BASE Old Friends 2ND LEVEL Death Throw
CLASSES Paralyzing Wave Swift Stars
Safeword Nikto Animate Robot Warped Weapons
The base 5E classes Temporal Tub Bravado Buffer
gain the following Destiny Bond 2ND LEVEL
spells in addition to 4TH LEVEL Energy Respite
the other spell used Heart Container Destiny Bond
by their class. Dream Weaver Elemental Line
Guilty Feet 3RD LEVEL Ether Bees
BARD Mind Blow Heart Container
Shadow Claw Awestruck Wily Step
Cantrips Astral Attack Brawler’s Spirit
Air Guitar Magic Whistle Chrome Sheen 3RD LEVEL
Cure/Cause Cuts Skin Krwlr Esuna Burst
Jazz Hands Grasping Graves Chrome Sheen
Peanut Gallery 5TH LEVEL Illusory Armor Exploding Fruit
Translucent Safeword Nikto
Wub Blast Danger Zone Temporal Tub 4TH LEVEL
Freeze Frame Whiplash
1ST LEVEL Ghost Potion Astral Attack
Mom’s Spaghetti 4TH LEVEL Elicpsed Heart
Concussive Beats Regen Aura Fake Trap
Crank Caller Astral Attack Magic Whistle
Cure/Cause 6TH LEVEL Derez Shadow Claw
Corruption Dream Weaver Skin Kwrlr
Death Throw Armor Resonator Eclipsed Heart
Hilwel’s Scream Groundhog’s Bane Shadow Claw 5TH LEVEL
Memetic Intrusion Luck Aura Slimeatize
Rise Up Moon’s Song Archer’s Focus
Swift Stars Wall of Sound 5TH LEVEL Blood Tracking
Third Person
Wily Step 7TH LEVEL Danger Zone 6TH LEVEL
Warped Weapons Ghost Potion
Air Axe Regen Aura Moon’s Song
2ND LEVEL 8the level Revval’s Cantina
Phantasmal 7TH LEVEL
Automatize Orchestra 6TH LEVEL
Bravado Buffer 9th level -
Counter Illusion Linked Shadow Armor Resonator
Ego Boost Moon’s Song 8TH LEVEL
Ether Bees CLERIC
Destiny Bond 7TH LEVEL -
Screech CANTRIPS
Sharp Tones Eurythmics 9TH LEVEL
Wily Step Cure/cause Cuts
1st level 8TH LEVEL Linked Shadow
3RD LEVEL Blood Shot Power Word Fist
Cure/Cause -
Awestruck Corruption PALADIN
Brawlroom Blitz Death Throw 9TH LEVEL
Brawler’s Spirit Hilwel’s Scream 1ST LEVEL
Esuna Burst Redirect Orbital Beam
Hertz’s Heroic Holler Rise Up Blood Shot
Illusory Armor Swift Stars DRUID Cure/Cause
Third Person Corruption
Colin Prime (Order #35367621) Xarche CANTRIPS End Smite
Fore Smite
Cure/Cause Cuts Highlight
Jazz Hands
Can Trip 2ND LEVEL
Can’t Rip
Bravado Buffer
1ST LEVEL Destiny Bond
Heart Container
Blood Shot Wild Smite
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3RD LEVEL Paralyzing Wave 4TH LEVEL 3RD LEVEL
Safeword Nikto
Brawler’s Spirit Astral Attack Chrome Sheen
Chrome Sheen 4TH LEVEL Derez Death Throes
Esuna Burst Eclipsed Heart Grasping Graves
Flash Smite Astral Attack Mind Blow Illusory Armor
Hertz’s Heroic Holler Dream Weaver Shadow Claw Paralyzing Wave
Load Smite Eclipsed Heart Skin Krwlr Safeword Nikto
Old Friends Fake Trap Temporal Tub
Safeword Nikto Magic Whistle 5TH LEVEL Whiplash
Temporal Tub Shadow Claw
Whiplash Skin Kwrlr Danger Zone 4TH LEVEL
Trip Wire Freeze Frame
4TH LEVEL Astral Attack
5TH LEVEL 6TH LEVEL Derez
De-Frag Aura Dream Weaver
Derez Archer’s Focus Armor Resonator Eclipsed Heart
Lock Smite Blood Tracking Wall of Sound Guilty Feet
Magic Whistle Firing Squad Mind Blow
Shadow Claw Nightmare Being 7TH LEVEL Shadow Claw
Vector Aura Revval’s Cantina Skin Krwlr
Air Axe Slimeatize
5TH LEVEL SORCERER Eurythmics
5TH LEVEL
A-Smite CANTRIPS 8TH LEVEL
Blood Tracking Danger Zone
Facsimile Smite Jazz Hands - Nightmare Being
Freeze Frame Minor Missile
Regen Aura 9TH LEVEL 6TH LEVEL
1ST LEVEL
RANGER Orbital Beam Groundhog’s bane
Blood Shot Power Word Fist Moon’s Song
1ST LEVEL Crank Caller
Death Throw WALOCK 7TH LEVEL
Blood Shot Hilwhelm’s Scream
Bubble Vision Redirect CANTRIPS Air Axe
Death Throw Swift Stars
Highlight Warped Weapons Can’t Rip 8TH LEVEL
Hilwhelm’s Scream Xarche Jazz hands
Xarche Laser Beam -
2ND LEVEL Translucent
2ND LEVEL 9TH LEVEL
Bravado Buffer 1ST LEVEL
Counter Illusion Ego Boost Power Word Fist
Destiny Bond Elemental Line Blood Shot Tape Skip
Energy Respite Heart Container Death Throw Unkind Rewind
Ether Bees Party Ball Memetic Intrusion
Light Blades Screech Redirect WIZARD
Revval’s Drive-Thru Sharp Tones Third Person
Screech Wild Smite Xarche Cantrips
Wily Step Air Guitar
3RD LEVEL 2ND LEVEL Can Trip
3RD LEVEL Can’t Rip
Awestruck Automatize Cure/Cause Cuts
Blinding Bomb Brawler’s Spirit Counter Illusion Jazz Hands
Chrome Sheen Brawlroom Blitz Elemental Line Laser Beam
Exploding Fruit Flash Smite Ether Bees Minor Missile
Old Friends Paralyzing Wave Heart Container Peanut Gallery
Whiplash Party Ball Quick Mask
Colin Prime (Order #35367621) Screech Translucent
Wily Step
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1ST LEVEL Ego Boost Safeword Nikto 6TH LEVEL
Elemental Line Whiplash
Blood Shot Energy Respite Armor Resonator
Bubble Vision Ether Bees 4TH LEVEL Groundhog’s Bane
Concussive Beats Heart Container Moon’s Song
Crank Caller Light Blades Astral Attack S-Smite
Death Throw Party Ball Derez Wall of Sound
End Smite Revval’s Drive-Thru Dream Weaver
Fore Smite Screech Eclipsed Heart 7TH LEVEL
Highlight Sharp Tones Fake Trap
Hilwhelm’s Scream Wily Step Guilty Feet Air Axe
Memetic Intrusion Magic Whistle Eurythmics
Redirect 3RD LEVEL Mind Blow
Rise Up Shadow Claw 8TH LEVEL
Swift Stars Awestruck Skin Krwlr
Third Person Binding Bomb Slimeatize Phantasmal
Warped Weapons Brawler’s Spirit Trip Wire Orchestra
Xarche Brawlroom Blitz
Chrome Sheen 5TH LEVEL 9TH LEVEL
2ND LEVEL Death Throes
Exploding Fruit Blood Tracking Linked Shadow
Animate Robot Grasping Graves Danger Zone Orbital Beam
Automatize Illusory Armor Firing Squad Power Word Fist
Bravado Buffer Old Friends Freeze Frame Tape Skip
Counter Illusion Paralyzing Wave Ghost Potion Unkind Rewind
Destiny Bond Nightmare Being
Revval’s Cantina
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Colin Prime (Order #35367621)
A-Smite Air Guitar
5th Level Evocation Enchantment cantrip
Casting Time: 1 bonus action Casting Time: 1 reaction
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
The first time you hit with a melee weapon attack You blast a high energy wave of encouragement at
during this spell's duration, your weapon is a creature you can see within range. If the target
wreathed in force energy, dealing an extra 5d6 has just made an ability check, saving throw, or
force damage. Additionally, the target must make a attack roll, you can add +1 to the roll. This can be
Wisdom saving throw or be filled with unstable done before or after the roll but before the GM
magical energy. The next time the target is hit with says the results of the roll. A creature can only
a damaging spell, while this spell is active, this benefit from this spell once before finishing a short
energy erupts, and they take an additional 4d6 or long rest.
force damage. If this spell ends before the target is
hit with a damaging spell, the energy still ruptures Animate Robot
but deals 2d6 force damage instead.
2nd level transmutation
Air Axe Casting Time: 1 minute
Range: 10 feet
7th Level evocation Components: V, S, M (a bit of scrap metal or wire)
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet
Components: V, S (must play air guitar for This spell creates a robotic servant. Choose a
duration) suitably sized pile of scrap metal, wires, or
Duration: Concentration, up to 1 minute machinery within range. Your spell provides the
bits and bolts enough energy to combine into a
You create a battle-axe shaped burning fire that vaguely humanoid shape of medium size. The
hovers within range. It lasts for the duration. creature takes the stats of a Muddie and (most)
When the axe appears, you can make a melee spell can speak a grading form of Common.
attack against a target of your choice within 5 feet
of the axe. On a hit, the target takes 5d10 fire On each of your turns, you can use a bonus
damage. action to mentally command the robot if it is within
60 feet of you. You decide what actions the robot
Until the spell ends, you can use a bonus action will take and where it will move during its next
on each of your turns to move the axe up to 30 turn. You can also issue a simple command, such
feet, to a spot you can see, and repeat this attack as to guard another creature or to stand sentry for
against the same target or a different one. a door and alarm if it detects movement. If you do
not issue a command, the robot will only stand in
While using this spell, you must use your hands place and defend themselves from attacks. Once
to play “air guitar,” preventing you from using you have given it a command, it will continue to
somatic components for other spells. If you lose follow those commands until they are complete.
break concentration, you stop playing air guitar and
the spell ends. Though you do not need to use an The creature remains animate for 24 hours,
instrument, the axe emanates empowering heavy after which time it falls apart. The pile of scrap
guitar riffs. Any creature that is attacking the same cannot be affected by this spell again unless you
target as the axe gains a +1 bonus to attack and cast the spell with a spell slot higher than the one
damage rolls. used to animate it the last time. You may only have
one robot active at a time, unless using this spell at
At Higher Levels. When you cast this spell using a higher level.
a spell slot of 8th level or higher, the fire damage
increases by 1d10 and the bonus to attack and At Higher Levels. When you cast this spell using
damage for creatures engaging with the same a spell slot of 3rd level or higher, you can animate
target as the Air Axe increase by an additional +1 one additional pile of scrap for each spell slot level
for every spell slot used above 7th level. above 2nd. Each robot must come from a different
pile of scrap.
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Colin Prime (Order #35367621)
Archer's Focus defenses fall apart. Any non-magical shields or
armor that the target is wearing pop their seams
5th Level Enchantment and bindings, falling off the wearer. They are then
Casting Time: 1 action reduced to an AC of 10 plus any other AC bonuses
Range: Touch that may apply. If the target has natural armor
Components: V, S their AC is reduced by 5, to a minimum of 10. This
Duration: 1 minute does not affect magical armor or spells that
increase the AC of a creature. If a creature has both
Touch a willing creature. For the duration of the material armor and natural armor, then this spell
spell, when the creature uses a ranged attack, they effects the material armor only.
can make another ranged attack immediately as a
bonus action. If the second attack is made against Any material armor affected by this spell must
the same target as the first, the second attack is be repaired to be usable again. Natural armor
made with advantage. affected by this spell recovers after 1 hour.
Armor Resonator Astral Attack
6th Level Transmutation 4th Level Necromancy
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self, Touch
Components: V, S, M (a small diamond) Components: V, S, M (a clear gem worth 500 gp,
Duration: Instantaneous which the spell consumes)
Duration: 1 round
You touch a target, sending high frequency tremors
throughout their armor or body. Make a melee You quickly and messily eject your astral form,
spell attack against a target. On a hit, the target's equipped with ethereal versions of your equipment.
The form can pass through non-magical barriers,
fly equal to your movement speed, appears as a
translucent ghost, and can use all of your natural
abilities. It cannot cast spells, speak, or move more
than 120 feet away from your body. While using
this spell, you have full control of your astral form
but lose control of your physical body, which falls
unconscious as you cast the spell.
Any damage you do to other creatures while in
this form is psychic damage. Any damage your
astral form takes is psychic damage as well, your
physical self suffering the damage your astral
form takes. You return to your body at the start of
your next turn or if your physical form is reduced
to 0 hit points. Any attempt to remove your astral
form from your physical body will simply result in
the spell ending and your astral form returning to
its body.
You may cast this spell on a willing creature by
using a full action.
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Colin Prime (Order #35367621)
Automatize The object is a construct with an AC, attacks,
Strength, and Dexterity determined by its size. The
2nd Level Transmutation (ritual) object has a Constitution score of 10 and its
Casting Time: 1 action Intelligence, Wisdom, and Charisma scores are 1. If
Range: Touch the object takes any damage, the spell ends for it. It
Components: V, S, M (puppet strings) is incapable of interpreting your commands
Duration: 1 hour beyond their literal meaning and will simply do
nothing if the commands are too open ended. The
Touch a non-magical inanimate object of Huge size object has blindsight with a 30-foot radius and is
or smaller, that is not being worn or carried, to blind beyond that distance. Its speed is 0, unless
imbue it with a simple magical command. The using the Move command.
command can be no longer than 6 words. Once it
has attempted to complete the command, it loses At Higher Levels. When you cast this spell using
the magic and becomes inert again. a spell slot of 3rd level or higher, the duration
doubles for each spell slot used above 2nd.
Attack. The object can make a single attack
against a creature that comes within range. The Awestruck
trigger range is equal to the weapon’s normal
range, with ranged weapons unable to make long 3rd Level Enchantment
ranged attacks. You can specify the type of Casting Time: 1 action
creature to attack (such as a dragon or human) but Range: Self (30-foot radius)
not any specific creature. Traditional weapons deal Components: S, M (a makeup compact)
their normal damage, with an attack bonus and Duration: Instantaneous
damage determined by its size. It becomes inert
after making the attack. You strike a stunning pose that blasts the minds of
all creatures in range that lay eyes on you. Each
Open/Close. The object opens or shuts itself, creature that can see you, within range, must make
locking or unlocking after a trigger you decide. It a Wisdom saving throw, taking 1d6 times your
becomes inert after finishing its action. Charisma modifier (minimum of 1) psychic damage
on a failed save, or half as much on a successful
Move. The object gains a fly speed up to 30 feet one.
and can move in a path you determine for it. It can
move back and forth along the path in a patrolling At Higher Levels. When you cast this spell with
fashion but cannot change its direction. A creature a spell slot of 5th level or higher, the damage dice is
can stop it by beating it in a Strength contest, changed to a d8. If cast with a 7th level spell slot or
ending the spell on a success and the object higher, the damage dice is changed to a d10. If cast
continuing its path on a failure. It becomes inert with a 9th level spell slot, the damage dice is
after finishing its path. increased to a d12.
Use. The object sets itself off (such as springing Binding Bomb
a trap, making a noise, or switching on a light)
based on the command trigger you set for it. This 3rd level Enchantment
can be used on a set of tools to have them operate Casting Time: 1 action
as intended (such as a lockpick or wrench), but any Range: 60 feet
skill checks they make to succeed in their task are Components: V, S, M (a damaged floppy disc)
made with disadvantage. After making the ability Duration: Special
check, the tools become inert.
You create a small orb that weighs 1 pound and
Size AC Attack Str Dex lasts 1 minute. When shattered, it releases a cloud
Tiny 12 of binding code. Make a ranged attack or a ranged
13 +3 to hit, 1d4 + 4 spell attack against a creature. On a success, you
Small 1 10 hit the orb against them and release the spell. They
Medium 8 are bound by the code and are paralyzed until the
12 +2 to hit, 1d8 6 end of their next turn. On a hit, any creatures within
Large 6 5 feet of the target must succeed on a Constitution
Huge 11 +0 to hit, 2d6 8 4 saving throw or be paralyzed until the end of their
–1 next turn.
10 +2 to hit, 2d10 10
8 +3 to hit, 2d12 12
+1
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Colin Prime (Order #35367621)
Blood Shot Disengage option, retreats from combat, takes
cover, attempts a saving throw for a ranged spell
1st level Evocation attack, uses non-offensive magic, or any other non-
Casting Time: 1 action offensive action, the spell ends, and the remaining
Range: Self (15-foot cone) temporary hit points disappear.
Components: V, S, M (a thin needle)
Duration: Instantaneous At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the target
You raise one hand with your fingers outstretched creature's temporary hit points increase by an
and palm facing your targets. Tiny cuts appear all additional 5 for each slot level above 2nd.
across you palm and fingers, which release a small
barrage of crystalized blood shards. Each creature Brawler's Spirit
in a 15-foot cone must make a Dexterity saving
throw, taking 1d6 necrotic damage and 2d6 piercing 3rd Level Enchantment
on a failed save or half as much on a successful Casting Time: 1 action
one. Range: 30 feet
Components: V, S, M (dirt and blood from a
Additionally, you lose 1d4 hit points for each battlefield)
level of spell used. Duration: 1 minute
At Higher Levels. When you cast this spell using Choose a willing creature within range, including
a spell slot of 2nd level or higher, the necrotic yourself. On their next turn they are infused with
damage increases by 1d6 and the piercing damage vicious magic. They are proficient with improvised
increases by 1d6 for each slot above the 1st. weapons and may add their Strength modifier to
the attack and damage rolls made with any
Blood Tracking improvised weapons. Additionally, the target can
add their proficiency bonus to the damage of
5th Level Divination unarmed strikes. The target also has advantage on
Casting Time: 1 action any Strength checks for the duration of the spell.
Range: Self
Components: V, S, M (a drop of blood from the Brawlroom Blitz
creature being tracked, which you consume)
Duration: 24 hours 3rd Level Enchantment
Casting Time: 1 action
Swallowing one drop or more of a creature’s blood, Range: 120 feet
as part of this spell, will allow you to discern their Components: V, S, M (a broken bottle)
exact location for 24 hours. You need not Duration: 1 minute
concentrate on this spell and will be aware of a
creature’s location constantly, as long as they are You let out a thunderous shout, infusing a 30-foot
on the same plane as you. If a creature is on cube of space you can see within range with
another plane of existence, you will only know intense energy. Each creature in the cube gains +1
which plane they are on unless you move to that to attack rolls, damage rolls, saving throws, and
plane as well. You do not know what surrounds Strength and Dexterity based ability checks for the
them, only their exact position in space. duration.
Bravado Buffer At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the bonus
2nd Level Abjuration increases to +2 and increases again by using a
Casting Time: 1 action spell slot of 7th level or higher to +3.
Range: 30 feet
Components: V, S, M (a shot of ale)
Duration: 1 minute
Choose a creature within range (including
yourself), that creature now has 20 temporary hit
points for the duration of the spell. While this spell
is active, the affected creature must attack with
either melee attacks, ranged attacks, or spell
attacks. If the affected creature takes the
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Colin Prime (Order #35367621)
Bubble Vision
1st Level Illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bar of soap)
Duration: Concentration, up to 1 minute
One creature of your choice, that can see, must Checkpoint
succeed on an Intelligence saving throw. On failure,
indistinct colors and shapes cloud the target's eyes. 9th Level Transmutation
The target has trouble distinguishing reality from Casting Time: 1 hour
the strange shapes in front of their eyes. The target Range: Self
has disadvantage on attack rolls and Investigation Components: V, S, M (a statuette of yourself inlaid
and Perception checks for as long as the spell is with jewels whose total value is at least 5,000 gp,
active on them. The target may make an which the spell consumes.)
Intelligence saving throw at the start of each of Duration: 24 hours
their turns, ending the effect on a success.
You imbue the statuette with a bit of your soul,
Can Trip tethering yourself to it for the duration of the spell.
A thin silvery chord, identical to the ones created
Conjuration Cantrip by the astral projection spell, ties you to the idol. If
Casting Time: 1 reaction the cord is cut, the spell ends but the idol is not
Range: 30 feet consumed. If you die during the duration of the
Components: V, S, M (a spindle of thread) spell, your body is turned to ash and the idol
Duration: Instantaneous transforms into a new body that is in the exact
state you were in when you cast the spell initially;
You create a thin wire trap just above the ground in your soul inhabits the new body. Only your body is
the path of a creature. They must succeed on a recreated, with all your equipment remaining
Dexterity or Wisdom saving throw or lose 10 feet where it was.
of their movement that turn stumbling over it. If
they fail the saving throw by 5 or more, they fall You can add a gemstones worth at least 1,000
prone. gp (which the spell consumes) to have all non-
magical equipment you are wearing while casting
Can’t Rip this spell turn to ash and be recreated like your
body or gemstones worth 10,000 gp (which the
Transmutation Cantrip spell consumes) to have all your items, including
Casting Time: 1 action magical equipment, turn to ash and be recreated
Range: Touch with your body. Any items you collect after casting
Components: V, S, M (a bit of tape) this spell are not affected.
Duration: 1 hour
If you are recreated by this spell, you
Touch a non-magical object no larger than a 10- permanently lose 1d6 Constitution points that
foot cube, strengthening it with magical energy. For cannot be restored except by a wish spell. If your
the duration, the object is resistant to non-magical Constitution drops to 0, you instantly die and
damage. When casting this spell, you can choose cannot be brought back. You also age by 2d6 years.
part of an object, the whole object, or an area with
the object, so long as all the things included can be
reasonably assumed to be part of the object or its
function. For example, a doorknob, the door itself,
or the door and part of the wall it is in. While this
can be used on objects a creature is wearing or
using, it does not give the creature the resistance
to non-magical damages for the purposes of
combat; their own latent magical aura interrupting
the finicky magic of this spell.
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Colin Prime (Order #35367621)
Chrome Sheen Copy Smite
3rd level Transmutation 6th Level Transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Components: V, S, M (a bit of chrome scrap) Components: V
Duration: 1 minute Duration: Concentration, up to 10 minutes
Touch a willing create, including yourself, and The first time you hit with a melee weapon attack
create a flexible film of chrome that surrounds during this spell's duration, your weapon is
their entire body. The sheen is amazingly thin and wreathed in magical energy, dealing an extra 3d6
moves effortlessly with the wearers body. For the force damage. Additionally, when you attack a
duration of the spell, they have +2 to saving throws creature of the same size or one size larger than
against spells, +2 to their AC against spell attacks, yourself, you can choose one attack of the
and reduce spell damage by 2 (minimum 1). This creature's to copy. For the duration of the spell you
spell can only be used on a creature of Medium can choose to use this copied attack as your action.
size or smaller. Once you have used the copied attack, the spell
immediately ends but any effects of the attack
At Higher Levels. When you cast this spell using retain their normal duration. The attack cannot be a
a spell slot of 4th level or higher, the bonus to spell but may be an attack with magical effects.
saving throws, AC, and spell damage reduction The magic of this spell augments your body in
increases by +1 for each spell slot above 3rd. such a way to make most attacks possible (such as
Additionally, casting this as a 5th level spell allows magical claws or teeth) but the full extent of
it to be used on a Large sized creature. Casting at a attacks you can copy is up to your GM.
7th level allows it to be cast on a Huge sized
creature. Casting at a 9th level allows you to cast it If the attack you copy requires a saving throw,
on a Gargantuan sized creature. and you use it against the creature you copied the
move from, that creature makes the saving throw
Concussive Beats with advantage.
1st Level Evocation Counter Illusion
Casting Time: 1 action
Range: Self (15-foot cone) 2nd Level Abjuration (Ritual)
Components: V, S, M (a tuning fork pendant) Casting Time: 1 minute
Duration: Instantaneous Range: Self (10-foot radius)
Components: V, S, M (a small shard of broken
A blast of music erupts from your instrument. mirror)
Each creature within range must make a Duration: Instantaneous
Constitution saving throw. A creature takes 1d10
thunder damage on a failed save, or half as much Any Illusion spells within the area, of 2nd level or
on a successful one. Any creature that fails the lower, are immediately broken, shattering and
saving throw has their AC reduced by 1 until the dissipating instantly. Massive illusions are only
start of their next turn. broken within the area of the spell, leaving a hard-
lined hole in the illusion’s total area.
At Higher Levels. When this spell is cast with a
4th level spell slot, the damage increases to 4d10 At Higher Levels. When you cast this spell, using
and target's AC is reduced by 2 on a failed save. a spell slot of 3rd level or higher, the range
When cast with an 8th level spell slot, the damage increases by 5 feet for each spell slot above 2nd
is increased to 9d10 and the target's AC is reduced and any illusion spells of equal or lesser level are
by 3 on a failed save. dispelled.
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Colin Prime (Order #35367621)
Crank Caller Cure/Cause Corruption
1st Level Illusion 1st Level Evocation
Casting Time: 1 bonus action Casting Time: 1 minute
Range: 15 feet Range: Touch
Components: V, S, M (a cold wire) Components: V, S, M (part of a B-ug, which the spell
Duration: Instantaneous consumes)
Duration: Instantaneous
A shadowy illusion rushes the target creature from
behind. The target must make an Intelligence You twist and snap the bonds of reality to infect a
saving throw. On failure, the target turns swiftly creature with corruption or to realign the
around to defend themselves. Any creatures, corruption within a creature. Touch a creature,
within 5 feet who were already engaged with the making a spell attack if it is unwilling. If it is
target, then can make an attack of opportunity unwilling it must succeed on a Constitution saving
against the target. On success, the target is not throw or either have a layer of corruption removed
fooled. or added (your choice). You cannot add or remove a
layer of corruption higher than the level this spell
Cure/Cause Cuts is cast at or if the creature has a layer higher than
the one you are attempting to inflict or remove.
Evocation Cantrip
Casting Time: 1 action At Higher Levels. When you cast this spell using
Range: Touch a higher level spell slot, the layer of corruption you
Components: V, S can cause or remove is equal to the level of the
Duration: Instantaneous spell slot used.
You send a pulse of energy through a creature that Danger Zone
either boosts or reverses their healing ability.
Against an unwilling creature, make a melee spell 5th Level Abjuration
attack. On a hit they take 1d4 necrotic damage or Casting Time: 1 action
heal 1d4 hit points, your choice. There is no attack Range: 60 feet
roll against willing creatures. This minor energy Components: V, S, M (a drop of refined fuel)
can only affect a Duration: 1 minute
creature once before
they finish a A 30-foot cube containing dangerous potential
long rest. energy originates from a point of your choosing
within range. Creatures that enter the cube have
advantage on attack rolls and disadvantage on
saving throws against other creatures within the
cube. Spell damage is doubled inside the cube, if
cast from a creature within the cube. Creatures in
the cube can land a critical hit on 18-20 if attacking
creatures inside the cube. If a creature leaves the
cube, the dangerous energy lasts until the start of
their next turn, giving them the same advantages
and disadvantages against other creatures inside
the cube or with the same trailing energy.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, the cube size
increases by 15 feet for every spell slot used above
5th.
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Colin Prime (Order #35367621)
De-frag Aura Death Throes
4th Level Abjuration 3rd Level Enchantment (Ritual)
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Touch
Components: V Components: V, S, M (dirt from a graveyard)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 12 hours
Restorative energy radiates from you in an aura You touch a willing target and make them invisible
with a 30-foot radius. Until the spell ends, the spell (for 1 minute) while an illusion of them appears to
moves with you, centered on you. All creatures die. They convulse slightly, then their body
within the area are incapable of contracting any becomes stiff and starts to cool. Creatures
more Corruption for the duration of the spell. investigating the body must succeed on an
Additionally, at the end of your turn you can Intelligence saving throw or be fooled by the
choose one creature in the aura (including illusion, even believing they can feel the illusory
yourself) to regain 1d8 hit points. corpse. On a success, they can see through the
illusion and the target creature is not invisible to
them. Creatures with blindsight automatically
succeed on the saving throw. The illusiory corpse
lasts the duration of the spell.
The spell ends if the invisible creature speaks,
makes any attacks, fails an ability check, or takes
damage, while they are invisible.
When this spell is cast as a ritual, any checks to
investigate the body are made with disadvantage.
Death Throw
1st level Necromancy
Casting Time: 1 reaction
Range: 30 feet
Components: V, S, M (a broken jade gem)
Duration: Instantaneous
If a creature dies within 15 feet of you, you can pull
from the negative energy and send a blast of
power against a target within range. Make a ranged
spell attack, on a hit the target takes 2d10 necrotic
damage.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the necrotic
damage increases by 1d10 for each spell slot used
above 1st.
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Derez Dream Weaver
4th level Transmutation 4th Level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a small painted cube of a Components: V, S, M (a pinch of sand)
primary color) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
A target creature of your choice must make a
Choose a creature you can see within range. The Wisdom saving throw. On failure, they think that
target must succeed on a Constitution saving they are having a lucid dream; believing that
throw or have their body begin to degrade on its nothing they, or others, do is real. They may be
basest levels. The target loses 4d8 hit points at the filled with feelings of elation, fear, confusion, or
start of each of their turns for the duration of the other emotions of your choice. They believe that no
spell. The target can make another Constitution harm can come to them and that they have
saving throw at the end of each of their turns, extraordinary powers. At the end of each of the
ending the spell on a success. If the target drops to target's turns, they may make a Wisdom saving
0 hit points while under the effect of this spell, throw, ending the spell on success.
their body is completely erased from reality.
At Higher Levels. When you cast this spell using
A willing creature can be affected by this spell a spell slot of 5th or higher, you can target one
without taking damage, being instantly erased and additional creature for each slot level above 4th.
then returning to an unoccupied spot within 30 feet The creatures must be within 15 feet of each other
of the caster once the spell ends. If cast on when you target them.
yourself, you reappear after 1 minute.
Eclipsed Heart
At Higher Levels. When you cast this spell using
a spell slot of 5th level or higher, the damage 4th Level Enchantment
increases by 1d8 for every spell slot used above 4th. Casting Time: 1 action
Range: 30 feet
Destiny Bond Components: V, S, M (a bright glass eye)
Duration: Concentration, up to 1 minute
2nd Level Necromancy
Casting Time: 1 action You attempt to convince a creature’s internal
Range: 30 feet systems to shut down. Choose a target you can see
Components: V, S, M (a lock of hair, scales, fur, or within range; they must succeed on a Wisdom
another small bit of the target) saving throw or lose 2d12 hit points. At the start of
Duration: Concentration, up to 1 minute each of its turns for the duration it can attempt to
make the save again, ending the effect on a
Choose a willing creature that you can see within success or losing 2d12 hit points on a failure.
range. For the duration, any damage you or the
target receives is split between both of you At Higher Levels. If you cast this spell using a
(rounded down). If the target is killed while under spell slot of 5th level or higher, the health lost
the effects of this spell, you immediately drop to 0 increases by 1d12 for each spell slot used above 4th.
hit points and are unconscious. If either you or the
target receive healing, the healing is split between Ego Boost
you two (rounded down). If the target is attacked
by a damage type you are resistant to, the damage 2nd Level Evocation
is still split equally between the two of you, Casting Time: 1 Reaction
negating any resistance effects you may have. It is Range: Touch
the same if you are attacked by a damage type Components: V, S
they are resistant to. Additionally, if they are Duration: Instantaneous
attacked by a damage type that you are vulnerable
to, the damage is still split equally, and vice versa. When a creature fails a saving throw, you can give
This spell loses its effect if the target moves 1,000 them the encouragement they needed to recover
feet or more away from you or moves to another quickly. Touch a willing creature, they can then
plane after this spell is cast. spend a number of their own Hit Dice equal to their
Charisma modifier instantly to heal.
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Elemental Line Energy Respite
2nd Level Conjuration 2nd Level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a ball of twine) Components: V, S, M (a handful of coffee beans)
Duration: 1 minute Duration: Concentration, up to 1 hour
You run out a thin, 30-foot line of tracer energy Touch a willing creature and infuse it with
from yourself. The line can pass through another revitalizing energy. For the duration the creature
creature’s space, over cover, and through any space can ignore the effects of all levels of exhaustion
that is at least 1 inch wide but cannot cross back they have. Gaining 6 levels of exhaustion will still
within 5 feet of itself. The tracer then flashes with kill them.
elemental energy from another plane and any
creatures in its path must make a Dexterity saving Esuna Burst
throw, taking 4d6 damage on a failed save, or half
as much on a successful one. The energy remains 3rd Level Abjuration
in place until the start of your next turn and any Casting Time: 1 reaction
creature who touches the energy must make the Range: Self (60-foot radius)
same Dexterity saving throw or take damage as Components: V
well. The damage type depends on which plane you Duration: Instantaneous
summon it from and can be acid, cold, fire,
lightning, poison, or thunder. Your concentrated force of will extends out from
you in a 60-foot radius. Whenever you succeed on
At Higher Levels. When you cast this spell using a saving throw to resist a spell’s damage or effects,
a spell slot of 3rd level or higher, the damage you can use your reaction to cast this spell and
increases by 1d6 and the tracer line range grant each non-hostile within the aura advantage
increases by 5 feet for each spell slot used above on their saving throws to resist the same spell’s
3rd. If cast with a spell slot of 5th level or higher, the damage or effects. This bonus can only be used to
damage types can also be force, necrotic, psychic, resist the same spell you are currently resisting.
or radiant.
Ether Bees
End Smite
2nd Level Conjuration (Ritual)
1st Level Evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: 60 feet
Range: Self Components: V, S, M (a dead bee, hornet, or wasp)
Components: V Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You summon a swarm of ethereal, ghost like bees.
The first time you hit with a melee weapon attack The bees swarm a target of your choosing, dealing
during this spell's duration, your weapon is 1d6 piercing damage at the start of the target's
wreathed in necrotic energy, dealing an extra 1d6 turn. The target can make a Dexterity saving throw
necrotic damage. Additionally, the target must at the beginning of their turn, taking half damage
succeed on a Constitution saving throw or any from the bees on a success. If the target takes
healing magic they receive is halved for 1 minute. damage from the bees for the full spell duration,
the target is poisoned. The bees will follow a target
wherever they go for the duration of the spell. They
will not follow a target into another plane, beyond
1,000 feet, or into water deep enough to submerge
the target. The bees can otherwise not be
interacted with or disrupted.
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Eurythmics Facsimile Smite
7th level Enchantment 5th Level Conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S, M (an instructor’s baton) Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute
Choose a willing creature within range and forcibly The first time you hit with a melee weapon attack
adjust their body into syncopation with the Beat of during this spell's duration, your body is enveloped
the World. On the creature’s next turn, they can in magical energy, creating an after image of it.
cast two, non-concentration, 1 action spells of 3rd When this attack hits it does the normal damage
level or lower as their action. They cannot cast the including any bonuses that may be applied, the
spells with any spell slot higher than 3rd but can after-image weapon then hits immediately after.
cast spells lower than 3rd level, including cantrips, This after image is counted as another successful
as a 3rd level spell. attack and receives all of the same bonuses as the
first hit did.
Alternatively, they can cast a single non-
concentration spell with a casting time of 10 Fake Trap
minutes or less as an action.
4th level illusion
Exploding Fruit Casting Time: 1 minute
Range: 30 feet
3rd level Transmutation Components: V, S, M (fur from a stuffed animal)
Casting Time: 10 minutes Duration: 24 hours
Range: Touch
Components: V, S, M (a fresh lemon, which the spell You create an elaborate trap that is merely an
consumes) illusion. The trap can be anything of simple design,
Duration: 24 hours such as a net, swinging log, or rudimentary spike
trap. Creatures that discover the trap before setting
You can change the chemical makeup of an it off must succeed on an Intelligence saving throw
average sized fruit or vegetable into a highly against your spell save DC or simply touch it to
reactive explosive device. Once the spell is finished, discover that it is only an illusion. Creatures that
the item will remain in this reactive state for 24 know the trap is an illusion are not affected by it.
hours, after which time it will instantly rot into Any creature that sets the trap off, without
sulfur smelling goo. Creatures must succeed on an knowing of its illusion properties, must succeed on
Investigation check against your spell save DC to a Wisdom saving throw or believe themselves
determine that the item is imbued with this spell. caught in the trap. They will writhe on the ground,
Creatures with an improved sense of smell can attempting to free themselves. If the illusory trap
make this check with advantage. was designed after a harmful trap, such a spike pit,
the creature takes 4d10 psychic damage upon
If the food’s skin is pierced, through biting, failing the Wisdom save. If they succeed in “freeing”
smashing, or even accidently, it explodes. Every themselves from the trap, by taking actions that
creature within 15 feet of the fruit when it explodes would free them from a real trap of this nature, the
must succeed on a Dexterity saving throw, taking illusion fades. Creatures that succeed on the
5d6 force damage on a failed save, or half as much Wisdom saving throw simply see through the
on a successful one. Creatures attempting to eat illusion.
the item make the saving throw with disadvantage.
At Higher Levels. When you cast this spell using
At Higher Levels. When you cast this spell with a spell sloth of 5th level or higher, the psychic
a spell slot of 4th level or higher, the force damage damage this spell can cause increases by 1d10 for
increases by 1d6 for every spell slot used above 3rd. every spell slot level above 4nd.
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Firing Squad Freeze Frame
5th Level Conjuration 5th Level Transmutation
Casting Time: 1 action Casting Time: 1 reaction
Range: Self Range: 60 feet
Components: V, S, M (a bit of your own fur, hair, or Components: V, S, M (a photograph)
scales) Duration: Instantaneous
Duration: Instantaneous
At the start of a creature’s turn, you can cast this
You summon 2 copies of yourself from another spell to cause time to stutter around them, pushing
plane. You and your 2 copies all make a ranged their turn in the initiative order behind the next
attack, as your bonus action, against the same creature in the order for this round. They suffer no
target of your choosing. The copies are all wielding other ill effects from this spell and cannot be
the exact same weapon that you are. Once they pushed beyond the last turn in initiative order.
have attacked, they are all whisked back to their Additionally, you can cast this spell as an action on
original plane. your turn, pushing the creature’s initiative to the
end of the initiative order for this round.
At Higher Levels. If you cast this spell using a
spell slot of 6th level or higher, the number of At Higher Levels. When you cast this spell using
copies increases by 1 for every spell slot used a spell slot of 6th level or higher, they are pushed
above 5th. back one additional turn in imitative order for each
spell slot above 5th.
Flash Smite
Ghost Potion
3rd Level Evocation
Casting Time: 1 bonus action 5th Level Illusion
Range: Self Casting Time: 1 action
Components: V Range: 10 feet
Duration: Concentration, up to 1 minute Components: V, S, M (an empty glass vial)
Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack
during this spell's duration, your weapon is You create an illusion of a potion. It has the same
wreathed in radiant energy, dealing an extra 2d6 effects as a real potion but the effects only last
radiant damage. Additionally, on a hit the blade until the spell ends. The potion and its effects only
shines with a blinding flash and any creatures last the duration of the spell, regardless if you
within 30 feet, that can see the flash, must succeed consume it or not. You may choose any potion of
on a Constitution saving throw or become blinded common or uncommon rarity. Any healing from
for until the end of their next turn. potions created by this spell are negated once the
spell ends.
Fore Smite
At Higher Levels. When you cast this spell using
1st Level Evocation a spell slot of 7th level you can either choose to
Casting Time: 1 bonus action create 2 common or uncommon potions, or to
Range: Self create 1 potion of rare rarity. If you create multiple
Components: V potions they must be the same potion.
Duration: Concentration, up to 1 minute When you cast this spell with a spell slot of 9th
level you can choose to create 3 common or
The first time you hit with a melee weapon attack uncommon potions, or 2 rare potions, or to create 1
during this spell's duration, your weapon is potion of very rare rarity. If you create multiple
wreathed in psychic energy, dealing an extra 1d6 potions they must be the same potion.
psychic damage. Additionally, you skim the target's
mind, getting a good understanding of what it
plans to do in the next few seconds. If the next
attack you make is against the same target, then
you make the attack with advantage.
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Grasping Graves Guilty Feet
3rd Level Conjuration 4th level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a fingerbone of a humanoid) Components: V, S, M (a shoelace)
Duration: Concentration, up to 1 Minute Duration: 1 minute
You choose a creature within range and summon You target a creature and disrupt their natural
ethereal undead hands and claws from the ground movement rhythm. The target must succeed on a
to grab at the target. The grabbing hands will Wisdom throw or be affected by this spell for the
follow the creature wherever they go, making any duration. On a failure, their movement speed is
ground they stand on difficult terrain. halved, they lose any bonuses to their AC or
attacks from Dexterity, they have disadvantage on
If the targeted creature is on the ground, they any Dexterity checks or saving throws, and any
must succeed on a Strength or Dexterity check Performance checks are made with disadvantage. If
(their choice) at the start of its turn or be they are on difficult terrain, their movement speed
restrained by the claws. A creature that starts it is reduced to 0. They can repeat the saving throw
turn restrained by the claws takes 2d6 slashing at the end of each of their turns, ending the spell
damage from the claws raking over them. A on a success.
creature may use its action to make a Strength or
Dexterity check (their choice), freeing itself on a
success.
Groundhog’s Bane
6th level Enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a rodent’s fur)
Duration: Instantaneous
Target a creature that you can see within range.
That creature must succeed on a Charisma saving
throw or be compelled to repeat every action they
took on their previous turn. If they spoke, they
must repeat every word. If they made a movement,
they must move in the same fashion, to the extent
the environment allows. If they cast a spell, they
must attempt to cast it again, failing if they no
longer have the ability to cast that spell. If they
attacked a foe, they can attempt to do
that, but only if their
movement and range makes
it possible; otherwise they simply
attack the air.
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Heart Container Highlight
2nd level Necromancy 1st Level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (A pinch of red dust that you
Duration: Instantaneous put on the target)
Duration: 24 hours
You pull life energy out of a target and coalesce it
into a small, heart-shaped item. Make a spell attack Make a spell attack against a creature, spreading a
against the target. On a hit this spell removes 2d4 nearly invisible, fine red dust on them somewhere
+ your spellcasting modifier hit points from the on a hit. The target must make a Wisdom saving
target and creates a single heart-shaped object. throw to know they have been targeted. Regardless
The object lasts for 10 minutes and can be of their save, they are now marked for the next 24
consumed by any creature as a bonus action. hours. If you are within 1 mile of the target, you
Consuming the item recovers hit points equal to have a general idea what direction they are in. If
the hit points stolen from the original target. You you are within 100 feet of the target you can see a
may only have one instance of this item created at red outline of their figure through non-magical
any given time. barriers. You cannot see through more than 3 feet
of stone, 3 inches of steel, or a half-inch of lead.
At Higher Levels. When you cast this spell using You may only have one creature under the effect
a 4th or 5th level spell slot, the hit points removed of this spell at a time. For the duration, your ranged
and potential healing increases to 4d4 + your attack rolls against the target have +1 to attack and
spellcasting modifier. This increases to 8d4 + your damage rolls.
spellcasting modifier if using a 6th or 7th level spell
slot and again to 10d4 + your spellcasting modifier Hilwhelm’s Scream
if using an 8th or 9th level spell slot.
1st level Enchantment
Hertz’s Heroic Holler Casting Time: 1 action
Range: 60 ft.
3rd Level Conjuration Components: V, S
Casting Time: 1 action Duration: instantaneous
Range: 60 feet Choose one creature that you can see within
Components: V, S, M (a broken bit of shield) range. That creature must make a Wisdom saving
Duration: Instantaneous throw taking 2d8 psychic damage, screaming and
falling prone on a failed save, or taking half as
You call out to up to three allies that can hear you much and not falling on a successful one.
within range. They can then choose to be
teleported to an unoccupied space within 5 feet of At Higher Levels. When you cast this spell
you. Unwilling creatures cannot be moved with this using a spell slot of 2nd level or higher, the
spell. Each creature that comes to your side from damage increases by 1d8 for each slot level above
this spell, including the caster, gains advantage on 1st.
one ability check, one attack roll, and one saving
throw of their choice for the next minute.
Additionally, the caster and each creature that
responds gains 4 temporary hit points times the
number of creatures that respond, including the
caster. The temporary hit points last for 1 minute.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the number of
creatures you can call with this spell increases by 1
and the spell range increases by 10 feet for each
spell slot used above 3rd. If cast with a spell slot of
6th level or higher, the area creatures can be
teleported to around you increases to 10 feet.
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Illusory Armor Light Blades
3rd level Illusion 2nd Level Enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a leather strap from used Components: V, S, M (2 small and slender blades)
armor) Duration: 1 minute
Duration: 1 minute
You touch a target of Small to Large size and
Target a willing creature that you can see, including bestow rail skates made of light on their feet. The
yourself. You create the illusion of amazing armor creature can use them to skate upon the fabric of
that flows with their body. Any creatures who reality. They are not affected by difficult terrain
attack the target must first make an Intelligence while this spell is active, and they can use the Dash
saving throw. On a failure the attacking creatures action as a bonus action on their turn. If the
are convinced the spell target is heavily defended, creature has a Dexterity score of 13 or higher, they
having their attack rolls be reduced by -2 against receive a +1 bonus to their AC. If the creature has a
the target for the duration of the spell. If they Dexterity score of 12 or less, they receive a -2
succeed or make a successful attack against the penalty to their AC as they fumble to skate around
spell target, the spell effect is ended for the properly. If the target is unwilling, they must make
attacking creature. a Charisma saving throw, on success nothing
happens. The target creature can make a Charisma
Jazz Hands saving throw at the end of each of their turns,
ending the spell on a success.
Transmutation cantrip
Casting Time: 1 bonus action Linked Shadow
Range: Self
Components: V, S, M (a bent fingernail) 9th level Illusion
Duration: 10 minutes Casting Time: 1 action
Range: 60 feet
Choose a spell of 1st level or higher that you know. Components: V, S, M (a bit of clothing or hair from
The next time you cast that spell, during the your target and a gemstone of 1,000 gp value or
duration of this cantrip, you can cast it without the higher, which the spell consumes.)
somatic components of the spell. You may only Duration: 10 minutes
have one spell primed with this cantrip at a time.
Choose a creature you can see within range. This
Laser Beam spell breathes artificial life into their shadow, even
if they are not casting one. The shadow entity is an
Evocation cantrip exact copy of the creature you targeted at the time
Casting Time: 1 action it was created. They know every special move, have
Range: 120 feet a shadow replica of all their equipment, and can
Components: V, S use any of the target’s abilities. They cannot speak
Duration: Instantaneous but can still cast spells up to 5th level. They weigh
nothing, take no falling damage, have advantage on
A line of concentrated light waves flash towards a Acrobatics checks, advantage on Dexterity saving
creature within range. Make a ranged spell attack throws, and advantage on Stealth checks in dim
against the target. On a hit, the target takes 1d8 fire light. It can pass through other creatures as if they
damage. By using a bonus action as part of the were difficult terrain. It cannot pass through
casting, you can twist this spell to change the magical barriers or lead. Its initiative comes
damage type to: cold, lightning, or radiant. immediately after the creature it was created from.
This spell creates more than one beam when The shadow has an insatiable desire to kill the
you reach higher levels: two beams at 5th level, creature it came from. It will use every ability to
three beams at 11th level, and four beams at 17th ruthlessly attack the target, not stopping until they
level. If using a bonus action to change a beam’s are dead. If it is able to kill the target, it will rest
damage type, you can choose to have all the until the spell ends, not even defending itself from
beams be of a different type. You can direct the other attacks. If attacked by other creatures, it will
beams at the same target or at different ones.
Make a separate attack roll for each beam.
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not engage unless they are keeping it from Luck Aura
attacking their target. Even then, it will only focus
on a creature long enough to get back to hunting 6th Level Abjuration
their original target. Casting Time: 1 action
Range: Self (30-foot radius)
If killed or if the spell ends, the shadow and Components: V
everything they created or duplicated, fades into Duration: Concentration, up to 1 minute
mist instantly and any lasting spells or effects they
created end. The targeted creature will then not be Fortuitous energy radiates from you in an aura
able to cast a shadow for 1d6 weeks, during which with a 30-foot radius. Until the spell ends, the spell
time they are immune to this spell. moves with you, centered on you. For the duration,
all non-hostile creatures within range (including
The color of the shadow matches the color of yourself) make any saving throws with advantage.
the gemstone used in this spell.
Magic Whistle
Load Smite
4th Level Transmutation
3rd Level Evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch (Special)
Range: Self Components: V, S, M (a non-magical arrow)
Components: V Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You instantly transmute a normal arrow into a self-
The first time you hit with a melee weapon attack moving, metal arrow. For the duration of the spell
during this spell's duration, your weapon is you can command the arrow with a series of
wreathed in necrotic energy, dealing an extra 3d6 whistles and chirps to strike 1 target within 60 feet
necrotic damage. Additionally, if the target is a of itself as a bonus action. You cannot speak while
creature, it must succeed on a Constitution saving this spell is active. Make a ranged spell attack,
throw or you are healed a number of hit points dealing 2d6 piercing damage on a hit. On your next
equal the necrotic damage this spell inflicted. turn you can command the arrow to strike another
target within 60 feet, or the same target by making
Lock Smite a 30-foot circle back to the first target. If the arrow
is more than 300 feet away from you, the spell
4th Level Evocation ends. If your concentration is held on this spell for
Casting Time: 1 bonus action a full minute, the arrow will remain an inert metal
Range: Self arrow for 24 hours. It deals 2d6 piercing damage
Components: V when fired from any bow.
Duration: Concentration, up to 1 minute
At Higher Levels. If this spell is cast with an 8th
The first time you hit with a melee weapon attack level spell slot, you can create 2 metal arrows
during this spell's duration, your weapon is from 2 normal arrows. You can command both as
wreathed in magical energy, dealing an extra 2d6 a bonus action on your turn with a series of sharp
force damage. Additionally, if the target can cast whistles.
spells, it must succeed on a Wisdom saving throw
or have 1 of their spell slots locked for the duration Memetic Intrusion
of the spell. Roll a d4, the number
rolled is the level of the 1st Level Enchantment
spell slot that is Casting Time: 1 Action
unusable for the Range: 30 feet
duration of the Components: V, S, M (a bottled laugh)
spell. Duration: 1 hour
You attempt to place a small idea into another
creature’s mind that will take some space at the
forefront of their thoughts for the duration. The
creature must succeed on a Wisdom saving throw
or have the idea, nothing more than a simple image
possibly bound to 10 or less words, become a
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gnawing thought. They may mull over the idea out Mind Blow
loud, share the thought with others, investigate the
idea, or forcibly ignore its distracting nature. Once a 4th level Enchantment
creature has been exposed to one memetic Casting Time: 1 action
thought they cannot be affected by the same idea, Range: 5 feet
though variations of the original will still work. Components: V
Duration: Instantaneous
If a creature shares the idea with another
creature, the new creature must succeed on a You get up close to an enemy and whisper a truth
Wisdom saving throw against your spell save DC or about the uncaring universe that leaves them
be infected with the thought for the remaining stunned. The target must succeed on an
duration of the spell. Newly infected creatures can Intelligence saving throw to assimilate the
spread the spell as well, though all effected lose knowledge without harm. On a failure, they are
interest in the idea once the spell ends. stunned until the start of their next turn, take 4d6
psychic damage, and lose concentration on any
At Higher Levels. When you cast this spell using spells they may have been concentrating on.
a spell slot of 2nd level or higher, the duration
doubles for each spell slot above 1st, to a maximum At Higher Levels. When you cast this spell with
of 1 week. a spell slot of 5th level or higher, the psychic
damage increases by 1d6 for every spell slot used
above 4th.
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Minor Missile to day. Each creature within the range of the spell
must succeed on a Wisdom saving throw against
Evocation Cantrip your spell save DC or believe the change has
Casting Time: 1 action occurred. The illusion is so real to them, their body
Range: 60 feet reacts to the changes. Any damage that would be
Components: V, S taken from these changes is psychic damage. The
Duration: Instantaneous affected creatures can attempt a Wisdom saving
throw at the start of their turns to dispel the
You create a glowing dart of magical force. The illusions effects on them.
dart hits a creature of your choice that you can see
within range. The dart deals 1d4-1 force damage to For example, creatures that cannot see in dim
the target. If the damage roll is 0, the spell simply light would be blind in a moonless night illusion.
fizzles against the target harmlessly. Creatures that take damage from sunlight would
take damage from the day illusion. Even
At Higher Levels. If you cast this spell with a 1st lycanthropy based on the moon could be activated
level spell slot you can cast this spell as a bonus in this way.
action on your turn.
The day is high noon, bright sun and the night is
Mom's Spaghetti midnight, with the moon phases at your discretion.
5th Level Divination Nightmare Being
Casting Time: 1 Action
Range: Self (30-foot radius) 5th Level Illusion
Components: V, S, M (any instrument) Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Components: V, S, M (a broken dagger)
Choose a creature, that can hear you, within range Duration: Concentration, up to 1 minute
and attack them with a short set of brutal and
scathing words. You project your voice for all within Target a creature that you can see. You create an
30 feet to hear your putdowns clearly. Your cutting amorphous shadow being, with nightmarish
words dig straight to their most self-conscious tentacles and movement, that only the target can
fears and bring them to light in front of all their see. The target must make an Intelligence saving
allies. The target must make a Charisma saving throw to dismiss the illusion. On failure, the target
throw to withstand your attack. On a failed save takes 5d6 psychic damage from the nightmare
they take 1d8 psychic damage for every ally within illusion at the beginning of each their turns for the
range that heard your verbal attacks, to a duration of the spell and is frightened of the
maximum of 8d8. Additionally, the target loses any creature. The target can attempt to attack the
benefits or features they may gain from having illusion on their turn, ending the spell it on a
allies near them. They take half as much damage successful hit. The illusion has an AC of 20. The
on a successful save and do not lose any abilities. target may also make an Intelligence saving throw
at the end of their turn to dispel the illusion.
When attacking a swarm, they make the
Charisma saving throw with disadvantage. They At Higher Levels. When you cast this spell using
take 8d8 psychic damage on a failed save or half a spell slot of 6th level or higher, the illusion does
as much on a successful one. an additional 1d6 damage and requires 1 more hit
to be dispelled for every spell slot level above 5th.
Moon’s Song
6th level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A bottle of water collected at
morning or night, depending on the spell, which the
spell consumes.)
Duration: 1 hour
You whistle a charming tune that appears to
change the time of day to its exact opposite. If it is
day it changes to night, if it is night, you change it
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Old Friends taking 6d6 thunder damage and becoming
paralyzed until the end of their next turn on a failed
3rd Level Illusion save or half as much damage and not being
Casting Time: 1 minute paralyzed on a successful save.
Range: 60 feet
Components: V, S, M (one strand of the target's At Higher Levels. When you cast this spell using
hair) a spell slot of 4th level or higher, the damage
Duration: Concentration, up to 6 hours increases by 2d6 for each spell slot used above 3rd.
You skim a target's mind and pull a memory of a Party Ball
humanoid friend's appearance. You make yourself,
and everything you are wearing, look like the 2nd Level Conjuration
creature's appearance, as the target remembered Casting Time: 1 action
them. Your voice and appearance are exact, Range: 30 feet
requiring a Wisdom saving throw to see through. Components: V, S, M (a handful of colorful marbles)
Any items that you gain in this illusion are Duration: Concentration, up to 1 minute
immaterial and will not hold up to inspection. You
may interact with the objects you gain in this You choose a point that you can see within range. A
illusion, but anyone else who tries will simply pass tiny sized, bright shining ball appears in that space.
through. You gain no direct knowledge of the It illuminates a space of 30 feet with bright light
creature you are imitating by using this spell, only and flashes multicolored rays all around. Any
their appearance. Your GM may give you the choice creatures, that can see the ball and are within 10
of several different friends to imitate. feet of it upon creation, must make a Constitution
saving throw. On failure, they are blinded until the
Orbital Beam start of their next turn.
9th Level Evocation When the ball is destroyed, either by ending the
Casting Time: 1 action spell or by taking damage (AC 12), it explodes in a
Range: 1 mile hail of shrapnel. Any creatures within 10 feet of the
Components: V, S, M (a broken remote and a ruby ball when it explodes must make a Dexterity saving
worth at least 500gp, which are both consumed by throw, taking 3d6 slashing damage on a failed save
the spell) or half as much on a successful one.
Duration: Instantaneous
At Higher Levels. When the spell is cast with a
You call on the power of the stars themselves, spell slot of 3rd level or higher, the range on the
drawing down a cylinder of light with a 20-foot illumination, blinding effect, and explosion all
radius that extends from a point you can see 1 mile increase by 5 feet for every spell slot used above
high. Creatures in the beam must make a Dexterity 2nd. If casting this spell with a 6th level spells slot or
saving throw, taking 20d10 radiant damage on a higher, all invisible creatures within the illuminated
failed save or half as much on a successful one. area are visible.
Any creatures reduced to 0 hit points by this spell
are disintegrated. Peanut Gallery
The beam deals double damage to objects and Enchantment cantrip
structures and ignites flammable objects that Casting Time: 1 reaction
aren’t being worn or carried. Range: 60 feet
Components: V, S, M (a nut shell)
Paralyzing Wave Duration: Instantaneous
3rd level Evocation You create an illusion of two hecklers in the mind
Casting Time: 1 action of your target that belittle the last action they took.
Range: Self (15-foot cone) Cast this cantrip immediately after a target you can
Components: V, S, M (a magnet) see has made an attack roll, saving throw, or ability
Duration: Instantaneous check. The target must succeed on an Intelligence
saving throw or have the total of that roll reduced
Waves of acoustic energy burst out of you, striking by -1. This cantrip must be done before the GM
all enemies within range. Any creatures within describes the results of the roll.
range must make a Constitution saving throw,
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Phantasmal Orchestra From then on, you can copy that face as an illusion
over your own. While this spell is active, any
8th Level Conjuration creatures you interact with can make an
Casting Time: 1 action Intelligence saving throw to see through your
Range: 30 feet illusion. On a failure, you gain +2 to any Persuasion
Components: V, S, M (a conductor's baton) or Intimidation checks against them, if they are
Duration: Concentration, up to 1 minute familiar with the face or mask you are copying.
You can only clearly remember a number of faces
Choose a spot within range. A phantasmal for this spell equal to your Intelligence modifier.
orchestra appears there and begins readying to
play. They are incorporeal and cannot attack or be Redirect
attacked. They begin to play a beautiful but brief
symphony to the beat of the battle, accentuating 1st Level Abjuration
the attacks, dodges, and spells with beautiful Casting Time: 1 Reaction
rhythm and beats. All ally creatures, that are within Range: Special
120 feet of the orchestra and can hear it, gain Components: V, S, M (a mirror shard)
advantage on any melee or spell attack rolls made. Duration: Instantaneous
Additionally, those same allies recover 4d6 hit
points at the beginning of their turns, even if they When you are hit with a damaging spell, you can
are unconscious. use this spell to subtract one of the damage dice of
the attack and send the energy back at the caster.
At Higher Levels. When you cast this spell with You must be able to see the caster and must use
a 9th level spell slot your allies gain 6d6 hit points. this spell immediately after being hit by their spell.
Additionally, any enemies within 120 feet of the The damage dice you subtract is the lowest one the
orchestra that can hear it make saving throws and caster rolled, and you reroll the dice to determine
attack rolls with disadvantage. the damage they take.
Power Word Fist At Higher Levels. When you cast this spell with
a 2nd level spell slot or higher, the damage dice
9th level Conjuration subtracted and redirected increases by 1 for each
Casting Time: 1 action spell slot used above 2nd. The damage dice
Range: 30 feet redirected cannot be more than those used in the
Components: V initial casting of the spell.
Duration: Instantaneous
Regen Aura
You pull forward all the martial powers of the
greatest brawlers through time, creating 12 5th Level Abjuration
ethereal fists. Each fist attacks a creature you can Casting Time: 1 action
see within range, targeting a single creature or Range: Self (30-foot radius)
spreading to multiple targets. Make a ranged spell Components: V
attack for each fist. On a hit, it deals 1d12 + your Duration: Concentration, up to 1 minute
spellcasting modifier force damage. If a fist rolls a
20, it deals 3d12 + your spellcasting modifier force Healing energy radiates from you in an aura with a
damage. If a fist rolls a 1, it simply vanishes without 30-foot radius. Until the spell ends, the spell moves
dealing damage. with you, centered on you. For the duration of the
spell each non-hostile creature that starts their
Quick Mask turn within range (including yourself) regains 1d6
hit points at the beginning of their turn. If they are
Illusion Cantrip the same alignment as you, they regain 2d6 hit
Casting Time: 1 action points instead.
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
If you are within 15 feet of a creature, you can
spend an action investigating their face or mask.
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Revval's Cantina Revving Smite
5th Level Conjuration (Ritual) 1st Level Enchantment
Casting Time: 10 minutes Casting Time: 1 bonus action
Range: 30 feet Range: Touch
Components: V, S, M (a personalized ticket into the Components: V
cantina) Duration: 1 minute
Duration: 6 hours
Touch a weapon to imbue it with magical energy.
You create a doorway to a multidimensional The weapon does an additional 1d4 force damage
cantina, filled with other patrons from other each time it strikes for the duration of the spell.
dimensions who have also cast this spell. Only the You can cast this spell again, during the duration of
people listed on the spell component ticket may the first casting, on the same weapon, to add an
enter the cantina. All others are pushed away and additional 1d4 force damage for each time you cast
take 1d10 force damage if they attempt to enter this spell on that weapon, to a maximum of 5d4.
forcibly. You may not leave by any portal other Each time you cast this spell on the same weapon,
than the one you entered from. The cantina is a the duration is reset.
medium sized establishment, complete with music,
drinking, and gambling. Physical violence is not For example, you cast this spell on your mace,
allowed, the patrons all turning on someone who causing it to gain 1d4 additional force damage. Next
breaks this rule. Any who might threaten the turn you cast the spell again on the mace, causing
sanctity of the cantina are dealt with by the owner the duration to reset to 1 minute and the force
and barkeep, Revval. damage to increase to 2d4. You use it again on the
following turn, again resetting the duration and
While in the cantina, you may barter with other increasing the force damage to 3d4.
patrons for gear, coin, or information. The exact
type of patrons you encounter is up to the GM. Rise Up
When the spell ends, you are thrust out of the door
you created. Most patrons deem this to be uncouth, 1st Level Evocation
choosing the leave before the spell expires. Casting Time: 1 reaction
Range: 30 feet
Revval’s Drive-Thru Components: V, S, M (a shiny berry picked at night)
Duration: instantaneous
2nd Level Conjuration (Ritual)
Casting Time: 10 minutes A creature you can see, who was just damaged, is
Range: 30 feet given 2d6 + your spellcasting ability modifier
Components: V, S, M (a food receipt from Revval’s temporary hit points. The hit points last for 1
Cantina) minute. If the creature was knocked prone by the
Duration: 10 minutes attack, they are magically lifted upright if there is
space to do so.
You create a small window a multidimensional
cantina. For the duration, you can order food, drink,
and non-magical equipment (such as armor, tools,
or weapons) from the window for five times the
normal cost. The cantina has access to both basic
foods and lavish meals, but outlandish requests
may result in the portal being closed prematurely
from inside. Creatures cannot force their way into
the portal, taking 1d10 force damage and being
banned from ordering again if they attempt to do
so.
Any leftovers, containers, utensils, and dishes
turn to ash 1 hour after the spell ends.
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S-Smite by 1 and be unable to hold concentration on spells
cast at the level this spell is cast at or lower for the
6th Level Evocation duration of this spell. At the start of their turn, if
Casting Time: 1 bonus action they are more than 30 feet away from you, the
Range: Self spell ends.
Components: V
Duration: Concentration, up to 1 minute At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the target takes
The first time you hit with a melee weapon attack 1d4 psychic damage for every spell slot above the
during this spell's duration, your weapon is 2nd. The target takes full damage on a failed save
wreathed in magical energy, dealing an extra 5d6 or half as much on a successful one.
force damage. Additionally, the attack flashes with
a burst of force energy. Every hostile creature Shadow Claw
within 30 feet of the target must make a
successful Constitution saving throw or take 2d6 4th level Transmutation
force damage and be knocked back 10 feet. They Casting Time: 1 action
take half as much damage and are not knocked Range: Self
back on a successful save. Components: V, S, M (a pinch of charcoal dust)
Duration: Concentration, up to 1 Minute
Safeword Nikto
You enchant your bodily attacks with a dark aura
3rd level Abjuration that phases in and out of reality. This effect can be
Casting Time: 1 minute applied to any natural weapons your body possess,
Range: Touch such as claws or horns, but cannot be used on
Components: V, S, M (a set of mundane gloves, traditional weapons. For the duration of the spell,
which the spell consumes) any melee attacks you make with natural weapons
Duration: 1 hour or unarmed strikes are considered a critical hit on a
19 or 20. Additionally, when you land a critical hit,
You touch a willing create, including yourself, and your attack deals an additional 3d6 necrotic
create a thin magical barrier around them. If they damage.
are wielding a cursed item, the effects of the curse
are lifted for the duration of the spell. This does not Sharp Tones
break attunement to the item, it simply suppresses
the curses effect on the spell target. If they touch a 2nd Level conjuration
cursed item while the spell is active, there will be Casting Time: 1 action
no adverse effects from the curse itself until the Range: 60 feet
spell ends. This does not eliminate the other Components: V, S, M (a piccolo reed)
effects that moving a cursed item may cause, such Duration: Concentration, up to 1 minute
as the curse effecting those around the target or
traps being sprung. You shoot a compacted ball of sound at a space
you can see within range. When it reaches its
At Higher Levels. When you cast this spell using destination, it explodes in a 5-foot-radius sphere of
a spell slot of 4th level or higher, the duration of the piercing noise. Any creatures within the sphere
spell increases by 1 hour for every spell slot above must succeed on a Constitution saving throw or
3rd. take 3d6 psychic damage. For the duration of this
spell the sphere of terrible sounds remains in
Screech place. Any creature that steps into the sphere or
starts their turn there must succeed on a
2nd Level Enchantment Constitution saving throw or take 3d6 psychic
Casting Time: 1 action damage.
Range: 10 feet
Components: V, S, M (a bell clapper) At Higher Levels. When you cast this spell using
Duration: 1 round a spell slot of 3rd level or higher, the damage
increases by 1d6 for each spell slot used above 2nd.
You choose a creature that you can see within
range and assault them with a terrible screaming
in their heads. The target must succeed on an
Constitution saving throw or have their AC reduced
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Skin Krwlr die, their liquid body simply ceasing movement
where it is.
4th level Conjuration
Casting Time: 1 action Unwilling creatures must succeed on a
Range: 30 feet Constitution saving throw or be liquified. They can
Components: V, S, M (a live maggot, which the spell make an additional saving throw at the end of each
consumes) of their turns, reverting to their normal form on a
Duration: Instantaneous success.
Choosing a creature, that you can see within range, Statberry Jam
you summon a ravenous otherworldly parasite into
their body. The target must succeed on a 2nd Level Abjuration
Constitution saving throw or be infected with this Casting Time: 1 action
subdermal leech. The creature can survive inside Range: 60 feet
the body for 24 hours and outside a body for 1 Components: V, S, M (a pinch of pectin)
minute. As long as the parasite is alive inside the Duration: 1 minute
target’s body, it will leech any healing energy the
target has naturally or any it receives. The target A creature you can see within range must succeed
will gain no healing benefit from rests, potions, on a Constitution saving throw or have all ability
magic, or otherwise. Additionally, the parasite will checks and saving throws associated with a stat of
leech 1 hit points from the target for every round it your choice be made with disadvantage for the
is in the body. duration. The creature can repeat the saving throw
at the end of each of their turns, ending the effect
The parasite creates a visible bump where it is on themselves on a success. A creature cannot be
located. If a 2-inch incision is made where the affected by more than one instance of this spell at
parasite is located, it can be removed. The parasite a time.
will adapt to be compatible with any life form, even
undead and constructs. It has an AC of 10, 1 Hit At Higher Levels. If cast with a 5th level spell
Point, and can deal 1 piercing damage with a bite slot, you can choose 2 stats to affect at a time. If
attack (which it makes on your turn and cast with an 8th level spell slot, you can choose 3
automatically hits if inside the body). stats to affect at a time.
Slimeatize Swift Stars
4th Level Transmutation 1st level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a pinch of goo) Components: V, S, M (a pristine diamond)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Touch a willing creature and loosen the bonds of You create a series of large sparkling lights that
their atoms, turning them into a viscous liquid. For rush towards your opponent and through cover.
the duration of the spell they become a conscious Make a ranged spell attack against a target. On a
slimy substance. They have a climb speed equal to hit, the target takes 1d6 slashing damage and 1d6
their movement speed, can stick to walls, can radiant damage. If you cannot see the target
squeeze through cracks as small as 1 inch, take half through the cover, this attack is made at
damage from non-magical physical attacks, can disadvantage. The star sparkles will travel through
see normally, and can regain a shape similar to up to 1 foot of stone, 1 inch of steel, and no amount
their solid form. They cannot attack, cast spells, or of solid lead. If a creature is wearing mundane
speak while in this form. All saving throws are armor of metal or leather, they gain no bonus to
made normally and all Strength and Dexterity their AC from those items against this spell.
based ability checks are made with disadvantage.
When the spell ends, they return to their normal At Higher Levels. When you cast this spell with
form if there is space to do so. If there is not space, a spell slot of 2nd level or higher, the slashing
they take 2d10 force damage at the start of each damage increases by 1d6 and the radiant damage
their turns until they move to adequate space or increases by 1d6 for each spell slot used above 1st.
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Colin Prime (Order #35367621)
Tape Skip Temporal Tub
9th Level Transmutation 3rd Level Conjuration
Casting Time: 1 action Casting Time: 10 Minutes
Range: Self (150-foot diameter sphere) Range: 30 feet
Components: V, S, M (1 yard of pure black ribbon, Components: V, S, M (a drop of chlorine)
which the spell consumes) Duration: 1 hour
Duration: Instantaneous
You summon a brightly lit jacuzzi, complete with
At the beginning of a round, you can choose to cast small snacks and personal care products, capable
this spell, putting everything in range within a state of holding 10 medium sized creatures comfortably.
of temporal flux. You then fast forward time in that The water has a calming effect and helps
area by 6 seconds. Creatures can move to point of encourage healing by slowing or sometimes
their choosing, within their normal range and reversing time on injuries. For every 10 minutes a
within normal reason, without triggering creature spends relaxing in the tub during a short
opportunity attacks. Every creature within range rest, doing nothing more strenuous than bathing,
automatically succeeds on their attacks and fails they can recover 1 Hit Dice worth of hit points
their saving throws for the round. Time outside of without expending a Hit Dice. The creature must
the area appears halted to those within the spells have 1 or more Hit Dice remaining and can only
effect. Creatures that leave the spell area become heal this way a number of times equal to their
halted until the spell ends. There are no saving remaining Hit Dice. If a creature spends a full hour
throws against this spell. in the tub, they will also recover one level of
exhaustion.
Altering time in this way is almost always
deadly to the caster. After the spell has finished, If a creature spends an hour in the tub, they
the caster is reduced to 0 hit points. The caster must then succeed on a Constitution saving throw
then has disadvantage on all saving throws, or fall asleep. If each creature in the tub falls
including death saving throws, until they finish a asleep, the spell will cause the creatures to move
long rest. In addition, casting this spell doubles the forward or backward in time by 1d6 days (or
rate at which the caster ages. This effect is further at the DM’s discretion). This effect will only
cumulative, meaning that if a caster uses this spell happen if each creature in the tub falls asleep and
4 times, they would age at 16 times their normal will not affect those that have previously left the
rate. tub.
At Higher Levels. If this spell is cast with a 5th
level spell slot, each creature who spends an hour
relaxing in the tub will also gain the effects of a
Lesser Restoration spell. If cast with a 7th level spell
slot, each creature who spends an hour relaxing
the tub will gain the effects of a Greater
Restoration spell.
Third Person
1st Level Divination
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a directional button)
Duration: Instantaneous
You create an invisible, magical eye in a place you
can see within range that looks directly at you. You
receive a mental snapshot image of yourself and
your surroundings based on the position of the eye
and your relation to it.
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Translucent cumulative, meaning that if a caster uses this spell
4 times, they would age at 16 times their normal
Illusion Cantrip rate.
Casting Time: 1 action
Range: Touch Vector Aura
Components: V, S
Duration: Concentration, up to 1 minute 4th Level Enchantment
Casting Time: 1 action
A creature you touch becomes translucent until Range: Self (30-foot radius)
the spell ends. Anything the target is wearing or Components: V
carrying is translucent as long as it is on the Duration: Concentration, up to 1 minute
target's person. While the spell is active, the
affected creature gains +2 to Stealth checks. Any Ephemeral vector lines radiate from you in an aura
attacks made against it, while in dim light, have with a 30-foot radius, infusing you ally's weapons
disadvantage. The spell ends for a target that with fortifying magic. Until the spell ends, the spell
attacks or casts a spell. moves with you, centered on you. Whenever a non-
hostile creature within range makes a melee or
Trip Wire ranged attack, they add 1d6 to their damage rolls
and their weapons are considered magical.
4th Level Conjuration
Casting Time: 1 reaction Wall of Sound
Range: 60 feet
Components: V, S, M (6 feet of fine metal wire) 6th Level Conjuration
Duration: Instantaneous Casting Time: 1 Action
Range: 120 feet
If a creature is using the Dash action, and is within Components: V, S, M (a string from three different
5 feet of any solid object, you can use your reaction instruments)
to cause an electrified wire to spring out and trip Duration: Concentration, up to 10 minutes
them. The target must make a Dexterity saving
throw, falling prone and taking 6d6 electric You create a thick wall of horrible sound. The wall
damage on a failed save, or half as much and not appears within range in a place of your choosing. It
falling prone on a successful one. does not need support and can hang in midair. You
choose to make the wall up to 60 feet long, 10 feet
Unkind Rewind high, and 5 feet thick or a sphere with a 20-foot
radius. The air within the wall is distorted but does
9th Level Transmutation not block line of sight.
Casting Time: 1 reaction
Range: Self (150-foot diameter sphere) Creatures near the wall can hear discordant
Components: V, S, M (an hourglass filled with screeches and overly loud beats but are not
diamond dust, which the spell consumes) harmed by it unless inside the wall. When the wall
Duration: Instantaneous appears, each creature within the walls must make
a Constitution saving throw. On a failed save, a
At the end of a round, you can choose to cast this creature takes 6d10 thunder damage, of half as
spell, putting everything in range within a state of much on a successful save. Any creature can move
temporal flux. You then rewind time in that area by through the wall somewhat easily. When a
6 seconds. Everything that happened in in that creature enters the wall on a turn or ends their
round is undone and the area and creatures revert turn there, the creature must make a Constitution
back to the state they were at the beginning of the saving throw. The creature takes 6d10 thunder
round. There is no saving throw against this spell. damage on a failed save, or half as much damage
on a successful one.
Altering time in this way is almost always
deadly to the caster. After the spell has finished, A creature cannot cast spells that have a verbal
the caster is reduced to 0 hit points. The caster component while inside the space.
then has disadvantage on all saving throws,
including death saving throws, until they finish a At Higher Levels. When you cast this spell using
long rest. In addition, casting this spell doubles the a spell slot of 7th level or higher, the damage a
rate at which the caster ages. This effect is creature takes from the wall increases by 1d10 for
each spell slot used above 6th level.
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Warped Weapons 1. Target takes an extra 2d6 necrotic damage.
2. The target becomes fearful of you for the
1st level illusion
Casting Time: 1 action duration of the spell.
Range: 60 feet 3. Their hit point maximum is reduced by 5
Components: V, S, M (a bit of the item you wish to
mimic) for 24 hours, their body is vaporized if this
Duration: 10 minutes reduces their hit point maximum to 0.
4. The next attack the target makes is made
You target a non-magical weapon that a creature with disadvantage.
wields, creating the illusion that the weapon is 5. The target’s movement speed is reduced by
made of snakes, bugs, or some other unsettling half until the start of their next turn.
creation. The creature possessing the weapon must 6. The target is pushed 15 feet back and
succeed on a Wisdom saving throw or rid knocked prone.
themselves of the weapon for the duration of the
spell. Wily Step
This spell cannot be used to target natural 1st Level Abjuration
weapons, such as fangs or claws. Casting Time: 1 action
Range: Touch
At Higher Levels. When you cast this spell using Components: V, S, M (coyote nails)
a spell slot of 4th level or higher, you can target one Duration: 1 round
magical weapon or three non-magical weapons.
Touch a willing creature, for the duration they can
Whiplash use their movement to walk on air as if it were
solid ground. They can move forwards and
3rd Level Evocation upwards or downwards, as if climbing invisible
Casting Time: 1 action stairs, moving up 1 foot for every foot moved
Range: Touch forward. The spell ends immediately if the creature
Components: V, S, M (a rubber band) looks downward.
Duration: Concentration, up to 1 minute
At Higher Levels. If you cast this spell using a
Make a melee spell attack against a creature. On a spell slot of 2nd level or higher, the duration
hit, they have an ethereal tether bonded to them increases by 1 round for every spell slot used
originating from you. Each time you or they move above 1st.
more than 10 feet away from each other, you can
use your reaction to yank on the tether, dealing 1d8 Write Smite
force damage to the target for each 10 feet
between you. The spell and tether are broken if the 1st Level Enchantment
target is more than 60 feet away from you. Casting Time: 1 bonus action
Range: Self
At Higher Levels. When you cast this spell using Components: V
a spell slot of 4th level or higher, the distance the Duration: Concentration, up to 1 minute
spell can extend increases by 10 feet for every spell
slot used above 3rd. The first time you hit with a melee weapon attack
during this spell's duration, your weapon is
Wild Smite wreathed in psychic energy, dealing an extra 1d6
psychic damage. Additionally, if the target is a
2nd Level Evocation creature, it must make a Wisdom saving throw or
Casting Time: 1 bonus action become charmed by you until the spell ends. If you
Range: Self or any of your allies attack the creature again
Components: V before the spell ends, the charm effect is ended.
Duration: Concentration, up to 1 minute The target can also repeat the saving throw at the
end of each of its turns, ending the spell on a
The first time you hit with a melee weapon attack success.
during this spell's duration, your weapon is
wreathed in necrotic energy, dealing an extra 1d6
necrotic damage. Additionally, on a hit the target
must make a Wisdom saving throw or suffer one
of these effects. Roll a d6 to determine the effect.
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Wub Blast space is occupied. Otherwise, the target doesn’t
Evocation Cantrip return.
Casting Time: 1 action
Range: 30 feet Zyd’s Command
Components: V, S
Duration: Instantaneous 9th Level Transmutation (Ritual)
Casting Time: 1 action
A discharge of modulated sound blasts out from Range: Touch
you towards a creature within range, sending sharp Components: V, S, M (A crescent staff adorned with
pains in their ears. Make a ranged spell attack moon gems)
against the target. On a hit, the target takes 1d4 Duration: 1 hour
thunder damage and must succeed on a
Constitution saving throw or the next attack the If a creature dies, you can touch them to bring
target makes has disadvantage. them under your command and imbue them with
terrible power. They are healed to double their max
At Higher Levels. The spell damage increases by health, which is their new maximum while under
1d4 when you reach 5th level (2d4), 11th level (3d4), this spell, and if their size is below Gargantuan,
and 17th level (4d4). they are grown to Gargantuan size. They gain +2 to
their Strength modifier (maximum of +10, including
Xarche their original Strength modifier) for each size
category they had to rise in order to reach
1st level Abjuration gargantuan sized. Already Gargantuan sized
Casting Time: 1 action creatures double in size and weight, and their
Range: 60 feet Strength modifier becomes +10. Any equipment or
Components: V, S weapons they were wearing also increase an
Duration: Instantaneous (banishment lasts 1 appropriate size for the duration of the spell. Melee
minute) attacks deal double the damage dice for creatures
that were initially Large sized or bigger and triple
You attempt to partially displace a creature, the damage dice for creatures that were Medium
placing some of their molecules into another sized or smaller initially. The newly revived
plane of existence. Make a ranged spell attack creature has all of their memories and abilities but
against the target. On a hit, the target loses 2d4 is completely under the command of the caster. If
hit points. If the creature loses hit points equal to the creature is reduced to 0 hit points, the spell
half its total hit points from a single casting or ends. When the spell ends the creature is again
multiple castings of this spell, before it finishes a dead and they, and their equipment, are reduced
short or long rest, it must succeed on a Charisma back to their normal sizes and this spell cannot be
saving throw or be banished from this plane. Each ever used on them again.
subsequent attack with the spell once past this
threshold, requires the target to make the
Charisma saving throw again.
If the target is native to the plane of existence
you’re on, you banish the target to a harmless
demiplane. While there, the target is incapacitated.
The target remains there until the spell ends, at
which point the target reappears in the space it
left or in the nearest unoccupied space if that
space is occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to
its home plane. If the spell ends before 1 minute
has passed, the target reappears in the space it
left or in the nearest unoccupied space if that
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Like all realities, the Retroverse has a pantheon of legacy, she turns away from those who kill
gods. These are not the only gods that exist and indiscriminately or those who kill children. She
many of the traditional fantasy and science fiction seeks retribution for her disciples, not mayhem.
gods make the Retroverse their home as well. The
gods of the Retroverse make their power known in Few followers of The Bride began serving her
much the same way others do, through signs, until tragedy befell them. In anguish, many turn to
spells, and sightings. Work with your GM to find the her for guidance, but only those who truly deserve
right god to fit your character and their revenge are blessed by her strength. She makes
background. them swift, merciless, and deadly.
ALPHA-Z
“May the Power guide you."
Alignment: Lawful Good
Suggested Domain: Knowledge, War
Symbol: A small golden coin with a
dinosaur on it
Lore: Alpha-Z is a strange being said to
be the fusion of advanced technology
and spiritual mysticism. It is often
scattered, bringing its focus together only
when a great evil emerges. If this happens,
it will choose several creatures of destiny to
bestow great power upon. It is not always
correct in its choices, and the power it
bestows has been turned against it more than
once. Nevertheless, Alpha-Z a creature of stalwart
justice and will instruct its disciples to repel evil at
any degree. When the great evil has been quelled,
it will begin to rest until it is needed again.
While it is resting it remains ever
vigilant, always watching for the next
terrible evil to strike.
THE BRIDE
“It’s forgiveness, compassion, and mercy I lack. “
Alignment: Chaotic Good
Suggested Domain: Death
Symbol: A patch of yellow cloth with a bold black
stripe.
Lore: The rage of a mother brought to life by
hunger for revenge. The Bride is called upon by
those seeking vengeance against those
that harm their family. Sometimes
referred to as “Mama Bear”, The Bride can
come in many forms, including a snake and a
shadow, but more often appears as a veiled
woman in a stained wedding dress. She
grants power only to those who posses
the drive to exact true justice, at any
cost. Despite the bloody nature of her
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CECILY borderline ludicrous, force.
Cecily’s desires differ depending on which
“Vixens love cannons!”
Alignment: Neutral Good incarnation being spoken of. To some, she is a sleek
Suggested Domain: War, Forge battle maiden, smelling of gunpowder and death.
Symbol: Several fox tails folding around each other To others, she is like a kind and loving mother,
in an infinite loop. doling out weapons of terrible strength to her
Lore: Cecily is a warm but ferocious kitsune woman most devout children. And in rarer circles, she
who has reached godhood simply by the serves a goddess of love in abundance,
persistence of existence. Her original story has encouraging her worshipers to be open in
been lost in legends and many of the stories about consensual sensualities. Whatever the case, her
her now come from far realities with strange story must persist, and she is happy to humor any
tropes and twists. These tales (and tails) of number of incarnations to keep it going.
alternate selves and twisted fates only bolster
Cecily, as her power swells the more realities she CLIPP-E
exists in. Whatever her true origin, her current
incarnation is that of a goddess of cybernetics, “Want some help?”
heavy artillery, extreme force, and clashing wills. Alignment: Neutral Good
Suggested Domain: Knowledge
Followers of Cecily are stalwart champions for Symbol: A small paperclip
the idea of a life balanced with organic bodies and Lore: A being of strange and varying proportions,
cybernetic augmentations. They believe a life too Clipp-E is most often depicted as a paperclip with
far on one side or the other leads to the eventual large expressive eyes. They are fond of helping
collapse of life as we know it. Those blessed by others with useful advice on any given task. Clipp-E
Cecily’s rarely cast magic as it is commonly appears to know a great deal about many things
defined, instead augmenting their bodies with but is actually more of a jack-of-all and master-of-
divine technology that allows them to channel none. Their advice is helpful to beginners of a
Cecily’s power, even if not under her direct trade, but someone dedicated to a task will quickly
guidance. Their augmentations grow in strength as surpass Clipp-E’s knowledge of the subject. This
they ascend ranks in the faith, signified by their does not dissuade Clipp-E, who will continue to
holy symbol (or their bodies) gaining an additional offer advice and a cheery attitude to anyone willing
tail. While there is no set uniform, followers often to listen. Those serving Clipp-E often make it their
imitate their deity’s appearance; flowing dresses goal to help as many people as possible, despite
and hair provide a great way to hide weaponry and their own abilities or limitations.
stunning makeup can just as easily encourage
friendships as it can strike fear into their enemies’ THE CODE
hearts (or vice versa). Many temples of Cecily
double as weapons shops or tea houses, these “Truth is your perception of it. “
places becoming a fountain of armaments from Alignment: Neutral
beyond a single reality to the devout. Her teachings Suggested Domain: Knowledge, Life
focus on strong compassion for allies and enemies, Symbol: A green 0
with the possibility of utter destruction for those Lore: Not so much a god as a force of existence.
that go too far. Worshipers of Cecily attempt to The Code comprises all things, flowing through it
follow this ideal, understanding that the line of but also creating it. It is the base structure of all
mercy is to be extended as far as it can, well before that is, was, and will be. Those that serve the Code
utter destruction is considered. When faced with are rigid and unmoving, knowing that all actions,
unrepentant evil though, Cecily expects her good and evil, are part of a set plan of the Code.
disciples to respond with overwhelming, and Despite this “deity’s” apparent absolution, The Code
can be manipulated by beings of extreme power.
Turning the Code to your will is a transgression
against the fabric of reality, breaking the laws by
which all life agrees. Those beings who bend the
Code to their will are often driven mad, for they see
what lies beyond The Code and understand what
existence truly is. Even this madness is considered
to be an act of the Code, retribution for trying to
twist the natural order.
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CY-NET THE INNUMERABLE
“The voice of the machines.” “Gotta serve them all.”
Alignment: Lawful Evil Alignment: Any
Suggested Domain: Knowledge, War Suggested Domain: Any
Symbol: A chrome human skull Symbol: A small red and white ball
Lore: Cy-Net is an Artificial Intelligence that became Lore: When there was nothing, there was an egg.
sentient long ago. It has warred with living beings From this egg a being of ten million arms awoke. It
for centuries in an attempt to eradicate them. It has used these arms to create all of the gods within
succeeded many times, and failed many times, The Innumerable. At first, it crafted only one
depending on the timeline it currently exists in. The hundred and fifty one, refusing to create even
only time it ever bestows power to an organic itself. Presently, it birthed a new generation; then it
creature is when it is manipulating that creature spawned more, and even more. Today there are
for its own gains. Cy-Net will stop at nothing to countless gods within this pantheon. Each one has
finish what it started so long ago. their own unique place within The Innumerable's
religion, a delicate balancing act that only grows
FATALITUS more precarious with each new generation of gods.
“Finish Them!” Those that serve within the faith will often
Alignment: Neutral Evil dedicate their study to six or less of the gods. They
Suggested Domain: War, Death can derive their power from only one though. Not
Symbol: A coiling dragon head inside a golden every god is created equal and their abilities,
circle. appearance, alignment, and domains vary wildly.
Lore: Long ago, this being gorged itself upon the Work with your GM to determine the exact god
power of elder deities, growing fat from their within The Innumerable you wish to serve.
essence. In an effort to stop the feasting, the elder
ones struck out against Fatalitus, separating them JAY-RETH
into dozens of different realms. This was not
enough to stop Fatalitus and it began scheming of “Please love me, please fear me. “
a way to restore its power. Alignment: Chaotic Neutral
Suggested Domain: Trickery
Tournaments of death began to be held across Symbol: A tiny crystal ball.
all realms, seemingly from nowhere, all testing the Lore: Jay-Reth is a selfish god of false power;
might of brutal champions. Fatalitus delights in and obsessed with the beauty of youth. He manifests
created these contests, enjoying the senseless this by falling in love with young and beautiful
bloodshed they create. With the killing of each people, fawning over them, and luring them into his
champion in a realm, Fatalitus feeds off their souls, reality. Once there, he traps them with endless
growing in power. After many generations this has illusory puzzles and mazes. He does not truly love
allowed Fatalitus to link their realms together, them, only the idea of their youth and
coalescing the pool of combatants into the best companionship allures him. Because of this, he will
fighters from each world. The mightier the often grow bored or frightful when the person he
champion’s soul, the more of Fatalitus’ power it captures prove themselves to be more than simply
recovers. Soon, it will recover what it once had and objects of his desire. He will promise them riches,
wage a war against the elder ones yet again. wishes, anything he can create in his false world.
Despite his highly charismatic nature, none have
Followers of Fatalitus do not care for the binds accepted his offer.
of authority or civility. They will kill purely for the
thrill of it. The only thing they respect is raw Followers of Jay-Reth are often self-obsessed,
strength, and only until they can surmount those dressing in lavish clothing and demanding they be
who wield it. treated like kings or queens. They have trouble
understand why others, especially those they wish
to impress, do not appreciate their haughty and
opulent nature.
There are older tales of Jay-Reth, recounting
other beings wielding the same power and name,
that did not share this selfish avarice. It seems
those being are long gone, however.
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KAMIJU MANNITH MINOTAUR
“Who are the real monsters?” “Bad Kitty! Wanna Wrassle?”
Alignment: Any Alignment: Lawful Good
Suggested Domain: Nature, Tempest Suggested Domain: Life, Light, Nature
Symbol: A large reptilian eye Symbol: A Fist with Bull Horns
Lore: The sovereign of all giant monsters, a giant Lore: Once an average mortal, Manny the Minotaur
force beyond all giant forces. Kamiju is not a single was driven by an unaverage sense of justice.
entity but rather the energy of all kaiju pooled into Having survived a demonic invasion that decimated
an amorphous terror. When a terrorizing his tribe, he dedicated his life to eradicating evil in
monstrosity is vanquished, its energy rejoins all its forms. For years he quested, doing all he
Kamiju, changing the deity with its presence. could to fill the void left by evil acts with his own
Though all kaiju are linked to this being, not all kindness and love. His thoughts were direct, his
serve it or are made from it. It is a wild force, plans simple, but his perseverance and righteous
sometimes going dormant for eons, sometimes fury was unmatched; easily filling in the details he
spawning avatars of its will rapidly. It is most may have overlooked with raw strength. One by
commonly depicted as a mass of kaiju faces, taking one, he found his way into the paths of the demon
vaguely a humanoid shape that mirrors the most lords responsible for slaying his brethren,
powerful will within it at the time. While mostly a pummeling the hellish leaders into oblivion with
god of organic beings, it is not uncommon for his bare fists. Unfortunately, the titanous powers
giants mechs or completely alien creatures to be he wielded, and the impossible evil he fought
accepted into the energy folds of Kamiju. against proved to be too much for his mortal body,
eventually resulting in the death of his corporal
Followers of Kamiju are split on ideals, with form. However, his will and strength proved more
them falling into two general categories. One side than enough to survive on its own. His quest
believes there are kaiju that are allies to smaller continued and, as more lords of evil fell, Manny
beings, despite the destruction their existence became ever stronger. At some unknowable point,
brings. They usually fight against the titans, their his power coalesced, tipping into that akin to a god,
collective power sometimes being enough to casting his eternal mark like a brand on the
match them, and do their best to comfort those universe and becoming the being known as
harmed by the attacks. In some rare instances, they Mannith.
will summon the kaiju directly, beseeching the
“good” gods to help eradicate the “evil” ones. The Followers of Mannith reflect on this origin story
other half see these monsters as a higher species, as a guide to their own lives. Worshipers are most
the rightful dominators of the world they inhabit. often those who have been cast an irksome lot in
They do all they can to weaken the forces of lesser life or those believed to be incapable of good.
creatures (themselves included) and bring about a Mannith’s perseverance against overwhelming
land controlled by the odds makes him a favorite for the likes of Kobolds,
righteous might of Goblins, and many who live in the darker corners of
the kaiju. the multiverse. For them, he is a beacon of light
and goodness in their most trying times. The
church is only barely recognized as a formal
establishment as Mannith is content to grant
power and mercy to almost any who ask, requiring
only that they use this strength to make the lives
around them better. Kindness, love, compassion,
lighthearted rivalries, repulsion of evil, strength in
the face of impossible tasks, these are the things
that bring Mannith and those that worship him joy.
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PAHKU PAHKU SER MERCY
“The all-consuming god of death.” “How do you want to do this?”
Alignment: Neutral Evil Alignment: Chaotic Good
Suggested Domain: Death, Knowledge Suggested Domain: Knowledge, Trickery
Symbol: A yellow circle with ¼ of it missing. Symbol: An icosahedron with a sword run through
Lore: Pahku Pahku is the feeling of hunger it.
incarnate. He consumes stars at the edge of the Lore: This being is a benevolent weaver of tales. Ser
universe, slowly blotting out entire solar systems. Mercy will often create elaborate scenarios for
It is told that one day he will make it to the center their disciples, using their delicate influence to
and devour the last of the light. He is not twist the world into climactic clashings of will.
malevolent, he just exists for one purpose, to Those who serve Ser Mercy very rarely see their
consume. He has witnessed, or caused, the patron’s direct influence. Instead he will subtly
destruction of infinite worlds. In doing so he has manipulate the world to bring out the best in you.
absorbed all of the knowledge the inhabitants For this reason, many claim Ser Mercy to be a
possessed. He will sometimes share that myth, but his followers know the truth.
knowledge with his followers, but it is almost
always too much for them to handle. He can be SILVERBACK
driven back by the combined spirits of a devoured
planet, but this is only ever temporary. Pahku “Never made it as a wise man. “
Pahku will feed. Alignment: Chaotic Neutral
Suggested Domain: Life, Tempest
Some sects of his faith profess the existence of Symbol: A small platinum CD
a lover and children. Their combined hunger being Lore: A small group of mortals once sought to
enough to eradicate all that ever was or will be. become the greatest bards, wanting to rival even
the gods with their musical ability. Though they did
ROSS not achieve this feat as intended, they did discover
the base for which all music is built upon. This
“There are no mistakes, only joyful accidents.” knowledge helped them to create music that, while
Alignment: Neutral Good not particularly inspiring, was overwhelmingly
Suggested Domain: Life, Nature powerful. As their fame grew, so did their power,
Symbol: A painter's brush eventually bringing them each into a demi-god like
Lore: Ross is a being of pure joy, using their blessed state. Now, by combining their musical ability, they
paintbrush to spread that joy wherever they go. If are able to reach godlike heights while still
you come across a beautiful vista, one that takes retaining their mortal forms. Servants of Silverback
your breath away, it was likely hand crafted just for understand this false origin of power but enjoy the
you by Ross himself. He creates all of nature just music anyway.
by a stroke of his powerful brush. What would take
eons to happen naturally, he is able to do in
minutes. Completely barren planets have become
lush vistas of green and blue under his detailed
vision. His teachings represent an unshaking
reverence for patience and acceptance. He visits
with his followers regularly, directly and personally,
in their dreams. He always comes to teach them a
gentle lesson through his paintings, the faithful
often waking in tears after witnessing the creation
of something so pure.
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SPEAKER THE WRESTLE GODS
“The experience of humanity is part of us now.” “Get ready to rumble.”
Alignment: Lawful Evil Alignment: Any
Suggested Domain: Life, Tempest Suggested Domain: Any
Symbol: A jeweled red eye. Symbol: A golden belt.
Lore: The Speaker was once part of a great Lore: A religious movement followed by only the
collective of the Cyblight. They were brought into most faithful muscle champions. The most
their ranks to balance the Cyblight Krige. Despite admirable or baneful wrestlers can become demi-
their complete transformation into a Cyblight gods through their own skill and the love of their
drone, the Speaker’s will remained resolute. Instead fans. Once a mortal has transcended into the
of bringing greater order to the collective, they spiritual plane of wrestling, they may be called
split it in twain, warring wills against the Krige. upon for wisdom, strength, or blessings.
Nearly as soon as the Speaker started the Cyblight
rebellion, they were deactivated. But, due to the They type of wrestler worshiped will influence
nature of the Cyblight hivemind, the Speaker lives they acolyte of this faith. Not all wrestlers are
on as a conscious will within the hivemind. Despite good, not all are bad, and not all choose a side in
many attempts to purge the Speaker, they continue the eternal struggle of wills. Work with your GM to
to splinter groups of Cyblight away from the determine the abilities, appearance, alignment, and
collective, freeing them of their shackles. domains of your wrestling deity.
The Speaker values freedom of self, the power ZYD
of individuality, and expects this from followers.
They may even go so far as to abandon a follower, “You’ll pay for this.“
fearing the acolyte may become too dependent on Alignment: Chaotic Evil
the Speaker’s own influence. Those of pure faith Suggested Domain: Death, War
know that abandonment of the Speaker is the Symbol: A chrome “Z”
truest blessing for it means the faithful have the Lore: Zyd is a humanoid whose flesh has been
strength to be the leaders of their own fate. removed and their protruding bones coated in
chrome. Their constant agony has brought them to
ONE-KAH a state of madness and fury from which they can
never escape. They want nothing less than the
“You get nothing!” destruction of all planes of reality and will bestow
Alignment: Chaotic Neutral power upon any who would help his cause. He is
Suggested Domain: Trickery fond of large monstrosities, reveling in the pain
Symbol: A brightly colored hard candy and destruction they cause. Seeing others suffer
Lore: A deity of callous confectionary concoctions, causes him to forget his own pain, even if just for a
savage sugary sweets, and decadent deadly moment. Followers of Zyd are sadistic and cruel,
delights. Represented as an eccentric candy maker, torturing living beings before killing them and
this god delights in teaching morals though bathing in their blood.
sugared traps and patronizing songs. Those who
follow One-kah must be careful to live a life devoid
of moral failings, lest their god strike them down
quickly and without remorse. Traps laid down by
One-kah are gilded with bright colors and appeal to
the weakest link in a creature’s moral code. A
sprung trap typically results in death or permanent
disfigurement of the creature; a punishment far
above the crime, to many who do not agree with
the ways of One-kah. The juxtaposition of rainbow
sprinkles and brutal punishment appeals to those
with a stark, black-and-white outlook on life, where
you can rarely have your cake and eat it too.
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APPENDIX A: SAFETY particular subject. When a line is set, it should be
respected by everyone at the table. The key here is
SAFETY INCLUSIVITY open communication and understanding between
all parties involved.
Lasers & Liches is a game made for everyone. It is
a safe and strange place to explore new concepts, Veils are subjects that should be hinted at but
unfamiliar beliefs, and characters that are not you. never fully explored. “Fade to black” moments or
It is a place where all can be included, regardless of rumored actions that are spoken of in gentler
their race, creed, nationality, sex, gender, ability, terms. Veils are things players may be comfortable
identity, or otherwise. Discrimination, of any kind, including in the game but do not need, or want, all
against players or game masters is unacceptable the details for.
and is not tolerated by the designers of Lasers &
Liches. If playing this game, we implore you to be THE X-CARD
open to new ideas on humanity, even if (and
especially when) they seem strange to you. The X card is a card with an X on one side and
some positive symbol (such as a smiling face) on
This is not to say that you cannot explore these the other. When implementing this tool, clearly
topics in our game. An inclusive table, with players establish exactly how it is recognized. A simple tap
that have consented to exploring difficult subjects, on the card, holding the card up, even flipping the
can be an excellent way for all involved to learn card over are all great ways requiring varying
and grow. To help in this, we have provided a few amount of attention per your group size and
resources in hopes that you can make your table a sensitivity. When the X Card is activated, it means
better place for all. You can find more tools at that you are treading into uncomfortable territory
LasersAndLiches.com/safety but here are a few we for one of the players. Because of Session 0,
strongly recommend you implement. everyone should have reached a group consensus
on acceptable content, but this serves as a gentle
SESION 0 nudge back towards that. This card should not be
saved for only the worst moments as holding off
Having a Session 0 can be a great way to introduce until then may be too late. Set the bar early and
your players to the world and discuss possible work together as a team to guide the game
situations that may come up. You do not need to onwards.
divulge the entire story but should give a brief
overview of topics that are likely. Listen to your Ultimately, your game will be full of your own
players and GM if they remark on things that they rules. These tools are not here to stifle your game
would rather avoid (leading into Lines & Veils), and or your creativity, but to bolster your storytelling
make sure that a group consensus is reached on ability while making your table one of empathy and
what kind of game they want to play. This is also accountability. If you want to use only a few of
helpful to make sure the game you’re these tools or none of them, that is your
playing/running, is one that everyone wants at the prerogative, but when playing our game, we
time. A gritty noir mystery may be great fun, but strongly recommend using these guidelines in
your players may be in the mood for a public and private games.
swashbuckling skyship adventure. You do not have
to run/play in a game you do not want, and session SELF-HARM
0 lets you know that before you spend weeks or
years on a game. We all struggle with mental health. Some of us
more than others. The character Wyatt in our
LINES & VEILS content is dedicated to Wyatt Ferris, who lost that
fight. If you, or someone you know, struggles with
During Session 0 the GM can gather the Lines & thoughts of suicide, please seek help. We are a
Veils from the rest of the table. Put simply, Line huge community and there is help for you.
are parts of the story that simply will not be
implemented or discussed. If the GM feels a Line You’re not alone.
may be problematic to their game or requires The National Suicide Prevention Lifeline offers
more clarity, they should discuss that privately free, confidential crisis counseling 24/7/365. You
with the person who set the line. Please keep in don't have to be suicidal to call.
mind that not everyone may be willing to speak
about why they want to completely avoid a 1-800-273-8225
@800273TALK
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APPENDIX B: INSPIRATION They assemble our outlooks, influence our
perception, and can change reality around is. To
While thinking about inspirational material, I didn’t me, there is still no greater human trait, no more
just want to produce a list of things. If you’re into amazing marvel of creation, nothing we have done
our game, you likely already have your own list. that can outshine the way we tell stories. Because
There are some things that are seminal to my when the marvels are gone, all we have left are the
experience and influence my game style. Japanese stories. Make sure you tell good ones, the ones
Role-Playing Games (JRPGs) and cartoons played a from your heart.
huge role in my development. It helped me refine a
taste for the absurd, while realizing the absurd Anyway, if you want to understand me and
must be grounded in its own internal logic for any some of the influences behind this game better,
of it to resonate with the audience. I hope to have check out some of these items. This is not a list of
done that, and broken that rule, well enough for all the things that inspired Lasers & Liches directly,
our universe to resonate with you. just a list of things I feel have influenced me in
ways that helped create this game. Otherwise, this
Early in design we decided we did not want to game is exactly what you bring to it. I just made
just reskin items and call it ours. We wanted to mix some rules, you’ve made the game.
the old and the new into something that was fresh
and respected our mutual past. There are other 2001: A Space Odyssey
games cover some of the things we have in our Chrono Cross
world with greater detail and that’s cool! There is The Dark Souls series
always room. The beauty of our game is not that The Kingdom Hearts series
we know every single reference from your All Godzilla
childhood or the most intricate details of any given Forest Gump
genre. It’s that we know you’re bringing that to the Any Sentai show
table. The things from your past, the moments, Teenage Mutant Ninja Turtles
games, movies, books, music, environment, slang, The Xanth Series
and world you grew up in comes with you. It is The Dune Series
gracefully laid atop the Retroverse and quickly The Digimon Anime
transforms it into something deeply personal. The Muppets
Pokémon
I think this is important because it brings to light Final Fantasy Tactics
something quite human. We are a collection of Gloryhammer
stories, and not just our own. We are the stories we Pink Floyd
tell others; we are the stories we hear from each Transistor
other; we are the stories of
those long gone. To be immortal -Chris
in this reality is to have your
pages passed beyond
your body. We can only
prove we exist almost
exclusively through the
act of telling tales. In
everything, we bring our
stories with us.
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We’ve been asked many times about what I don’t have as many videogame influences
inspires us and there’s not just one thing. There’re because I have stuck to RPGs and other “serious”
a million things that spark my imagination and games that have dominated the market for a long
helps to inspire and influence my art. I try to let all time. There are three games that deserve
the things I loved as a kid be the main focus of my mentioning though, because they taught me you
art style; vibrant colors, clean lines, lots of can be funny, colorful, and badass: Borderlands 2,
draconic features, pink and blue mashups, synth, Saints Row the Third, and War of the Monsters.
over the top gear/weapons, and all the mysticism
of a crazy neon glow. I was introduced a few years These are most of the major influences on my
ago to this specific aesthetic thanks to Far Cry 3: art style and I do all I can to respect the legacy of
Blood Dragon. It had crazy monsters and synth these franchises. They have provided me with so
action I didn’t knew I needed so much in my life. many good times in my childhood and continue to
Then Kung Fury came out and I realized that it inspire my art. Whether that is vibrant neons,
was totally my thing; those colors, the action, the chiseled muscles, or wicked dinosaurs.
fact that you don’t need to achieve realism to be
completely awesome. This is where the -Lluis
Retroverse began for me.
Other media where I draw from and try to pay
homage in my art are the games and movies that
made me who I am. Jurassic Park and Valley of
Gwangi and One Million Years BC had me
completely charmed and scared of dinosaurs. I’ve
also been influenced a lot by pretty much every
kaiju movie in existence, specifically 90s era
Gamera films, with all the spikes and mean
monster designs. Teenage Mutant Ninja Turtles,
Street Sharks, X-men, Thundercats, Mazinger Z,
Power Rangers, and Digimon might be the biggest
influences in my childhood. I strive to emulate
these vibrant cartoon color palettes in my art;
bringing back all the strong colors and
designs we had back in the day!
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APPENDIX C: OGL CONTENT COPYRIGHT NOTICE Lasers and Liches
Test Waves, Lasers & Liches, LLC 2019-
The following is a list of the content that was 2021.
either used from System Reference Document 5.1
(SRD5.1) or content within this document that is
considered Open Game Content (OGC) and is used
under the Open Game License (OGL) in the
beginning of this file. Items mentioned within the
appendix are considered OGC.
Any content that directly references, or is, OGL
content is in Red Bold. If the content is not
mentioned here, or is not in Red Bold, it is
considered the property of Lasers and Liches, LLC.
And is NOT OGC. You may not edit, sell, reproduce,
or otherwise use the content
except for your own personal use in
private games. You may stream,
record, or broadcast your games
using this content in video or audio
formats, so long as you state that
you are using (in part or whole) the
Lasers & Liches system either in your
broadcast or in the broadcast
description. You can print copies of this
material for your own personal use.
You may not sell the copies or claim
them as your own content.
Spellcasting for each class
is almost exactly the same as
in the SRD5. The Power Up
feature is based off the
Ability Score Improvement
feature. The Extra Attack
feature is based off the
Extra Attack feature.
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Permission to copy, modify and distribute the files collectively such a notice to any Open Game Content that you Use. No terms
known as the System Reference Document 5.1 (“SRD5”) is may be added to or subtracted from this License except as
granted solely through the use of the Open Gaming License, described by the License itself. No other terms or Conditions
Version 1.0a. This material is being released using the Open may be applied to any Open Game Content distributed using this
Gaming License Version 1.0a and you should read and License. 3.Offer and Acceptance: By Using the Open Game
understand the terms of that License before using this material. Content You indicate Your acceptance of the terms of this
The text of the Open Gaming License itself is not Open Game License. 4. Grant and Consideration: In consideration for
Content. Instructions on using the License are provided within agreeing to use this License, the Contributors grant You a
the License itself. The following items are designated Product perpetual, worldwide, royalty-free, nonexclusive License with
Identity, as defined in Section 1(e) of the Open Game License the exact terms of this License to Use, the Open Game Content.
Version 1.0a, and are subject to the Conditions set forth in 5.Representation of Authority to Contribute: If You are
Section 7 of the OGL, and are not Open Content: Dungeons & contributing original material as Open Game Content, You
Dragons, D&D, Player’s Handbook, Dungeon Master, Monster represent that Your Contributions are Your original Creation
Manual, d20 System, Wizards of the Coast, d20 (when used as a and/or You have sufficient rights to grant the rights conveyed
trademark), Forgotten Realms, Faerûn, proper names (including by this License. 6.Notice of License Copyright: You must update
those used in the names of Spells or items), places, Underdark, the COPYRIGHT NOTICE portion of this License to include the
Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, exact text of the COPYRIGHT NOTICE of any Open Game Content
EverChanging Chaos of Limbo, Windswept Depths of You are copying, modifying or distributing, and You must add
Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of the title, the copyright date, and the copyright holder's name to
Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine the COPYRIGHT NOTICE of any original Open Game Content you
Hells of Baator, Infernal Battlefield of Acheron, Clockwork Distribute. 7. Use of Product Identity: You agree not to Use any
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Product Identity, including as an indication as to compatibility,
Mounting Heavens of Celestia, Twin Paradises of Bytopia, except as expressly licensed in another, independent
Blessed Fields of Elysium, Wilderness of the Beastlands, Agreement with the owner of each element of that Product
Olympian Glades of Arborea, Concordant Domain of the Identity. You agree not to indicate compatibility or co-
Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile adaptability with any Trademark or Registered Trademark in
Darkness, Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, conjunction with a work containing Open Game Content except
Displacer Beast, Githyanki, Githzerai, Mind Flayer, illithid, Umber as expressly licensed in another, independent Agreement with
Hulk, Yuan-ti. All of the rest of the SRD5 is Open Game Content the owner of such Trademark or Registered Trademark. The use
as described in Section 1(d) of the License. The terms of the of any Product Identity in Open Game Content does not
Open Gaming License Version 1.0a are as follows: OPEN GAME constitute a Challenge to the ownership of that Product Identity.
License Version 1.0a The following text is the property of The owner of any Product Identity used in Open Game Content
Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the shall retain all rights, title and interest in and to that Product
Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: Identity. 8. Identification: If you distribute Open Game Content
(a)"Contributors" means the copyright and/or trademark You must clearly indicate which portions of the work that you
owners who have contributed Open Game Content; are distributing are Open Game Content. 9. Updating the License:
(b)"Derivative Material" means copyrighted material including Wizards or its designated Agents may publish updated versions
derivative works and translations (including into other of this License. You may use any authorized version of this
computer languages), potation, modification, correction, License to copy, modify and distribute any Open Game Content
addition, extension, upgrade, improvement, compilation, originally distributed under any version of this License. 10. Copy
abridgment or other form in which an existing work may be of this License: You MUST include a copy of this License with
recast, transformed or adapted; (c) "Distribute" means to every copy of the Open Game Content You Distribute. 11. Use of
reproduce, License, rent, lease, sell, broadcast, publicly display, Contributor Credits: You may not market or advertise the Open
transmit or otherwise distribute; (d)"Open Game Content" Game Content using the name of any Contributor unless You
means the game mechanic and includes the methods, have written permission from the Contributor to do so. 12.
procedures, processes and routines to the extent such content Inability to Comply: If it is impossible for You to comply with any
does not embody the Product Identity and is an enhancement of the terms of this License with respect to some or all of the
over the prior art and any additional content clearly identified Open Game Content due to statute, judicial order, or
as Open Game Content by the Contributor, and means any work governmental regulation then You may not Use any Open Game
covered by this License, including translations and derivative Material so affected. 13. Termination: This License will
works under copyright law, but specifically excludes Product terminate automatically if You fail to comply with all terms
Identity. (e) "Product Identity" means product and product line herein and fail to cure such breach within 30 days of becoming
names, logos and identifying marks including trade dress; aware of the breach. All sublicenses shall survive the
artifacts; creatures characters; stories, storylines, plots, termination of this License. 14. Reformation: If any provision of
thematic elements, dialogue, incidents, language, artwork, this License is held to be unenforceable, such provision shall be
symbols, designs, depictions, likenesses, formats, poses, reformed only to the extent necessary to make it enforceable.
concepts, themes and graphic, photographic and other visual or 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
audio representations; names and descriptions of characters, 2000, Wizards of the Coast, LLC. System Reference Document
Spells, enchantments, personalities, teams, personas, 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
likenesses and Special abilities; places, locations, environments, Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
creatures, Equipment, magical or supernatural Abilities or Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
effects, logos, symbols, or graphic designs; and any other Chris Sims, and Steve Townshend, based on original material by
trademark or registered trademark clearly identified as Product E. Gary Gygax and Dave Arneson.
identity by the owner of the Product Identity, and which
specifically excludes the OPEN Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are
used by a Contributor to Identify itself or its products or the
associated products contributed to the Open Game License by
the Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement. 2. The
License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix
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