objects as long as their weight
Casting this spell on the same spot every day for a doesn’t exceed what you can carry. You can also tele-
year makes this effect permanent. port one willing creature of your size or smaller who is
TENSER S TRANSFORMATION carrying gear up to its carrying capacity. The creature
6th-level transmutation
must be within 5 feet of you when you cast this spell,
Casting Time: 1 action and there must be an unoccupied space within 5 feet of
your destination space for the creature to appear in; oth-
Range: Self
Components: V, S, M (a few hairs from a bull) erwise, the creature is left behind.
Duration: Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a
You endow yourself with endurance and martial prow- spell slot of 4th level or higher, the damage increases by
ess fueled by magic. Until the spell ends, you can’t cast
spells, and you gain the following benefits: Id10 for each slot level above 3rd.
You gain 50 temporary hit points. If any of these re- TIDAL WAVE
main when the spell ends, they are lost. 3rd-level conjuration
You have advantage on attack rolls that you make with
simple and martial weapons. Casting Time: 1 action
When you hit a target with a weapon attack, that tar- Range: 120 feet
get takes an extra 2d12 force damage. Components: V, S, M (a drop of water)
You have proficiency with all armor, shields, simple Duration: Instantaneous
weapons, and martial weapons.
You have proficiency in Strength and Constitution sav- You conjure up a wave of water that crashes down on an
ing throws.
You can attack twice, instead of once, when you take area within range. The area can be up to 30 feet long,
the Attack action on your turn. You ignore this benefit up to 10 feet wide, and up to 10 feet tall. Each creature
if you already have a feature, like Extra Attack, that in that area must make a Dexterity saving throw. On a
gives you extra attacks.
failed save, a creature takes 4d8 bludgeoning damage
Immediately after the spell ends, you must succeed on
a DC 15 Constitution saving throw or suffer one level of and is knocked prone. On a successful save, a creature
takes half as much damage and isn’t knocked prone.
exhaustion.
The water then spreads out across the ground in all
THUNDERCLAP directions, extinguishing unprotected flames in its area
Evocation cantrip and within 30 feet of it, and then it vanishes.
Casting Time: 1 action TINY SERVANT
Range: 5 feet 3rd-level transmutation
Components: S
Duration: Instantaneous Casting Time: 1 minute
You create a burst of thunderous sound that can be Range: Touch
Components: V, S
heard up to 100 feet away. Each creature within range,
Duration: 8 hours
other than you, must succeed on a Constitution saving
You touch one Tiny, nonmagical object that isn’t at-
throw or take ld6 thunder damage. tached to another object or a surface and isn’t being
carried by another creature. The target animates and
The spell’s damage increases by ld6 when you reach sprouts little arms and legs, becoming a creature under
your control until the spell ends or the creature drops to
5th level (2d6), 11th level (3d6), and 17th level (4d6).
0 hit points. See the stat block for its statistics.
As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command any
or all of them at the same time, issuing the same com-
TINY SERVANT TOLL THE DEAD
Tiny construct, unaligned Necromancy cantrip
Armor Class 15 (natural armor) Casting Time: 1 action
Hit Points 10 (4d4)
Range: 60 feet
Speed 30 ft., climb 30 ft. Components: V, S
STR DEX CON 2 (-4) 10 (+0) 1 (-5) Duration: Instantaneous
4 (-3) 16 (+3) 10 (+0)
You point at one creature you can see within range,
Damage Immunities poison, psychic and the sound of a dolorous bell fills the air around it
Condition Immunities blinded, charmed, deafened, exhaustion
for a moment. The target must succeed on a Wisdom
frightened, paralyzed, petrified, poisoned saving throw or take ld8 necrotic damage. If the target
Senses blindsight 60 ft. (blind beyond this radius), passive
is missing any of its hit points, it instead takes Id12 ne-
Perception 10
Languages — crotic damage.
ACTIONS The spell’s damage increases by one die when you
reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12),
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage. and 17th level (4d8 or 4dl 2).
mand to each one.) You decide what action the creature TRANSMUTE ROCK
will take and where it will move during its next turn, or 5th-level transmutation
you can issue a simple, general command, such as to Casting Time: 1 action
fetch a key, stand watch, or stack some books. If you is-
sue no commands, the servant does nothing other than Range: 120 feet
Components: V, S, M (clay and water)
defend itself against hostile creatures. Once given an
Duration: Until dispelled
order, the servant continues to follow that order until its
You choose an area of stone or mud that you can see
task is complete. that fits within a 40-foot cube and is within range, and
When the creature drops to 0 hit points, it reverts to choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
its original form, and any remaining damage carries
sort in the area becomes an equal volume of thick, flow-
over to that form.
At Higher Levels. When you cast this spell using a ing mud that remains for the spell’s duration.
spell slot of 4th level or higher, you can animate two ad- The ground in the spell’s area becomes muddy enough
that creatures can sink into it. Each foot that a creature
ditional objects for each slot level above 3rd. moves through the mud costs 4 feet of movement, and
any creature on the ground when you cast the spell must
make a Strength saving throw. A creature must also
make the saving throw when it moves into the area for
the first time on a turn or ends its turn there. On a failed
save, a creature sinks into the mud and is restrained,
though it can use an action to end the restrained condi-
tion on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any
creature under the mud when it falls must make a Dex-
terity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, or half as much damage on a
successful one.
Transmute Mud to Rock. Nonmagical mud or quick-
sand in the area no more than 10 feet deep transforms
into soft stone for the spell’s duration. Any creature in
the mud when it transforms must make a Dexterity sav-
ing throw. On a successful save, a creature is shunted
safely to the surface in an unoccupied space. On a failed
save, a creature becomes restrained by the rock. A re-
strained creature, or another creature within reach, can
use an action to try to break the rock by succeeding on
a DC 20 Strength check or by dealing damage to it. The
rock has AC 15 and 25 hit points, and it is immune to
poison and psychic damage.
CHAPTER 3 | SPELLS 169
l7
VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
4th-level evocation
vanishes when the spell ends. It blocks line of sight but
Casting Time: 1 action not movement. A creature is blinded while in the wall’s
Range: 150 feet
Components: V, S, M (a drop of giant slug bile) space and must spend 3 feet of movement for every 1
Duration: Instantaneous
foot it moves there.
You point at a location within range, and a glowing,
1-foot-diameter ball of emerald acid streaks there and WALL OF WATER
3rd-level evocation
explodes in a 20-foot-radius sphere. Each creature in
that area must make a Dexterity saving throw. On a Casting Time: 1 action
Range: 60 feet
failed save, a creature takes 10d4 acid damage and an- Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
successful save, a creature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn.
can see within range. You can make the wall up to 30
At Higher Levels. When you cast this spell using a
feet long, 10 feet high, and 1 foot thick, or you can make
spell slot of 5th level or higher, the initial damage in- a ringed wall up to 20 feet in diameter, 20 feet high, and
creases by 2d4 for each slot level above 4th.
1 foot thick. The wall vanishes when the spell ends. The
WALL OF LIGHT wall’s space is difficult terrain.
5th-level evocation
Any ranged weapon attack that enters the wall’s space
Casting Time: 1 action has disadvantage on the attack roll, and fire damage
Range: 120 feet is halved if the fire effect passes through the wall to
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 10 minutes reach its target. Spells that deal cold damage that pass
A shimmering wall of bright light appears at a point you through the wall cause the area of the wall they pass
through to freeze solid (at least a 5-foot-square section is
choose within range. The wall appears in any orienta-
tion you choose: horizontally, vertically, or diagonally. It frozen). Each 5-foot-square frozen section has AC 5 and
can be free floating, or it can rest on a solid surface. The 15 hit points. Reducing a frozen section to 0 hit points
wall can be up to 60 feet long, 10 feet high, and 5 feet destroys it. When a section is destroyed, the wall’s water
thick. The wall blocks line of sight, but creatures and ob- doesn’t fill it.
jects can pass through it. It emits bright light out to 120
WARDING WIND
feet and dim light for an additional 120 feet. 2nd-level evocation
When the wall appears, each creature in its area must
Casting Time: 1 action
make a Constitution saving throw. On a failed save, a Range: Self
creature takes 4d8 radiant damage, and it is blinded for Components: V
Duration: Concentration, up to 10 minutes
1 minute. On a successful save, it takes half as much
damage and isn’t blinded. A blinded creature can make A strong wind (20 miles per hour) blows around you in a
10-foot radius and moves with you, remaining centered
a Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success. on you. The wind lasts for the spell’s duration.
A creature that ends its turn in the wall’s area takes The wind has the following effects:
4d8 radiant damage. • It deafens you and other creatures in its area.
Until the spell ends, you can use an action to launch a • It extinguishes unprotected flames in its area that are
beam of radiance from the wall at one creature you can
torch-sized or smaller.
see within 60 feet of it. Make a ranged spell attack. On
• It hedges out vapor, gas, and fog that can be dispersed
a hit, the target takes 4d8 radiant damage. Whether you
by strong wind.
hit or miss, reduce the length of the wall by 10 feet. If
the wall’s length drops to 0 feet, the spell ends. • The area is difficult terrain for creatures
other than you.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by • The attack rolls of ranged weapon attacks have disad-
ld8 for each slot level above 5th.
vantage if the attacks pass in or out of the wind.
WALL OF SAND
3rd-JeveJ evocation WATERY SPHERE
4th-level conjuration
Casting Time: 1 action
Range: 90 feet Casting Time: 1 action
Components: V, S, M (a handful of sand) Range: 90 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute
You create a wall of swirling sand on the ground at a
point you can see within range. You can make the wall You conjure up a sphere of water with a 5-foot radius at
a point you can see within range. The sphere can hover
but no more than 10 feet off the ground. The sphere re-
mains for the spell’s duration.
CHAPTER 3 | SPELLS V
mv
Any creature in the sphere’s space must make a WORD OF RADIANCE /1
Strength saving throw. On a successful save, a creature Evocation cantrip
is ejected from that space to the nearest unoccupied Casting Time: 1 action
space of the creature’s choice outside the sphere. A Range: 5 feet
Huge or larger creature succeeds on the saving throw Components: V, M (a holy symbol)
Duration: Instantaneous
automatically, and a Large or smaller creature can
You utter a divine word, and burning radiance erupts
choose to fail it. On a failed save, a creature is restrained from you. Each creature of your choice that you can see
by the sphere and is engulfed by the water. At the end of within range must succeed on a Constitution saving
each of its turns, a restrained target can repeat the sav- throw or take ld6 radiant damage.
ing throw, ending the effect on itself on a success. The spell’s damage increases by ld6 when you reach
The sphere can restrain as many as four Medium or 5th level (2d6), 11th level (3d6), and 17th level (4d6).
smaller creatures or one Large creature. If the sphere
WRATH OF NATURE
restrains a creature that causes it to exceed this capac-
5th-level evocation
ity, a random creature that was already restrained by the
sphere falls out of it and lands prone in a space within 5 Casting Time: 1 action
Range: 120 feet
feet of it. Components: V, S
Duration: Concentration, up to 1 minute
As an action, you can move the sphere up to 30 feet
You call out to the spirits of nature to rouse them
in a straight line. If it moves over a pit, a cliff, or other
against your enemies. Choose a point you can see
drop-off, it safely descends until it is hovering 10 feet within range. The spirits cause trees, rocks, and grasses
in a 60-foot cube centered on that point to become ani-
above the ground. Any creature restrained by the sphere
moves with it. You can ram the sphere into creatures, mated until the spell ends.
forcing them to make the saving throw. Grasses and Undergrowth. Any area of ground in the
When the spell ends, the sphere falls to the ground cube that is covered by grass or undergrowth is difficult
terrain for your enemies.
and extinguishes all normal flames within 30 feet of it.
Any creature restrained by the sphere is knocked prone Trees. At the start of each of your turns, each of your
enemies within 10 feet of any tree in the cube must suc-
in the space where it falls. The water then vanishes. ceed on a Dexterity saving throw or take 4d6 slashing
damage from whipping branches.
WHIRLWIND
Roots and Vines. At the end of each of your turns, one
7th-level evocation creature of your choice that is on the ground in the cube
must succeed on a Strength saving throw or become
Casting Time: 1 action
restrained until the spell ends. A restrained creature
Range: 300 feet
Components: V, M (a piece of straw) can use an action to make a Strength (Athletics) check
against your spell save DC, ending the effect on itself on
Duration: Concentration, up to 1 minute
a success.
A whirlwind howls down to a point that you can Rocks. As a bonus action on your turn, you can cause
see on the ground within range. The whirlwind is a a loose rock in the cube to launch at a creature you can
10-foot-radius, 30-foot-high cylinder centered on that
see in the cube. Make a ranged spell attack against the
point. Until the spell ends, you can use your action to
move the whirlwind up to 30 feet in any direction along target. On a hit, the target takes 3d8 nonmagical blud-
the ground. The whirlwind sucks up any Medium or
smaller objects that aren’t secured to anything and that geoning damage, and it must succeed on a Strength
aren’t worn or carried by anyone. saving throw or fall prone.
A creature must make a Dexterity saving throw the ZEPHYR STRIKE
first time on a turn that it enters the whirlwind or that lst-level transmutation
the whirlwind enters its space, including when the whirl- %
wind first appears. A creature takes 10d6 bludgeoning Casting Time: 1 bonus action
damage on a failed save, or half as much damage on a
successful one. In addition, a Large or smaller creature Range: Self
Components: V
that fails the save must succeed on a Strength saving Duration: Concentration, up to 1 minute
throw or become restrained in the whirlwind until the
You move like the wind. Until the spell ends, your move-
spell ends. When a creature starts its turn restrained by ment doesn’t provoke opportunity attacks.
the whirlwind, the creature is pulled 5 feet higher inside Once before the spell ends, you can give yourself ad-
it, unless the creature is at the top. A restrained creature vantage on one weapon attack roll on your turn. That at-
tack deals an extra ld8 force damage on a hit. Whether
moves with the whirlwind and falls when the spell ends,
you hit or miss, your walking speed increases by 30 feet
unless the creature has some means to stay aloft. until the end of that turn.
A restrained creature can use an action to make a
Strength or Dexterity check against your spell save DC.
If successful, the creature is no longer restrained by the
whirlwind and is hurled 3d6 x 10 feet away from it in a
random direction.
CHAPTER 3 | SPELLS 171
m
Bill!
APPENDIX A: SHARED CAMPAIGNS
Coordinating a regular schedule of D&D game sessions, In order to be successful, a shared campaign needs
to keep a campaign active and vibrant, can be a chal-
—a champion someone who takes on the responsibil-
lenge. If the campaign’s only Dungeon Master or enough
ity of organizing and maintaining the group. If you’re
players aren’t available, the next session might have to
interested in learning more about how to run a shared
be postponed, and repeated problems of this sort can campaign and seeing how the Adventurers League
handles certain issues, then the rest of this appendix is
endanger the continuation of the campaign.
meant for you.
In short: in a world filled with distractions, it can be
DESIGNING ADVENTURES
hard to keep a campaign going. Enter the concept of the
shared campaign. Designing adventures for a shared campaign involves a
different set of considerations than designing for a stan-
In a shared campaign, more than one member of the
dard group of players. Most important, the adventure
group can take on the role of DM. A shared campaign is
must be timed to conclude when the session is sched-
episodic rather than continuous, with each play session uled to end. You also need to balance combat encounters
for a range of levels, since a wide range of characters
comprising a complete adventure.
might be experiencing the adventure at the same time.
The largest shared campaigns are administered by
the D&D Adventurers League and overseen by Wizards ADVENTURE DURATION
of the Coast. You can also create your own shared cam- Every adventure in a shared campaign begins and ends
paign for a school D&D club, at a game store, a library, in the same play session. (If a group of participants
or anywhere else where D&D players and DMs gather. wants to take longer to finish and all are willing to do
A shared campaign establishes a framework that al- so, they can exceed the time limit.) A session or an event
lows a player to take a character from one DM’s game
to another one within the shared campaign. It creates a can’t end with the adventure unfinished, since there’s no
situation where almost nothing can prevent a scheduled way to guarantee that the same players and DM will be
session from happening. The roster of potential players
can be quite large, virtually ensuring that any session available for the next session.
has at least the minimum number of characters needed
Typically, adventures in a shared campaign are de-
to play. If everyone shows up to play at the same time, signed to take either 2 hours or 4 hours. In each hour of
play, assume the characters can complete the following:
multiple DMs ensure that everyone can take part.
• Three or four simple combat encounters, or one or
CODE OF CONDUCT two complex ones
Time and time again, the core rulebooks come back to • Three or four scenes involving significant exploration
the point that the most important goal of a D&D play ses- or social interaction
sion is for everyone involved to have fun. In keeping with Within these constraints, it can be difficult to create
that goal, it’s a good idea for a shared campaign to have
a code of conduct. Because people who don’t normally open-ended adventures. A time limit assumes a specific
play together might end up at the same table in a shared
campaign, it can be helpful to establish some ground rules starting point and endpoint. A good way to get around
for behavior. this restriction is to create an adventure with multiple
On the broadest level, everyone in a shared campaign possible endings.
is responsible for making sure that everyone else has an
enjoyable time. If anyone feels offended, belittled, or bul- Location-based adventures also work well with this
lied by the actions of another person, the entire purpose of
format. A dungeon presents a natural limit on character
getting together to play is defeated. options, while still giving the players choices. The ad-
The basic code of conduct for a shared campaign might venture could be a quest to defeat a creature or recover
be modeled on a similar document that another organiza- an item, but the path to achieving that goal can be differ-
tion or location uses. Beyond that, some special policies ent for each group.
For more narrative adventures, try to focus on simple
might need to be added to account for what might happen
at the table when players and DMs interact. As a starting but flexible encounters or events. For instance, an ad-
point, consider the following material, which is excerpted
from the Adventurers League code of conduct. venture requires the characters to protect a high priest
During a play session, participants are expected to ... of Tyr from assassins. Give the players a chance to plan
• Follow the DM’s lead and refrain from arguing with the out how they want to protect the temple, complete with
DM or other players over rules. authority over the guards. A few well-fleshed out NPCs,
• Let other players speak, and allow other players to get some of whom might be suspected of working with the
attention from the DM. temple’s enemies, add a layer of tension. Consider leav-
• Avoid excessive conversation that is not relevant to the ing some details or plot points for the DM to decide. For
adventure.
example, the DM might have the option to pick which
• Discourage others from using social media to bully, member of the temple guards is the traitor, ensuring
shame, or intimidate other participants. that the scenario is different for each group.
• Make the DM or the campaign’s administrators aware
of disruptive or aggressive behavior so that appropriate
action can be taken.
172 APPENDIX A | SHARED CAMPAIGNS
COMBAT ENCOUNTERS VARIANT RULES
Design your adventure for one of the four tiers, as set A shared campaign might use some variant rules to
forth in chapter 1 of the Player's Handbook: tier 1 in-
cludes levels 1-4, tier 2 is levels 5-10, tier 3 is levels handle certain aspects of the game. The Adventurers
11-16, and tier 4 includes levels 17-20. Within each tier, League, for instance, has variant systems for gaining
it’s a good idea to use a specific level as a starting point. levels and acquiring treasure. These “ house rules,”
Assume a party of five 3rd-level characters for tier 1, five presented below, serve as a sort of common language,
8th-level characters for tier 2, five 13th-level characters ensuring that the rewards all characters receive are
equivalent 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 encounters,
whether you use the encounter-building rules in the CHARACTER ADVANCEMENT
Dungeon Master's Guide or are making an estimate. In a shared campaign, characters gain levels not by
For each battle, provide guidelines to help DMs adjust accumulating experience points but by reaching experi-
the difficulty up or down to match stronger or weaker ence checkpoints. This system rewards every character
(and player) for taking part in a play session.
parties. As a rule of thumb, account for a party two
A character reaches 1 checkpoint for each hour an
levels higher and for a party two levels lower, and don’t
worry about balancing the adventure for parties outside adventure is designed to last. Note that the award is
the adventure’s tier. based on the adventure’s projected playing time, rather
than the actual time spent at the table. The reward for
REWARDS completing an adventure designed for 2 hours of play is
2 checkpoints, even if a group spends more than 2 hours
Adventures in a shared campaign that uses variant rules
for gaining levels and acquiring treasure (such as those playing through it.
described below) don’t include experience point awards
If a character completes an adventure designed for a
or specific amounts and kinds of treasure. tier higher than the character’s current tier, the char-
CHARACTER CREATION acter is awarded 1 additional checkpoint. For example,
A shared campaign’s guidelines for character creation if a 2nd-level character completes a 6th-level adven-
might include definition of which races and classes ture designed to take 2 hours, the character reaches 3
players can choose from, how players generate ability
checkpoints.
scores, and which alignments players can choose.
Playing time might seem like an odd way to measure
PLAYER S HANDBOOK PLUS ONE experience awards, but the concept is in keeping with
how a shared campaign is meant to work. A character
You should think about which products players can use played for 10 hours reaches the same number of check-
to create a character. The Adventurers League specifies points, whether the character went up against a dragon
that a player can use the Player's Handbook and one
other official D&D source, such as a book or a PDF, to or spent all that time lurking in a pub. This approach en-
create a character. This restriction ensures that players
don’t need to own a lot of books to make a character sures that a player’s preferred style is neither penalized
and makes it easier for DMs to know how all the char-
acters in the campaign work. Since a DM in a shared nor rewarded. Whether someone focuses on roleplaying
campaign must deal with a broad range of characters,
rather than the same characters each week, it can be dif- and social interaction, defeating monsters in combat,
ficult to track all the interactions and abilities possible or finding clever ways to avoid battles, this system gives
through mixing options freely. We strongly recommend
this rule for any shared campaign. credit where credit is due.
ABILITY SCORES USING CHECKPOINTS
For generating ability scores, we recommend allowing The number of checkpoints needed to gain the next level
depends on a character’s level:
—players to choose between the standard array 15, 14,
—13, 12, 10, 8 and the option presented in “ Variant: • At levels 1-4, reaching 4 checkpoints is sufficient to
Customizing Ability Scores” in chapter 1 of the Play- advance to the next level.
er's Handbook.
• At level 5 or higher, reaching 8 checkpoints is needed
STARTING EQUIPMENT
to advance to the next level.
For the sake of simplicity and efficiency, it’s a good
idea to require that beginning characters must take the %
starting equipment specified by a character’s class and
background. At the end of a play session, characters must level up
if they have reached enough checkpoints to do so. The
required number of checkpoints is expended, and any
remaining checkpoints are applied toward the next op-
portunity for advancement.
INDIVIDUAL TREASURE
In a shared campaign, each character receives a fixed
number of gold pieces upon gaining a new level. (This
gain represents the treasure a character might find in a
standard adventure.)
As an additional benefit, characters are not required
to put out gold to maintain a lifestyle. Instead, each char-
APPENDIX A | SHARED CAMPAIGNS
XT
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
A 1-4 4
These benefits are summarized on the Individual B 1-4 4
Treasure table. Ways for characters to spend their C 1-4 4
treasure are covered in the “ Buying and Selling” sec- 8
D 2-4 8
tion below. 8
10
INDIVIDUAL TREASURE E 3-4 10
12
Level Gained Lifestyle Reward F 1-4
Modest
2-4 Comfortable 75 gP G 2-4
Wealthy 150 gp
5-10 Aristocratic 550 gp H 3-4
11-16 5,500 gp
3-4
17-20
SPENDING TREASURE POINTS
MAGIC ITEMS
Players must spend treasure points at the end 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 steps
list of available magic items is agreed to and compiled is important, since a character might enter a new tier
by the DMs running the campaign.
because of the level gain.
GAINING TREASURE POINTS
Players are entitled to choose any approved item from
Each character earns treasure points based on an ad- one of the magic item tables available in the current tier.
venture’s tier and its intended playing time:
Treasure points can be spread across multiple items.
• 1 treasure point is awarded for every 2 hours played in
Many items cost more treasure points than a charac-
a tier 1 or tier 2 adventure. ter can earn in a 2- or 4-hour adventure. To buy such an
• 1 treasure point is awarded for every 1 hour played in item, a character can make a deposit, spending treasure
points on the item until it’s paid off, at which time the
a tier 3 or tier 4 adventure.
character gains the item.
As with the variant rules for gaining levels, this award is
based on the adventure’s projected playing time, rather BUYING AND SELLING
than the actual time a group spent at the table.
Characters can use their monetary treasure to purchase
If a character completes an adventure of a tier higher anything from the equipment lists in chapter 5 of the
than that character’s tier, the character receives 1 addi-
Player’s Handbook. In addition, the Adventurers League
tional treasure point for that adventure.
allows characters to purchase potions and spell scrolls,
CREATING AN ITEM LIST as detailed below. A spell scroll can be purchased
The DMs of the shared campaign should work together only by a character who is capable of casting the spell
to compile a list of magic items that players can pur- in question.
chase. The magic item tables in chapter 2 of this book POTIONS FOR SALE
and in chapter 7 of the Dungeon Master’s Guide are the
obvious starting point. Choosing which items to allow Potion of ... Cost Potion of ... Cost
100 gp
or ban is a matter of personal preference, just as it is for Healing 50 gp Water breathing 500 gp
the DM in a standard campaign. Involving all the DMs Superior healing 5,000 gp
Climbing 75 gp Supreme healing 5,000 gp
helps to ensure that the list meets everyone’s expecta- Invisibility
Animal friendship 100 gp
tions. When in doubt, disallow an item; it’s easier to add
Greater healing 100 gp
it to the available items at a later time than it would be to
SPELL SCROLLS FOR SALE
remove it from the game once it has been handed out.
Spell Level Cost Spell Level Cost
Naturally, the list of available items is longer for ad- Cantrip 25 gp 3rd 300 gp
1st 75 gp 4 th 500 gp
ventures in the higher tiers, and the point cost of those 2 nd 150 gp 5th 1,000 gp
higher-tier items likewise increases. The Magic Items by
SELLING ITEMS
Tier table provides the details.
In a shared campaign, characters are not entitled to sell
For instance, treasure points from a tier 1 adventure items they find on adventures or equipment they pur-
can be spent on items from tables A, B, C, and F. Any chase with their personal funds. Weapons, armor, and
item on the first three tables costs 4 points, and an item
from table F costs 8 points. other gear used by enemies are considered too damaged
to have any monetary value.
APPENDIX A | SHARED CAMPAIGNS
—, V2
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
mine a name.
more of a challenge. The tables in this appendix are
Even though names are associated with races in this
designed to make life easier for both kinds of people,
appendix, a character might not have a name from their
whether you’re naming a player character, a nonplayer
own race. For instance, a half-ore 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
a nonhuman character race in the Player's Handbook have a culture reminiscent of ancient Rome and there-
or a real-world ethnic or language group, with a focus
fore use Roman names, rather than the dragonborn
on groups from antiquity and the Middle Ages. You can
names suggested here.
NONHUMAN NAMES
DRAGONBORN, DRAGONBORN DRAGONBORN, MALE DRAGONBORN, CLAN
FEMALE FEMALE
d!00 Name dlOO Name
dlOO Name 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 77-78 Rezena 41-42 Kerkad 11-12 Caavylteradyn
09-10 Arava 79-80 Ruloth 43-44 Kiirith 13-14 Chumbyxirinnish
11-12 Biri 81-82 Saphara 45-46 Kriv 15-16 Clethtinthiallor
13-14 Blendaeth 83-84 Savaran 47-48 Maagog 17-18 Daardendrian
15-16 Burana 85-86 Sora 49-50 Medrash 19-20 Delmirev
17-18 Chassath 87-88 Surina 51-52 Mehen 21-22 Dhyrktelonis
19-20 Daar 89-90 Synthrin 53-54 Mozikth 23-24 Ebynichtomonis
21-22 Dentratha 91-92 Tatyan 55-56 Mreksh 25-26 Esstyrlynn
23-24 Doudra 93-94 Thava 57-58 Mugrunden 27-28 Fharngnarthnost
Driindar 95-96 Uadjit 59-60 Nadarr 29-30 Ghaallixirn
97-98 Vezera 61-62 Nithther 31-32 Grrrmmballhyst
25-26 Eggren 63-64 Norkruuth 33-34 Gygazzylyshrift
27-28 Farideh 99-00 Zykroff 65-66 Nykkan 35-36 Hashphronyxadyn
29-30 Findex 67-68 Pandjed 37-38 Hshhsstoroth
31-32 Furrele DRAGONBORN, MALE 69-70 Patrin 39-40 Imbixtellrhyst
33-34 Gesrethe 71-72 Pijjirik
Gilkass dlOO Name 41-42 Jerynomonis
35-36 Harann 01-02 Adrex 73-74 Quarethon 43-44 Jharthraxyn
Havilar 03-04 Arjhan 45-46 Kerrhylon
37-38 Hethress 05-06 Azzakh 75-76 Rathkran 47-48 Kimbatuul
39-40 Hillanot 07-08 Balasar 77-78 Rhogar 49-50 Lhamboldennish
41-42 09-10 Baradad 79-80 Rivaan
43-44 11-12 Bharash 81-82 Sethrekar
13-14 Bidreked 83-84 Shamash
45-46 j axi 15-16 Dadalan 85-86 Shedinn 51-52 Linxakasendalor
47-48 17-18 Dazzazn 87-88 Srorthen 53-54 Mohradyllion
49-50 Jezean 19-20 Direcris 89-90 Tarhun 55-56 Mystan
51-52 Jheri 21-22 Donaar 91-92 Torinn 57-58 Nemmonis
53-54 23-24 Fax 93-94 Trynnicus 59-60 Norixius
55-56 Kadana 25-26 Gargax 95-96 Valorean 61-62 Ophinshtalajiir
57-58 Kava 27-28 Ghesh 63-64 Orexijandilin
59-60 29-30 Gorbundus 97-98 Vrondiss 65-66 Pfaphnyrennish
61-62 Korinn 67-68 Phrahdrandon
63-64 Megren 99-00 Zedaar 69-70 Pyraxtallinost
65-66 Mijira 71-72 Qyxpahrgh
Mishann
Nala
Nuthra
67-68 Perra
APPENDIX B | CHARACTER NAMES
DRAGONBORN, CLAN DWARF, FEMALE DWARF, MALE DWARF, CLAN
dlOO Name dlOO Name d100 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 Riswynn 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 Ruby - Eye
85-86 Umbyrphrael 81-82 Torbera 77-78 Thoradin 73-74 Rumnaheim
87-88 Vangdondalor 83-84 Tordrid 79-80 Thorin 75-76 Silveraxe
89-90 Verthisathurgiesh 85-86 Torgga 81-82 Thradal 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 Stoutale
95-96 Xephyrbahnor 91-92 Vistra 87-88 Travok 83-84 Strakeln
97-98 Yarjerit 93-94 Vonana 89-90 Ulfgar 85-86 Strongheart
99-00 Zzzxaaxthroth 95-96 Werydd 91-92 Uraim 87-88 Thrahak
97-98 Whurdred 93-94 Veit 89-90 Torevir
DWARF, FEMALE 99-00 Yurgunn 95-96 Vonbin 91-92 Torunn
97-98 Vondal 93-94 Trollbleeder
dlOO Name DWARF, MALE 99-00 Whurbin 95-96 Trueanvil
01-02 Anbera 97-98 Trueblood
03-04 Artin dlOO Name DWARF, CLAN 99-00 Ungart
05-06 Audhild 01-02 Adrik
07-08 Balifra 03-04 Alberich dlOO Name ELF, CHILD
09-10 Barbena 05-06 Baern 01-02 Aranore
11-12 Bardryn 07-08 Barendd 03-04 dlOO Name
Balderk
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 17-18 Darrak 13-14 Brawnanvil 09-10 Arn
23-24 Diesa 19-20 Delg 15-16 Brazzik 11-12 Aym
25-26 21-22 Duergath 17-18 Broodfist 13-14
27-28 Eldeth 23-24 Dworic 19-20 Burrowfound 15-16 Broe
29-30 Eridred 25-26 Eberk 21-22 Caebrek 17-18 Bryn
31-32 Falkrunn 27-28 Einkil 23-24 Daerdahk 19-20 Cael
Fallthra Cy
Finellen
33-34 Gillydd 29-30 Elaim 25-26 Dankil 21-22 Dae
27-28 Daraln 23-24 Del
35-36 Gunnloda 31-32 Erias 29-30 Deepdelver 25-26 Eli
31-32 Durthane 27-28 Eryn
37-38 Gurdis 33-34 Fallond 33-34 Eversharp 29-30 Faen
35-36 Fallack 31-32 Fera
39-40 Helgret 35-36 Fargrim 37-38 Fireforge 33-34 Gael
39-40 Foamtankard 35-36 Gar
41-42 Helja 37-38 Gardain 41-42 Frostbeard 37-38
« 43-44 Hlin 39-40 Gilthur Innil
45-46 llde 41-42 Gimgen
47-48 Jarana 43-44 Gimurt
49-50 Kathra 45-46 Harbek
51-52 Kilia 47-48 Kildrak 43-44 Glanhig 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 45-46 Lael
59-60 Mardred 55-56 Nalral 51-52 Gorunn 47-48 Lue
61-62 57-58 Nordak 53-54 49-50 Mai
Morana Graybeard
Hammerstone
63-64 Nalaed 59-60 Nuraval 55-56 Helcral 51-52 Mara
65-66 Nora 61-62 Oloric 57-58 Holderhek 53-54 Mella
67-68 Nurkara 63-64 Olunt 59-60 Ironfist 55-56 Mya
APPENDIX B | CHARACTER NAMES
ELF, CHILD ELF.1 FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT
dlOO Name dlOO Name dlOO Name dlOO Name
21-22 Caelynn 93-94 Vadania 57-58 Korfel
57-58 Naeris 23-24 Chaedi 95-96 Valanthe 59-60 Lamlis
59-60 Naill 25-26 Ciaira 97-98 Valna 61-62 Laucian
27-28 Dara 99-00 Xanaphia 63-64 Lucan
61-62 Nim 29-30 Drusilia 65-66 Mindartis
63-64 Phann 31-32 Elama ELF, MALE ADULT 67-68 Naal
33-34 Enna 69-70 Nutae
65-66 Py 35-36 Faral dlOO Name 71-72 Paelias
67-68 Rael 37-38 Felosial 01-02 Adran 73-74 Peren
69-70 Raer 39-40 Hatae 03-04 Aelar
71-72 Ren 41-42 lelenia 05-06 Aerdeth 75-76 Quarion
43-44 llanis 07-08 Ahvain 77-78 Riardon
73-74 Rinn 45-46 Irann 09-10 Aramil 79-80 Rolen
75-76 Rua 11-12 Arannis 81-82 Soveliss
77-78 Sael 47-48 Jarsali 13-14 Aust
79-80 Sai 49-50 Jelenneth 15-16 Azaki 83-84 Suhnae
81-82 Sumi 85-86 Thamior
83-84 Syllin 51-52 Keyleth 17-18 Beiro 87-88 Tharivol
85-86 Ta 53-54 Leshanna 89-90 Theren
87-88 Thia 55-56 Lia 19-20 Berrian 91-92 Theriatis
89-90 Tia 57-58 Maiathah 93-94 Thervan
59-60 Malquis 21-22 Caeldrim 95-96 Uthemar
91-92 Traki 61-62 Meriele 97-98 Vanuath
93-94 Vail 63-64 Mialee 23-24 Carrie 99-00 Varis
65-66 Myathethil
95-96 Von 67-68 Naivara 25-26 Dayereth ELF, FAMILY
97-98 Wil 27-28 Dreali
99-00 Za 69-70 Quelenna 29-30 Efferil dlOO Name
71-72 Quillathe 31-32 Eiravel 01-02 Aloro
ELF, FEMALE ADULT 33-34 Erwalis 03-04 Amakiir
73-74 Ridaro 35-36 Erdan 05-06 Amastacia
dlOO Name 75-76 Sariel 07-08 Ariessus
77-78 Shanairla 37-38 Erevan 09-10 Arnuanna
01-02 Adrie 79-80 Shava 39-40 Fivin 11-12 Berevan
03-04 Ahinar 81-82 Silaqui 41-42 Calinndan 13-14 Caerdonel
05-06 Althaea 83-84 Sumnes 43-44 Cennal 15-16 Caphaxath
07-08 Anastrianna 85-86 Theirastra 45-46 Hadarai 17-18 Casilltenirra
09-10 Andraste 87-88 Thiala 47-48 Halimath 19-20 Cithreth
89-90 Tiaathque 49-50 Heian
11-12 Antinua 91-92 Traulam 51-52 Himo /
13-14 Arara 53-54 Immeral /A
15-16 Baelitae 55-56 Ivellios
17-18 Bethrynna
19-20 Birel
APPENDIX B I CHARACTER NAMES
Til
ELF, FAMILY GNOME, FEMALE GNOME, MALE GNOME, CLAN
dlOO Name dlOO Name d100 Name dlOO Name
21-22 Dalanthan 01-02
23-24 Eathalena 01-02 Abalaba 03-04 Alston 01-02 Albaratie
25-26 Erenaeth 03-04 Bimpnottin 05-06 Alvyn
27-28 Ethanasath 05-06 Breena 07-08 Anverth 03-04 Bafflestone
29-30 Fasharash 07-08 Buvvie 09-10 Arumawann 05-06 Beren
31-32 Firahel 09-10 Callybon 11-12 Bilbron
33-34 Floshem 11-12 Caramip Boddynock 07-08 Boondiggles
35-36 Galanodel 13-14 Carlin
37-38 Goltorah 13-14 Brocc 09-10 Cobblelob
39-40 Hanali 15-16 Cumpen 11-12 Daergel
41-42 Holimion 17-18 Dalaba 15-16 Burgell 13-14 Dunben
43-44 Horineth 19-20 Donella 15-16 Fabblestabble
45-46 lathrana 21-22 Duvamil 17-18 Cockaby 17-18 Fapplestamp
47-48 llphelkiir 23-24 Ella 19-20 Crampernap 19-20 Fiddlefen
49-50 Iranapha 25-26 Ellyjoybell 21-22 Dabbledob 21-22 Folkor
27-28 Ellywick 23-24 Garrick
51-52 Koehlanna 29-30 Enidda 23-24 Delebean 25-26 Gimlen
53-54 Lathalas 31-32 Lilli 27-28 Glittergem
55-56 Liadon 33-34 Loopmottin 25-26 Dimble 29-30 Gobblefirn
35-36 Lorilla 31-32 Gummen
57-58 Meliamne 37-38 Luthra 27-28 Eberdeb 33-34 Horcusporcus
59-60 Mellerelel 39-40 Mardnab 35-36 Humplebumple
61-62 Mystralath 41-42 Meena 29-30 Eldon 37-38 Ironhide
63-64 NaTlo 39-40 Leffery
43-44 Menny 31-32 Erky 41-42 Lingenhall
65-66 Netyoive 45-46 Mumpena 43-44 Loofollue
67-68 Ofandrus 47-48 Nissa 33-34 Fablen 45-46 Maekkelferce
69-70 Ostoroth 49-50 Numba 35-36 Fibblestib 47-48 Miggledy
51-52 Nyx 37-38 Fonkin 49-50 Munggen
71-72 Othronus 53-54 Oda 39-40 Frouse 51-52 Murnig
55-56 Oppah 41-42 Frug 53-54 Musgraben
73-74 Qualanthri 57-58 Orla 43-44 Gerbo 55-56 Nackle
59-60 Panana 45-46 Gimble 57-58 Ningel
75-76 Raethran 61-62 Pyntle 47-48 Glim 59-60 Nopenstallen
77-78 Rothenel 49-50 Igden 61-62 Nucklestamp
63-64 Quilla 51-52 jabble 63-64 OfFund
79-80 Selevarun 65-66 Oomtrowl
81-82 Siannodel 65-66 Ranala 53-54 Jebeddo 67-68 Pilwicken
67-68 Reddlepop 69-70 Pingun
83-84 Suithrasas 69-70 Roywyn 55-56 Kellen 71-72 Quillsharpener
85-86 Sylvaranth 71-72 Salanop 57-58 Kipper 73-74 Raulnor
87-88 Teinithra 73-74 Shamil 59-60 Namfoodle 75-76 Reese
89-90 Tiltathana 75-76 Siffress 61-62 Oppleby 77-78 Rofferton
91-92 Wasanthi 77-78 Symma 63-64 Orryn 79-80 Scheppen
93-94 Withrethin 79-80 Tana 65-66 Paggen 81-82 Shadowcloak
81-82 Tenena 67-68 Pallabar
95-96 Xiloscient 83-84 Tervaround 69-70 Pog 83-84 Silverthread
97-98 Xistsrith 85-86 Tippletoe
99-00 Yaeldrin 87-88 Ulla 71-72 Qualen 85-86 Sympony
89-90 Unvera 73-74 Ribbles 87-88 Tarkelby
91-92 Veloptima 89-90 Timbers
93-94 Virra 75-76 Rimple 91-92 Turen
95-96 Waywocket 77-78 Roondar 93-94 Umbodoben
97-98 Yebe 79-80 Sapply 95-96 Waggletop
81-82 Seebo 97-98 Welber
99-00 Zanna 83-84 Senteq 99-00 Wildwander
85-86 Sindri
87-88 Umpen
89-90 Warryn
91-92 Wiggens
93-94 Wobbles
95-96 Wrenn
97-98 Zaffrab
99-00 Zook
APPENDIX B | CHARACTER NAMES
J
HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-ORC, FEMALE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Alain 01-02 Appleblossom 01-02 Arha
03-04 Andry 01-02 Alton 03-04 Bigheart 03-04 Baggi
05-06 Anne 03-04 Ander 05-06 Brightmoon 05-06 Bendoo
07-08 Bella 07-08 Brushgather 07-08 Bilga
09-10 Blossom 05-06 Bernie 09-10 Cherrycheeks 09-10 Brakka
11-12 Bree 07-08 Bobbin 11-12 Copperkettle 11-12 Creega
13-14 Callie 09-10 Cade 13-14 Deephollow 13-14 Drenna
15-16 Chenna 11-12 Callus 15-16 Elderberry 15-16 Ekk
17-18 Cora 17-18 Fastfoot 17-18 Ernen
19-20 Dee 13-14 Corrin 19-20 Fatrabbit 19-20 Engong
21-22 Dell 15-16 Dannad 21-22 Glenfellow 21-22 Fistula
23-24 Eida 17-18 23-24 Goldfound 23-24 Caaki
25-26 Eran 19-20 Danniel 25-26 Goodbarrel 25-26 Gorga
27-28 Euphemia 21-22 Eddie 27-28 Goodearth 27-28 Grai
29-30 Georgina 23-24 Egart 29-30 Greenbottle 29-30 Greeba
31-32 Gynnie Eldon 31-32 Greenleaf 31-32 Grigi
33-34 Harriet 33-34 High-hill 33-34 Gynk
25-26 Errich 35-36 Hilltopple 35-36 Hrathy
35-36 Jasmine 27-28 Fildo 37-38 Hogcollar 37-38 Huru
37-38 Jillian 29-30 Finnan 39-40 Honeypot 39-40 llga
39-40 Jo 31-32 Franklin 41-42 Jamjar 41-42 Kabbarg
33-34 Garret 43-44 Kettlewhistle
41-42 Kithri 35-36 Garth 45-46 Leagallow 43-44 Kansif
43-44 Lavinia 37-38 Gilbert 47-48 Littlefoot
45-46 Lidda 39-40 Gob 49-50 Nimblefingers 45-46 Lagazi
47-48 Maegan 41-42 Harol 51-52 Porridgepot 47-48 Lezre
49-50 Marigold 53-54 Quickstep 49-50 Murgen
51-52 Merla 43-44 Igor 55-56 Reedfellow
53-54 Myria 45-46 Jasper 57-58 Shadowquick 51-52 Murook
47-48 Keith 59-60 Silvereyes
55-56 Nedda 49-50 Kevin 61-62 Smoothhands 53-54 Myev
55-56 Nagrette
57-58 Nikki 51-52 Lazam 63-64 Stonebridge 57-58 Neega
59-60 Nora 53-54 Lerry 59-60 Nella
61-62 Olivia 55-56 Lindal 65-66 Stoutbridge 61-62 Nogu
67-68 Stoutman 63-64 Oolah
63-64 Paela 57-58 Lyle 69-70 Strongbones 65-66 Ootah
59-60 Merric 71-72 Sunmeadow 67-68 Ovak
65-66 Pearl 73-74 Swiftwhistle 69-70 Ownka
61-62 Mican 75-76 Tallfellow 71-72 Puyet
67-68 Pennie 63-64 Milo 73-74 Reeza
77-78 Tealeaf 75-76 Shautha
69-70 Philomena 65-66 Morrin 77-78 Silgre /
71-72 Portia 67-68 Nebin 79-80 Tenpenny (A
73-74 Robbie Nevil 81-82 Thistletop 79-80 Sutha
75-76 Rose 69-70 Osborn 83-84 Thorngage
77-78 Saral Ostran 85-86 Tosscobble 81-82 Tagga
79-80 Seraphina 71-72 Oswalt 87-88 Underbough 83-84 Tawar
81-82 Shaena Perrin 89-90 Underfoot 85-86 Tomph
83-84 Stacee 73-74 Poppy 91-92 Warmwater 87-88 Ubada
85-86 Tawna Reed 93-94 Whispermouse 89-90 Vanchu
87-88 Thea 75-76 95-96 Wildcloak 91-92 Vola
89-90 Trym 93-94 Volen
91-92 Tyna 77-78 97-98 Wildheart 95-96 Vorka
93-94 Vani 97-98 Yevelda
95-96 Verna 79-80 99-00 Wiseacre 99-00 Zagga
97-98 Wella
99-00 Willow 81-82
83-84 Roscoe
85-86 Sam
87-88 Shardon
89-90 Tye
91-92 Ulmo
93-94 Wellby
95-96 Wendel
97-98 Wenner
99-00 Wes
APPENDIX B | CHARACTER NAMES 179
/
27-28 Hagren 27-28 Gadreel 27-28 Damakos 27-28 Entropy
29-30 Gomory 29-30 Ekemon
29-30 Henk 31-32 Hecat 31-32 Euron 29-30 Excellence
33-34 Ishte 33-34 Fenriz 31-32 Fear
31-32 Hogar 35-36 Forcas 33-34 Glory
33-34 Holg 35-36 Jezebeth 37-38 Habor 35-36 Gluttony
35-36 Imsh 39-40 lados 37-38 Grief
37-38 Karash 37-38 Kali 41-42 Kairon 39-40 Hate
39-40 Karg 39-40 Kallista 43-44 Leucis 41-42 Hope
41-42 Keth 41-42 Kasdeya 45-46 Mamnen 43-44 Horror
43-44 Lerissa 47-48 Mantus 45-46 Ideal
43-44 Korag 45-46 Lilith 49-50 Marbas 47-48 Ignominy
47-48 Makaria 51-52 Melech 49-50 Laughter
45-46 Krusk 49-50 Manea 53-54 Merihim 51-52 Love
47-48 Lubash 51-52 Markosian 55-56 Modean 53-54 Lust
49-50 Megged 53-54 Mastema 57-58 Mordai 55-56 Mayhem
55-56 Naamah 59-60 Mormo 57-58 Mockery
51-52 Mhurren 57-58 Nemeia 61-62 Morthos 59-60 Murder
59-60 Nija 63-64 Nicor 61-62 Muse
53-54 Mord 61-62 Orianna 65-66 Nirgel 63-64 Music
55-56 Morg 63-64 Osah 67-68 Oriax 65-66 Mystery
57-58 Nil 65-66 Phelaia 69-70 Paymon 67-68 Nowhere
59-60 Nybarg 67-68 Prosperine 71-72 Pelaios 69-70 Open
61-62 Odorr 69-70 Purah 73-74 Purson 71-72 Pain
63-64 Ohr 71-72 Pyra 73-74 Passion
65-66 Rendar 73-74 Rieta 75-76 Qemuel 75-76 Poetry
67-68 Resh 75-76 Ronobe 77-78 Quest
69-70 Ront 77-78 Ronwe 77-78 Raam 79-80 Random
71-72 Rrath 79-80 Seddit 79-80 Rimmon 81-82 Reverence
73-74 Sark 81-82 Seere 81-82 Sammal 83-84 Revulsion
75-76 Scrag 83-84 Sekhmet 83-84 Skamos 85-86 Sorrow
ML 77-78 Sheggen 85-86 Semyaza 85-86 Tethren 87-88 Temerity
87-88 Shava 87-88 Thamuz 89-90 Torment
79-80 Shump 89-90 Shax 89-90 Therai 91-92 Tragedy
91-92 Sorath 93-94 Vice
81-82 Tanglar 93-94 Uzza 91-92 Valafar 95-96 Virtue
83-84 Tarak 95-96 Vapula 93-94 Vassago 97-98 Weary
97-98 Vepar 95-96 Xappan 99-00 Wit
85-86 Thar 99-00 Verin 97-98 Zepar
99-00 Zephan
87-88 Thokk
89-90 Trag
91-92 Ugarth
93-94 Varg
95-96 Vilberg
97-98 Yurk
99-00 Zed
APPENDIX B | CHARACTER NAMES
HUMAN NAMES ARABIC, MALE
ARABIC, FEMALE dlOO Name
01-02 Abbad
d!00 Name 03-04 Abdul
05-06 Achmed
01-02 Aaliyah 07-08 Akeem
09-10 Alif
03-04 Aida 11-12 Amir
13-14 Asim
05-06 Akilah 15-16 Bashir
17-18 Bassam
07-08 Alia 19-20 Fahim
21-22 Farid
-09 10 Amina 23-24 Farouk
25-26 Fayez
11-12 Atefeh 27-28 Fayyaad
29-30 Fazil
13-14 Chaima 31-32 Hakim
33-34 Halil
15-16 Dalia 35-36 Hamid
37-38 Hazim
17-18 Ehsan 39-40 Heydar
41-42 Hussein
19-20 Elham
43-44 Jabari
21-22 Farah 45-46 Jafar
47-48 Jahid
23-24 Fatemah 49-50 Jamal
25-26 Gamila
27-28 lesha 51-52 Kalim
53-54 Karim
29-30 Inbar 55-56 Kazim
57-58 Khadim
31-32 Kamaria 59-60 Khalid
61-62 Mahmud
33-34 Khadija 63-64 Mansour
65-66 Musharraf
35-36 Layla 67-68 Mustafa
37-38 Lupe 69-70 Nadir
39-40 Nabila 71-72 Nazim
41-42 Nadine 73-74 Omar
43-44 Naima
45-46 Najila 75-76 Qadir
47-48 Najwa 77-78 Qusay
79-80 Rafiq
49-50 Nakia 81-82 Rakim
83-84 Rashad
51-52 Nashwa 85-86 Rauf
87-88 Saladin
53-54 Nawra 89-90 Sami
91-92 Samir
55-56 Nuha 93-94 Talib
95-96 Tamir
57-58 Nura 97-98 Tariq
59-60 Oma 99-00 Yazid
61-62 Qadira
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
CELTIC, FEMALE CELTIC, MALE CHINESE, FEMALE CHINESE, MALE
d!00 Name dlOO Name dlOO Name dlOO Name
01-02 Airell 01-02 Ai
01-02 Aife 03-04 Airic 03-04 Anming 01-02 Bingwen
03-04 Aina 05-06 Alan 05-06 Baozhai 03-04 Bo
07-08 Anghus 07-08 Bei 05-06 Bolin
05-06 Alane 09-10 Caixia 07-08 Chang
09-10 Aodh 11-12 Changchang 09-10 Chao
07-08 Ardena 13-14 Chen Chen
11-12 Bardon 15-16 Chou 11-12 Cheng
09-10 Arienh 13-14 Bearacb 17-18 Chunhua Da
11-12 Beatha 15-16 Bevyn 19-20 Daianna 13-14 Dingxiang
17-18 Boden 21-22 Daiyu 15-16 Fang
13-14 Birgit 19-20 Bran 17-18 Feng
21-22 Brasil 23-24 Die 19-20 Fu
15-16 Briann 23-24 Bredon 21-22 Gang
25-26 Brian 25-26 Ehuang 23-24 Guang
17-18 Caomh 27-28 Bricriu 27-28 Fenfang 25-26 Hai
29-30 Bryant 29-30 Ge 27-28 Heng
19-20 Cara 31-32 Cadman 31-32 Hong 29-30 Hong
33-34 Caradoc 33-34 Huan 31-32 Huan
21-22 Cinnia 35-36 Cedric 35-36 Huifang 33-34 Huang
23-24 Cordelia 37-38 Conalt 37-38 jia 35-36 Huiliang
39-40 Conchobar 37-38 Huizhong
25-26 Deheune 41-42 Condon 39-40 Jiao 39-40
43-44 Darcy 41-42
27-28 Divone 45-46 Devin 41-42 Jiaying
47-48 Dillion 43-44 jingfei
29-30 Donia 49-50 Donaghy 45-46 Jinjing
51-52 Donall 47-48 Lan
31-32 Doreena 53-54 Duer 49-50 Li
55-56 Eghan 51-52 Lihua
33-34 Elsha 57-58 Ewyn 53-54 Lin
59-60 Ferghus 55-56 Ling
35-36 Enid 61-62 Galvyn 57-58 Liu
63-64 Gildas 59-60 Meili
37-38 Ethne 65-66 Guy 61-62 Ning
67-68 Harvey
39-40 Evelina 69-70 Iden 63-64 Qi
71-72 Irven 65 — 66 Qiao
41-42 Fianna 73-74 Karney
75-76 Kayne 67-68 Rong
43-44 Genevieve 77-78 Kelvyn 69-70 Shu 43-44 Jian
79-80 Kunsgnos 71-72 Shuang
45-46 Gilda 81-82 Leigh 73-74 Song 45-46 Jiayi
83-84 Maccus 75-76 Ting 47-48 Junjie
47-48 Gitta 85-86 Moryn 77-78 Wen 49-50 Kang
87-88 Neale 79-80 Xia 51-52 Lei
49-50 Grania 89-90 Owyn 81-82 Xiaodan 53-54 Liang
51-52 Gwyndolin 91-92 Pryderi 83-84 Xiaoli 55-56 Ling
93-94 Reaghan 85-86 Xingjuan 57-58 Liwei
53-54 Idelisa 95-96 Taliesin 87-88 Xue 59-60 Meilin
97-98 Tiernay 89-90 Ya 61-62 Niu
55-56 Isolde 99-00 Turi 91-92 Yan 63-64 Peizhi
93-94 Ying
57-58 Keelin 95-96 Yuan
97-98 Yue
59-60 Kennocha 99-00 Yun
61-62 Lavena
63-64 Lesley
65-66 Linnette 65-66 Peng
67-68 Ping
67-68 Lyonesse 69-70 Qiang
69-70 Mabina
71-72 Qiu
71-72 Marvina 73-74 Quan
73-74 Mavis 75-76 Renshu
75-76 Mima
77-78 Rong
77-78 Morgan 79-80 Ru
79-80 Muriel 81-82 Shan
83-84 Shen
81-82 Nareena 85-86 Tengfei
83-84 Oriana 87— 88 Wei
85-86 Regan 89-90 Xiaobo
87-88 Ronat
89-90 Rowena
91-92 Selma 91-92 Xiaoli
93-94 Ula 93-94 Xin
95-96 Yang
95-96 Venetia 97-98 Ying
97-98 Wynne 99-00 Zhong
99-00 Yseult
APPENDIX B | CHARACTER NAMES
EGYPTIAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE
dlOO Name dlOO Name dlOO Name
01-02 A'at 69-70 Nit 33-34 Imhotep
03-04 Ahset 71-72 Nofret 35-36 Ineni
05-06 Amunet 73-74 Nubemiunu 37-38 Ipuki
07-08 Aneksi 75-76 Peseshet 39-40 Irsu
09-10 Atet 77-78 Pypuy 41-42 Kagemni
11-12 Baketamon 43-44 Kawab
13-14 Betrest 79-80 Qalhata 45-46 Kenamon
15-16 Bunefer 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 Sitamun 57-58 Meketre
27-28 Intakaes 91-92 Sitre 59-60 Menkhaf
29-30 Ipwet 93-94 Takhat 61-62 Merenre
95-96 Tarset 63-64 Metjen
31-32 Itet 97-98 Taweret 65-66 Nebamun
33-34 Joba 99-00 Werenro 67-68 Nebetka
69-70 Nehi
35-36 Kasmut EGYPTIAN, MALE 71-72 Nekure
37-38 Kemanub 73-74 Nessumontu
39-40 Khemut dlOO Name 75-76 Pakhom
41-42 Kiya 77-78 Pawah
43-44 Maia 01-02 Ahmose 79-80 Pawero
45-46 Menhet 03-04 Akhom 81-82 Ramose
47-48 Merit 05-06 Amasis 83-84 Rudjek
49-50 Meritamen 07-08 Amenemhet 85-86 Sabaf
51-52 Merneith 09-10 Anen
53-54 Merseger 11-12 Banefre 87-88 Sebek-khu
55-56 Muyet 13-14 Bek
57-58 Nebet 15-16 Djedefre 89-90 Sebni
59-60 Nebetah 17-18 Djoser 91-92 Senusret
19-20 Hekaib 93-94 Shabaka
61-62 Nedjemmut 21-22 Henenu 95-96 Somintu
63-64 Nefertiti 23-24 Horemheb 97-98 Thaneni
65-66 Neferu 25-26 Horwedja 99-00 Thethi
67-68 Neithotep 27-28 Huya
29-30 Ibebi APPENDIX B I CHARACTER NAMES
31-32 Idu
ENGLISH, FEMALE ENGLISH, FEMALE ENGLISH, MALE
dlOO Name dlOO Name dlOO Name
01-02 Adelaide 69-70 Juliana 33-34 Gilbert
71-72 Katherine
03-04 Agatha 73-74 Margery 35-36 Godfrey
75-76 Mary
05-06 Agnes 77-78 Matilda 37-38 Gunter
07-08 Alice 39-40 Guy
09-10 Aline 79-80 Maynild 41-42 Henry
11-12 Anne 81-82 Millicent 43-44 Heward
13-14 Avelina 83-84 Oriel
45-46 Hubert
15-16 Avice 85-86 Rohesia 47-48 Hugh
17-18 Beatrice 49-50 Jocelyn
19-20 Cecily 87-88 Rosalind 51-52 John
21-22 53-54 Lance
23-24 Egelina 89-90 Rosamund 55-56 Manfred
25-26 Eleanor 57-58 Miles
27-28 Elizabeth 91-92 Sarah 59-60 Nicholas
29-30 Ella 93-94 Susannah 61-62 Norman
31-32 Eloise 95-96 Sybil 63-64 Odo
Elysande 97-98 Williamina
99-00 Yvonne 65-66 Percival
33-34 Emeny
35-36 Emma ENGLISH, MALE 67-68 Peter
37-38 Emmeline
dlOO Name 69-70 Ralf
39-40 Ermina 01-02 Adam 71-72 Randal
Raymond
41-42 Eva 03-04 Adelard 73-74 Reynard
r 43-44 Galiena Richard
05-06 Aldous 75-76
45-46 Geva
07-08 Anselm 77-78
47-48 Giselle 09-10 Arnold
49-50 Griselda 79-80 Robert
51-52 Hadwisa 11-12 Bernard
53-54 Helen 81-82 Roger
55-56 Herleva 13-14 Bertram 83-84 Roland
57-58 Hugolina 15-16 Charles 85-86 Rolf
59-60 Ida 87-88 Simon
61-62 Isabella 17-18 Clerebold 89-90 Theobald
91-92 Theodoric
63-64 Jacoba 19-20 Conrad 93-94 Thomas
65-66 Jane 95-96 Timm
67-68 Joan 21-22 Diggory
97-98 William
23-24 Drogo
25-26 Everard 99-00 Wymar
27-28 Frederick
29-30 Geoffrey
31-32 Gerald
APPENDIX B | CHARACTER NAMES
FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE ‘A
dlOO Name d100 Name dlOO Name dlOO Name 4
01-02 Aalis 01-02 Ambroys 01-02 Adelhayt 01-02 Albrecht
03-04 Agatha 03-04 Ame 03-04 Affra 03-04 Allexander
05-06 Agnez 05-06 Andri 05-06 Agatha 05-06 Baltasar
07-08 Alberea 07-08 Andriet 07-08 Allet 07-08 Benedick
09-10 Alips 09-10 Anthoine 09-10 Angnes 09-10 Berhart
11-12 Amee 11-12 Bernard 11-12 Anna 11-12 Caspar
13-14 Amelot 13-14 Charles 13-14 Clas
15-16 Anne 15-16 Chariot 13-14 Apell 15-16 Cristin
17-18 Avelina 17-18 Colin 15-16 Applonia 17-18 Cristoff
19-20 Blancha 19-20 Denis 17-18 Barbara 19-20 Dieterich
21-22 Cateline 21-22 Durant 19-20 Brida 21-22 Engelhart
23-24 Cecilia 23-24 Edouart 21-22 Brigita 23-24 Erhart
25-26 Claricia 25-26 Eremon 23-24 Cecilia 25-26 Felix
27-28 Collette 27-28 Ernault 25-26 Clara 27-28 Frantz
29-30 Denisete 29-30 Ethor 27-28 Cristina 29-30 Fritz
31-32 Dorian 31-32 Felix 29-30 Dorothea 31-32 Gerhart
33-34 Edelina 33-34 Floquart 33-34 Gotleib
35-36 Emelina 35-36 Galleren 31-32 Duretta 35-36 Hans
37-38 Emmelot 37-38 Gaultier 33-34 Ella 37-38 Hartmann
39-40 Ermentrudis 39-40 Gilles 35-36 Els 39-40 Heintz
41-42 Gibelina 41-42 Guy 37-38 Elsbeth 41-42 Herman
43-44 Gila 43-44 Henry 39-40 Engel
45-46 Gillette 45-46 Hugo 41-42 Enlein 43-44 Jacob
47-48 Guiburgis 47-48 Imbert 43-44 Enndlin 45-46 Jeremias
49-50 Guillemette 49-50 Jacques 45-46 Eva
51-52 Guoite 51-52 Jacquot 47-48 Fela 47-48 Jorg
53-54 Hecelina 49-50 Fronicka 49-50 Karll
55-56 Heloysis 53-54 Jean 51-52 Genefe 51-52 Kilian
57-58 Helyoudis 55-56 Jehannin 53-54 Geras 53-54 Linhart
59-60 Hodeardis 55-56 Gerhauss 55-56 Lorentz
61-62 Isabellis 57-58 Louis 57-58 Gertrudt 57-58 Ludwig
63-64 Jaquette 59-60 Louys 59-60 Guttel 59-60 Marx
61-62 Loys 61-62 Helena 61-62 Melchor
65-66 Jehan 63-64 Martin 63-64 Irmel 63-64 Mertin
67-68 Johanna 65-66 Michel 65-66 Michel
69-70 Juliote 67-68 Mille 65-66 Jonata 67-68 Moritz
69-70 Morelet 69-70 Osswald
71-72 Katerine 71-72 Nicolas 67-68 Katerina 71-72 Ott
73-74 Luciana 73-74 Nicolle 69-70 Kuen 73-74 Peter
75-76 Margot 75-76 Oudart 75-76 RudolfF
77-78 Marguerite 77-78 Perrin 71-72 Kungund 77-78 Ruprecht
79-80 Maria 79-80 Phillippe
81-82 Marie 81-82 Pierre 73-74 Lucia 79-80 Sewastian
83-84 Melisende 83-84 Regnault 75-76 Madalena
85-86 Odelina 85-86 Richart 77-78 Magdalen 81-82 Sigmund
87-88 Perrette 87-88 Robert 79-80 Margret 83-84 Steffan
89-90 Petronilla 89-90 Robinet 81-82 Marlein 85-86 Symon
91-92 Sedilia 91-92 Sauvage 83-84 Martha 87-88 Thoman
93-94 Stephana 93-94 Simon 85-86 Otilia 89-90 Ulrich
95-96 Sybilla 95-96 Talbot 87-88 Ottilg 91-92 Vallentin
97-98 Ysabeau 97-98 Tanguy 89-90 Peternella 93-94 Wendel
99-00 Ysabel 99-00 Vincent 91-92 Reusin 95-96 Wilhelm
93-94 Sibilla 97-98 Wolff
95-96 Ursel 99-00 Wolfgang
97-98 Vrsula
99-00 Walpurg
APPENDIX B | CHARACTER NAMES
a
GREEK, FEMALE GREEK, MALE INDIAN, FEMALE INDIAN, MALE
dlOO Name dlOO Name d100 Name dlOO Name
01-02 01-02 Abha 01-02 Abhay
03-04 Acantha 01-02 Adonis 03-04 Aishwarya 03-04 Ahsan
05-06 Aella 03-04 Adrastos 05-06 Amala
07-08 Alektos 05-06 Aeson 07-08 Ananda 05-06 Ajay
09-10 Alkippe 07-08 Aias 09-10 Ankita 07-08 Ajit
11-12 Andromeda 09-10 Aineias 11-12 Archana 09-10 Akhil
13-14 Antigone 11-12 Aiolos 11-12 Amar
Ariadne
13-14 Alekto 13-14 Avani 13-14 Amit
15-16 Astraea 15-16 Chandana 15-16 Ananta
17-18 Chloros 15-16 Alkeides 17-18 Chandrakanta 17-18 Aseem
19-20 Chryseos 17-18 Argos 19-20 Chetan 19-20 Ashok
21-22 Daphne 19-20 Brontes 21-22 Darshana 21-22 Bahadur
23-24 Despoina 23-24 Basu
25-26 Dione 21-22 Damazo 23-24 Devi 25-26 Chand
27-28 Eileithyia 23-24 Dardanos 25-26 Dipti
29-30 Elektra 27-28 Esha 27-28 Chandra
31-32 Euadne 25-26 Deimos 29-30 Gauro 29-30 Damodar
33-34 Eudora 27-28 31-32 Gita 31-32 Darhsan
29-30 Diomedes 33-34 Indira 33-34 Devdan
35-36 Eunomia 31-32 Endymion 35-36 Indu 35-36 Dinesh
37-38 Hekabe 33-34 Epimetheus 37-38 Jaya 37-38 Dipak
39-40 Helene 35-36 Erebos 39-40 Kala 39-40 Gopal
41-42 Hermoione 37-38 Euandros 41-42 Govind
43-44 Hippolyte Ganymedes 41-42 Kalpana 43-44 Harendra
45-46 lanthe 43-44 Kamala 45-46 Harsha
47-48 lokaste 39-40 Glaukos 47-48 Ila
49-50 lole 41-42 Hektor 49-50 Isha
51-52 Iphigenia 43-44 Heros 45-46 Kanta 51-52 Johar
45-46 Hippolytos 47-48 Kashi
47-48 lacchus 49-50 Kishori 53-54 Kalyan
51-52 Lalita
49-50 lason
51-52 Kadmos
53-54 Ismene 53-54 Kastor 53-54 Lina 55-56 Kiran
55-56 Kalliope 55-56 Kephalos 55-56 Madhur 57-58 Kumar
57-58 Kallisto 57-58 Kepheus 57-58 Manju 59-60 Lakshmana
59-60 Kalypso 59-60 Meera 61-62 Mahavir
59-60 Koios 61-62 Mohana
61-62 Karme Kreios 63-64 Mukta 63-64 Narayan
63-64 Kassandra 61-62 Laios 65-66 Nisha
65-66 Kassiopeia Leandros 67-68 Nitya 65-66 Naveen
67-68 Kirke 63-64 69-70 Padma
69-70 Kleio 65-66 71-72 Pratima 67-68 Nirav
71-72 Klotho
73-74 Klytie 67-68 Linos 73-74 Priya 69-70 Prabhakar
75-76 Kynthia 69-70 Lykos 75-76 Rani 71-72 Prasanna
77-78 Leto 71-72 Melanthios 77-78 Sarala 73-74 Raghu
79-80 Megaera 73-74 Menelaus 79-80 Shakti
81-82 Melaina 81-82 Shanta 75-76 Rajanikant
83-84 Melpomene 75-76 Mentor 83-84 Shobha
85-86 Nausikaa 85-86 Sima 77-78 Rakesh
87-88 Nemesis 77-78 Neoptolemus 87-88 Sonal 79-80 Ranjeet
89-90 Niobe 79-80 Okeanos 81-82 Rishi
83-84 Sanjay
81-82 Orestes 85-86 Sekar
87-88 Shandar
83-84 Pallas 89-90 Sumana 89-90 Sumantra
85-86 Patroklos 91-92 Sunita 91-92 Vijay
87-88 Philandros 93-94 Vikram
Phoibos 93-94 Tara
89-90 95-96 Vimal
95-96 Valli
91-92 Ourania 91-92 Phrixus 97-98 Vijaya 97-98 Vishal
93-94 Phaenna 99-00 Vimala 99-00 Yash
95-96 Polymnia 93-94 Priamos
97-98 Semele
99-00 Theia 95-96 Pyrrhos
Xanthos
97-98 Zephyros
99-00
APPENDIX B I CHARACTER NAMES
JAPANESE, FEMALE 05-06 Daichi 53-54 Makoto
07-08 Daiki 55-56 Mamoru
dlOO Name 09-10 Daisuke 57-58 Masato
01-02 Aika 11-12 Eiji 59-60 Masumi
03-04 Akemi 13-14 Fumio 61-62 Noboru
05-06 Akiko 15-16 Hajime 63-64 Norio
07-08 Amaya 17-18 Haru 65-66 Osamu
09-10 Asami 19-20 Hideaki 67-68 Ryota
11-12 Ayumi 69-70 Sadao
13-14 Bunko 21-22 Hideo 71-72 Satoshi
15-16 Chieko 73-74 Shigeo
17-18 Chika 23-24 Hikaru 75-76 Shin
19-20 Chiyo 25-26 Hiro 77-78 Sora
21-22 Cho 27-28 Hiroki 79-80 Tadao
23-24 Eiko 29-30 Hisao 81-82 Takehiko
25-26 Emiko 31-32 Hitoshi 83-84 Takeo
27-28 Eri 33-34 Isamu 85-86 Takeshi
29-30 Etsuko 35-36 Isao 87-88 Takumi
31-32 Gina 89-90 Tamotsu
33-34 Hana 37-38 Jun 91-92 Tatsuo
35-36 Haruki 93-94 Toru
37-38 Hideko 39-40 Katashi 95-96 Toshio
39-40 Hikari 41-42 Katsu 97-98 Yasuo
41-42 Hiroko 43-44 Kei 99-00 Yukio
43-44 Hisoka 45-46 Ken
45-46 Hishi 47-48 Kenshin APPENDIX B I CHARACTER NAMES
47-48 Hotaru 49-50 Kenta
49-50 Izumi 51-52 Kioshi
51-52 Kameyo
53-54 Kasumi
55-56 Kimiko
57-58 Kotone
59-60 Kyoko
61-62 Maiko
63-64 Masako
65-66 Mi
67-68 Minori
69-70 Mizuki
71-72 Naoki
73-74 Natsuko
75-76 Noriko
77-78 Rei
79-80 Ren
81-82 Saki
83-84 Shigeko
85-86 Shinju
87-88 Sumiko
89-90 Toshiko
91-92 Tsukiko
93-94 Ume
95-96 Usagi
97-98 Yasuko
99-00 Yuriko
MESOAMERICAN, FEMALE MESOAMERICAN, FEMALE MESOAMERICAN, MALE
d100 Name d100 Name d100 Name
69—70 Papan
01—02 Ahumzfli 71—72 Pafli 33—34 Iccauhfli
73—74 Quetzalxochitl 35—36 IHHcanfina
03—04 Atl 75—76 Sacnfie
77—78 TEKui 37-33 Hzfli
05—06 Centehua 79—80 Tephn 39—40 Ixfli
81—82 TEuicui
07—08 Chakhhflfl 83—84 Teyacapan 41—42
85—86 Thco 43—44
09—10 Chipahua 87—88 'Hacoehua 45—46 Mahuizoh
89—90 11acofl 47—43
11—12 Cihuaton 91—92 11am 49—50 Manama
93—94 11anexfli 51—52
13—14 Cub“ 95—96 XHfiuhl 53—54 hflaflal
15—16 Cfikflnflna 97—98 Xtcoafl 55—56 Maflahhum
99—00 Xiuhtonal Mazatl
17—18 Coszcafl Mictlantecuhtli
19—20 Cozamalotl MESOAMERICAN, MALE Nfihnfica
21—22 Cuicafl Momofl“
23—24 Heum d100 Name
25-26 Eloxochitl 01—02 Achcauhfli 57-58 Nanmcmx
03—04 Amoxtli 59—60
27-28 Ezfli 05—06 Chicahua 61—62 Necam
07—08 ChknaHi 63—64 Necummefl
29—30 Ichtaca 09—10 Cipacth
31—32 1cnoyofl 11—12 Coaxoch Nezahuakoyofl
33—34 Ihuicafl 13—14 Coyofl
35—36 Hhufil 15—16 Cuam 65—66 Nexahumpflh
17—18 Cuauhtémoc
19—20 CueflachtHo 67—68 Nochehuafl
21—22 Cuetzpalli
37—38 Hofia 23—24 Cukfli 69—70 Nopaltzin
25—26 Ehecafl 71—72
39—40 lunl 27—28 EtalpaIH 73—74 CNHn
29—30 Huemac 75—76 Quauhtli
41—42 Ixcatzin 31—32 Hufizmhuhl Tenoch
43—44
45—46 Izd 77—78 Téoflhuhl
47—48 Malinalxochitl
49—50 Mecatl 79—30 Tepihzin
51—52 hflezt“
53—54 Nfiyaoaxochnl 31—32 TEzcacoaH
55—56 Mizquixaual
57—58 Moyolehuani 33—34 Tlacaelel
59—60 Nahuafl
61—62 Necahum 85—86 Thcdel
63—64 Nenefl
65—66 Nochfli 37—33 11moc
ffloxochicozth
39—90 ‘Hanexfic
91—92 Tlazohtlaloni
93—94 Tlazopillo
95—96 lJetzcayofl
67—68 Ohtli 97—93 XHfiHi
99—00 Yaofl
la. '\“L 71-1r x"-.
NIGER-CONGO, NIGER-CONGO, NORSE, FEMALE NORSE, MALE
FEMALE MALE dlOO Name dlOO Name
01-02 Alfhild
dlOO Name dlOO Name 03-04 Arnbjorg 01-02 Agni
01-02 Abebi 01-02 Abebe 05-06 Ase 03-04 Alaric
03-04 Abena 03-04 Abel 07-08 Aslog 05-06 Anvindr
05-06 Abimbola 05-06 Abidemi 09-10 Astrid 07-08 Arvid
07-08 Akoko 07-08 Abrafo 11-12 Auda 09-10 Asger
09-10 Akachi 09-10 Adisa 13-14 Audhid 11-12 Asmund
11-12 Alaba 11-12 Amadi 15-16 Bergljot 13-14 Bjarte
13-14 Anuli 13-14 Amara 17-18 Birghild 15-16 Bjorg
15-16 Ayo 15-16 Anyim 19-20 Bodil
17-18 Bolanle 17-18 Azubuike 21-22 Brenna -17 18 Bjorn
19-20 Bosede 19-20 Bapoto 23-24 Brynhild
21-22 Chiamaka 21-22 Baraka 25-26 Dagmar 19-20 Brandr
23-24 Chidi 23-24 Bohlale 27-28 Eerika 21-22 Brandt
25-26 Chidimma 25-26 Bongani 29-30 Eira 23-24 Brynjar
27-28 Chinyere 27-28 Bujune 31-32 Gudrun
29-30 Chioma 29-30 Buziba 33-34 Gunborg -25 26 Calder
31-32 Dada 31-32 Chakide 35-36 Gunhild
33-34 Ebele 33-34 Chibuzo 37-38 Gunvor 27-28 Colborn
35-36 Efemena 35-36 Chika 39-40 Helga 29-30 Cuyler
37-38 Ejiro 37-38 Chimola 41-42 Hertha
39-40 Ekundayo 39-40 Chiratidzo 43-44 Hilde 31-32 Egil
41-42 Enitan 41-42 Dabulamanzi 45-46 Hillevi
43-44 Funanya 43-44 Dumisa 47-48 Ingrid 33-34 Einar
45-46 Ifunanya 45-46 Dwanh 49-50 Iona
47-48 Ige 47-48 Emeka 35-36 Eric
49-50 Ime 49-50 Folami 51-52 Jorunn
51-52 Kunto 51-52 Gatura 37-38 Erland
53-54 Lesedi 53-54 Gebhuza 53-54 Kari 39-40 Fiske
55-56 Lumusi 55-56 Gero 41-42 Folkvar
57-58 Mojisola 57-58 Isoba 55-56 Kenna
59-60 Monifa 59-60 Kagiso -43 44 Fritjof
61-62 Nakato 61-62 Kamau 57-58 Magnhild
63-64 Ndidi 63-64 Katlego 59-60 Nanna 45-46 Frode
65-66 Ngozi 65-66 Masego 61-62 Olga
67-68 Nkiruka 67-68 Matata 63-64 Ragna -47 48 Geir
69-70 Nneka 69-70 Nthanda 65-66 Ragnhild
71-72 Ogechi 71-72 Ogechi 67-68 Ranveig 49-50 Halvar
73-74 Olamide 73-74 Olwenyo 69-70 Runa
75-76 Oluchi 75-76 Osumare 71-72 Saga 51-52 Hemming
77-78 Paki 73-74 Sigfrid
77-78 Omolara 75-76 Signe 53-54 Hjalmar
79-80 Qinisela 77-78 Sigrid
79-80 Onyeka 81-82 Quanda 79-80 Sigwjnn 55-56 Hjortr
81-82 Simisola 81-82 Solveg
83-84 Temitope 83-84 Samanya 83-84 Svanhild 57-58 Ingimarr
85-86 Thema 85-86 Shanika 85-86 Thora
87-88 Titlayo 87-88 Sibonakaliso 87-88 Torborg 59-60 Ivar
89-90 Udo 89-90 Tapiwa 89-90 Torunn
91-92 Uduak 91-92 Thabo 91-92 Tove 61-62 Knud
93-94 Ufuoma 93-94 Themba 93-94 Unn
95-96 Yaa 95-96 Uzoma 95-96 Vigdis 63-64 Leif
97-98 Yejide 97-98 Zuberi 97-98 Ylva
99-00 Yewande 99-00 Zuri 99-00 Yngvild 65-66 Liufr
67-68 Manning
69-70 Oddr
71-72 Olin
73-74 Ormr
75-76 Ove
77-78 Rannulfr
79-80 Sigurd
81-82 Skari
83-84 Snorri
85-86 Sten
87-88 Stigandr
89-90 Stigr
91-92 Sven
93-94 Trygve
95-96 Ulf
97-98 Vali
99-00 Vidar
APPENDIX B | CHARACTER NAMES 189
POLYNESIAN, POLYNESIAN, MALE ROMAN, FEMALE ROMAN, MALE *
FEMALE
dlOO Name dlOO Name dlOO Name '
dlOO Name
01-02 Afa 01-02 Aelia 01-02 Aelius i
01-02 Ahulani 03-04 Aetius
03-04 Ahohako 03-04 Aemilia «
03-04 Airini 05-06 Agrippa
05-06 Aisake 05-06 Agrippina
05-06 Alani 07-08 Aleki 07-08 Albanus
07-08 Aluala 07-08 Alba
09-10 Anewa 09-10 Albus
09-10 Anahera 09-10 Antonia
11-12 Anitelu 11-12 Antonius
11-12 Anuhea 13-14 Aputi 11-12 Aquila
15-16 Ariki 13-14 Augusta 13-14 Appius
13-14 Aolani 17-18 Butat 15-16 Aurelia 15-16 Aquilinus
19-20 Enele 17-18 Balbina
15-16 Elenoa 21-22 Fef 19-20 Blandina 17-18 Atilus
17-18 Emele
23-24 Fuifui 21-22 Caelia 19-20 Augustus
19-20 Fetia
25-26 Ha’aheo 23-24 Camilla 21-22 Aurelius
21-22 Fiva 27-28 Hanohano
29-30 Haunui 25-26 Casia 23-24 Avitus
23-24 Halona 31-32 Hekili
25-26 33-34 Hiapo 27-28 Claudia 25-26 Balbus
27-28 Hi’ilei
35-36 Hikawera 29-30 Cloelia -27 28 Blandus
Hina 31-32 Domitia
37-38 Hanano 33-34 Drusa 29-30 Blasius
29-30 Hinatea
31-32 Huali 39-40 Ho’onani 35-36 Fabia -31 32 Brutus
33-34 Inia 41-42 Hoku 37-38 Fabricia 33-34 Caelius
35-36 Inina 43-44 Hu’eu 39-40 Fausta 35-36 Caius
37-38 lolani 45-46 Ina 41-42 Flavia 37-38 Casian
39-40 Isa
47-48 Itu 43-44 Floriana 39-40 Cassius
41-42 Ka'ana’ana
49-50 Ka’aukai 45-46 Fulvia 41-42 Cato
43-44 Ka'ena
45-46 Kaamia 51-52 Ka’eo 47-48 Germana -43 44 Celsus
47-48 Kahula
Kailani 53-54 Kaelani 49-50 Glaucia 45-46 Claudius
49-50 Kamaile 51-52 Gratiana
Kamakani 55-56 Kahale 53-54 Hadriana 47-48 Cloelius
51-52 55-56 Hermina
53-54 57-58 Kaiea 57-58 Horatia 49-50 Cnaeus
55-56 Kamea 59-60 Kaikoa 59-60 Hortensia 51-52 Crispus
53-54 Cyprianus
57-58 Latai 61-62 Kana’I 61-62 lovita 55-56 Diocletianus
57-58 Egnatius
59-60 Liona 63-64 Koamalu 63-64 lulia
61-62 Lokelani 59-60 Ennius
65— 66 Ka 65-66 Laelia
63-64 Marva 61-62 Fabricius
67-68 Laki 67-68 Laurentia
65-66 Mehana 69-70 Makai 63-64 Faustus
67-68 Millawa 71-72 Manu 69-70 Livia
73-74 Manuka 65-66 Gaius
69-70 Moana 75-76 Nui 71-72 Longina
77-78 Pono 67-68 Germanus
71-72 Ngana 79-80 Popoki 73-74 Lucilla
Nohea 69-70 Gnaeus
73-74 Pelika 81-82 Ruru 75-76 Lucretia
75-76 Sanoe 71-72 Horatius
77-78 83-84 Tahu 77-78 Marcella
73-74 lovianus
79-80 Satina 85-86 Taurau 79-80 Marcia 75-76 lulius
77-78 Lucilius
81-82 Tahia 87-88 Tuala 81-82 Maxima 79-80 Manius
89-90 Turoa
83-84 Tasi 91-92 Tusitala 83-84 Nona 81-82 Marcus
85-86 Tiaho 93-94 Uaine 85-86 Octavia
95-96 Waata 87-88 Paulina 83-84 Marius
87-88 Tihani 97-98 Waipuna 89-90 Petronia
91-92 Porcia 85-86 Maximus
89-90 Toroa 99-00 Zamar
93-94 Tacita 87-88 Octavius
91-92 Ulanni
93-94 Uluwehi 95-96 Tullia 89-90 Paulus
97-98 Verginia
95-96 Vaina 99-00 Vita 91-92 Quintilian
97-98 Waiola 93-94 Regulus
99-00 Waitara 95-96 Servius
97-98 Tacitus
99-00 Varius
APPENDIX B | CHARACTER NAMES
JEE
SLAVIC, FEMALE SLAVIC, MALE
dlOO Name dlOO Name
01-02 Agripina
03-04 Anastasiya 01-02 Aleksandru
05-06 Bogdana 03-04 Berislav
07-08 Boleslava 05-06 Blazh
09-10 Bozhena 07-08 Bogumir
11-12 Danica 09-10 Boguslav
13-14 Darya 11-12 Borislav
15-16 Desislava 13-14 Bozhidar
17-18 Dragoslava 15-16 Bratomil
19-20 Dunja 17-18 Bratoslav
21-22 Efrosinia 19-20 Bronislav
23-24 Ekaterina 21-22 Chedomir
25-26 Elena 23-24 Chestibor
27-28 Faina 25-26 Chestirad
29-30 Galina 27-28 Chestislav
31-32 Irina 29-30 Desilav
33-34 Iskra 31-32 Dmitrei
33-34 Dobromil
35-36 Jasna 35-36 Dobroslav
37-38 Dragomir
37-38 Katarina 39-40 Dragutin
39-40 Katya 41-42 Drazhan
41-42 Kresimira 43-44 Gostislav
43-44 Lyudmila 45-46 Kazimir
45-46 Magda 47-48 Kyrilu
47-48 Mariya 49-50 Lyubomir
49-50 Militsa 51-52 Mechislav
51-52 Miloslava 53-54 Milivoj
53-54 Mira 55-56 Milosh
55-56 Miroslava 57-58 Mstislav
57-58 Mokosh 59-60 Nikola
59-60 Morana 61-62 Ninoslav
61-62 Natasha 63-64 Premislav
63-64 Nika 65-66 Radomir
65-66 Olga 67-68 Radovan
67-68 Rada 69-70 Ratimir
69-70 Radoslava 71-72 Rostislav
71-72 Raisa 73-74 Slavomir
73-74 Slavitsa 75-76 Stanislav
75-76 Sofiya 77-78 Svetoslav
77-78 Stanislava 79-80 Tomislav
79-80 Svetlana 81-82 Vasili
81-82 Tatyana 83-84 Velimir
83-84 Tomislava 85-86 Vladimir
85-86 Veronika
87-88 Vesna 87-88 Vladislav
89-90 Vladimira 89-90 Vlastimir
91-92 Yaroslava 91-92 Volodimeru
93-94 Yelena 93-94 Vratislav
95-96 Zaria 95-96 Yarognev
97-98 Zarya 97-98 Yaromir
99-00 Zoria 99-00 Zbignev
03-04 Adalina 93-94 Valentia 57-58 Joan
05-06 Adora 95-96 Veronica
07-08 Adriana 97-98 Ynes 59-60 Jorge
09-10 Ana 99-00 Ysabel
11-12 Antonia 61-62 Jose
13-14 Basilia SPANISH, MALE 63-64 Juan
15-16 Beatriz
dlOO Name 65-66 Machin
17-18 Bonita 67-68 Martin
01-02 Alexandre 69-70 Mateu
19-20 Camila 03-04 Alfonso 71-72 Miguel
05-06 Alonso 73-74 Nicolas
21-22 Cande 07-08 Anthon 75-76 Pascual
09-10 77-78 Pedro
23-24 Carmen 11-12 Arcos 79-80 Porico
25-26 Catlina 13-14 Arnaut 81-82 Ramiro
27-28 Dolores 15-16 Arturo 83-84 Ramon
29-30 Dominga 17-18 85-86 Rodrigo
31-32 Dorotea 19-20 Bartoleme 87-88 Sabastian
33-34 Elena 21-22 89-90 Salvador
35-36 Elicia 23-24 Benito 91-92 Simon
37-38 Esmerelda 25-26 Bernat 93-94 Tomas
39-40 Felipina 27-28 Blasco 95-96 Tristan
41-42 Francisca 29-30 Carlos 97-98 Valeriano
43-44 Gabriela 31-32 Damian 99-00 Ynigo
Diego
45-46 Imelda Domingo
Enrique
47-48 Ines
49-50 Isabel
51-52 Juana
53-54 Leocadia
55-56 Leonor
57-58 Leta
59-60 Lucinda
61-62 Maresol
63-64 Maria
65-66 Maricela
67-68 Matilde
APPENDIX B | CHARACTER NAMES
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