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Published by goroiamanuci, 2023-01-26 07:49:43

Bleach 5e _ GM Binder

Bleach 5e _ GM Binder

W Chapter 6: Kidō ithin the world of Bleach, magic works quite differently. Magic isn't drawn from the weave, but rather spells are produced with strong Reiryoku (Spiritual Power). The closest similarity would be how sorcerers casts magic. Spells are traditionally graded by level. Kidō are graded on a scale from 1 to 99, spells of the latter being the most powerful and the most difficult to perform. To use Kidō, a Shinigami must recite the specific incantation for the spell, which is often long and requires few seconds to speak. The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami. There are three main types of Kidō: Bakudō (Was of Binding), Hadō (Way of Destruction), and Kaidō (Healing Kaidō). Spell Points This book utilizes the variant Spell Point system for casting spells. In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Spell Point Cost Spell Slot Level Point Cost Cantrip 1 1 2 2 3 3 5 4 6 5 7 6 9 7 10 8 11 9 13 Forbidden Kidō Theres also a classification of Kidō which are considered illegal by Soul Society. The use of such spells will commonly result in some form of lengthy imprisonment or worse. The Kidō spells usually fall under this class are those which involving the manipulation of space, time and Kidō which sacrifices the self. Shinigami Spell List The Shinigami spell list is separated into the following three categories: Bakudō. These are a broad category of defensive spells which block/repel attacks or immobilize enemies. They may seem subtle, but these spells can give their users a tactical advantage when used properly. Hadō. Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. Kaidō. Broad category of utility spells. Most consisting of spells that either heal or bolster the body. 151 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shinigami Spells (Bakudō) Cantrips (0 Level) #1 Sai #2 Mage Hand #3 Message #4 Hainawa #5 Prestidigitation #6 Blade Ward #7 Resistance #8 Seki #9 Hōrin 1st Level #10 Alarm #11 Identify #12 Feather Fall #13 Shield of Faith #14 Detect Magic #15 Mage Armor #16 Entangle #17 Sanctuary #18 Absorb Elements #19 Hakufuku 2nd Level #20 Arcane Lock #21 Sekienton #22 Earthbind #23 Magic Mouth #24 Knock #25 Blur #26 Kyokkō #27 Shibireyubi #28 Locate Object #29 Protection from Evil & Good 3rd Level #30 Shitotsu Sansen #31 Sending #32 Clairvoyance #33 Nondetection #34 Protection from Energy #35 Tiny Hut #36 Magic Circle #37 Tsuriboshi #38 Noren Makuri #39 Enkōsen 4th Level #40 Secret Chest #41 Arcane Eye #42 Grasping Vine #43 Locate Creature #44 Magic Aura #45 Stoneskin #46 Private Sanctum #47 Resilient Sphere #48 Greater Invisibility #49 Inemuri 5th Level #50 Wall of Force #51 Antilife Shell #52 Commune with nature #53 Dispel Evil & Good #54 Legend Lore #55 Passwall #56 Telepathic Bond #57 Arcane Hand #58 Kakushitsuijaku #59 Teleportation Circle 6th Level #60 Find the Path #61 Rikujōkōrō #62 Hyapporankan #63 Sajō Sabaku #64 Contingency #65 Primordial Ward #66 Blade Barrier #67 Globe of Invulnerability #68 Forbiddance #69 True Seeing 7th Level #70 Instant Summons #71 Sequester #72 Hachigyō Sōgai #73 Tozanshō #74 Symbol #75 Gochūtekkan #76 Kūkanten'i #77 Tenteikūra #78 Plane Shift #79 Kuyō Shibari 8th Level #80 Power Word Stun #81 Dankū #82 Shiju no Saimon #83 Antipathy/Sympathy #84 Arcane Gate #85 Mighty Fortress #86 Mind Blank #87 Maze #88 Demiplane #89 Antimagic Field 9th Level #90 Mass True Seeing #91 Hindsight #92 Screen #93 Greater Contingency #94 Spell Turning #95 Prismatic Wall #96 Invulnerability #97 Keikaigi #98 Jikanteishi #99 Kin/Bankin 10th Level (Secret) #1 Spell Reflection #2 Peripety #3 Soul Scry 152 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shinigami Spell List (Hadō) Cantrips (0 Level) #1 Shō #2 Fire Bolt #3 Ray of Frost #4 Byakurai #5 Acid Splash #6 Poison Spray #7 Thunderclap #8 Sacred Flame #9 Chill Touch 1st Level #10 Burning Hands #11 Tsuzuri Raiden #12 Fushibi #13 Ice Knife #14 Ray of Sickness #15 Thunderwave #16 Dissonant Whispers #17 Divine Favor #18 Inflict Wounds #19 Witch Bolt 2nd Level #20 Dust Devil #21 Cloud of Daggers #22 Acid Arrow #23 Snowball Swarm #24 Scorching Ray #25 Shatter #26 Moonbeam #27 Spiritual Weapon #28 Ray of Enfeeblement #29 Phantasmal Force 3rd Level #30 Elemental Weapon #31 Shakkahō #32 Ōkasen #33 Sōkatsui #34 Crusader's Mantle #35 Sleet Storm #36 Lightning Bolt #37 Pulse Wave #38 Vampiric Touch #39 Spirit Shroud 4th Level #40 Elemental Bane #41 Confusion #42 Shadow of Moil #43 Vitriolic Sphere #44 Ice Storm #45 Storm Sphere #46 Phantasmal Killer #47 Blight #48 Sickening Radiance #49 Gravity Sinkhole 5th Level #50 Holy Weapon #51 Cloudkill #52 Cone of Cold #53 Synaptic Static #54 Haien #55 Destructive Wave #56 Enervation #57 Daichi Tenyō #58 Tenran #59 Dawn 6th Level #60 Eyebite #61 Conjure Volley #62 Freezing Sphere #63 Raikōhō #64 Mental Prison #65 Gravity Fissure #66 Circle of Death #67 Harm #68 Sunbeam #69 Disintegrate 7th Level #70 Acanist's Sword #71 Divine Word #72 Power Word Pain #73 Sōren Sōkatsui #74 Prismatic Spray #75 Fire Storm #76 Kongōbaku #77 Crown of Stars #78 Zangerin #79 Finger of Death 8th Level #80 Illusory Dragon #81 Feeblemind #82 Gaki Rekkō #83 Incendiary Cloud #84 Maddening Darkness #85 Sunburst #86 Horrid Wilting #87 Dark Star #88 Hiryū Gekizoku Shinten Raihō #89 Reality Break 9th Level #90 Kurohitsugi #91 Senju Kōten Taihō #92 Blade of Disaster #93 Hyōga Seiran #94 Weird #95 Psychic Scream #96 Ittō Kasō #97 Time Ravage #98 Power Word Kill #99 Goryūtenmetsu 10th Level (Secret) #1 Ruin #2 Dire Winter #3 Teppūsatsu 153 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shinigami Spell List (Kaidō) Cantrips (0 Level) #1 Jump #2 True Strike #3 Gust #4 Light #5 Druidcraft #6 Guidance #7 Mending #8 Spare the Dying #9 Close Wound 1st Level #10 Ceremony #11 Detect Poison & Disease #12 Purify Food & Drink #13 Create or Destroy Water #14 Goodberry #15 Heroism #16 Bless #17 False Life #18 Healing Word #19 Cure Wounds 2nd Level #20 Protection from Poison #21 Calm Emotions #22 Enhance Ability #23 Aid #24 Fortune's Favor #25 Warding Bond #26 Enlarge/Reduce #27 Gentle Repose #28 Lesser Restoration #29 Prayer of Healing 3rd Level #30 Catnap #31 Daylight #32 Plant Growth #33 Create Food and Water #34 Feign Death #35 Beacon of Hope #36 Remove Curse #37 Haste #38 Aura of Vitality #39 Revivify 4th Level #40 Motivational Speech #41 Freedom of Movement #42 Guardian of Nature #43 Tiny Servant #44 Aura of Purity #45 Aura of Life #46 Death Ward #47 Healing Spirit #48 Mass Healing Word #49 Polymorph 5th Level #50 Skill Empowerment #51 Fabricate #52 Animate Objects #53 Awaken #54 Circle of Power #55 Hallow #56 Life Transference #57 Greater Restoration #58 Modify Memory #59 Greater Revivify 6th Level #60 Heroes Feast #61 Mass Freedom of Movement #62 Create Homunculus #63 Creation #64 Mass Haste #65 Arcanist's Transformation #66 Mass Death Ward #67 Heal #68 Siphon Life #69 Reincarnate 7th Level #70 Mass Skill Empowerment #71 Tether Essence #72 Immortal Fortitude #73 Energetic Healing #74 Regenerate #75 Magic Jar #76 Soul Cage #77 Fast Healing #78 Simulacrum #79 Raise Dead 8th Level #80 Glibness #81 Holy Aura #82 Celerity #83 Darts of Life #84 Mass Restoration #85 Mass Fortune's Favor #86 Field of Exhaustion #87 Antimagic Ray #88 Clone #89 Resurrection 9th Level #90 Foresight #91 Power Word Heal #92 Mass Heal #93 Transcend Mortality #94 Shapechange #95 Mass Polymorph #96 True Polymorph #97 Permanency #98 Anathema #99 True Resurrection 10th Level (Secret) #1 Eternal Freedom #2 Contingent Resurrection #3 Wish 154 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Human Spell List Cantrips (0 Level) Acid splash Blade ward Booming Blade Control Flames Create Bonfire Fire Folt Friends Frostbite Guidance Gust Hold Person Infestation Jump Light Lightning Lure Mage Hand Mending Message Mind Sliver Minor Illusion Mold Earth Poison Spray Ray of Frost Resistance Shape Water Spare the Dying Sword Burst Thaumaturgy Toll the Dead Vicious Mockery 1st Level Alarm Armor of Agathys Arms of Hadar Bane Burning Hands Charm Person Chromatic Orb Color Spray Comprehend Languages Cure Wounds Detect Magic Detect Evil & Good Detect Poison & Disease Disguise Self Dissonant Whispers Faerie Fire False Life Feather Fall Find Familiar Floating Disk Gift of Alacrity Grease Hellish Rebuke Hex Hideous Laughter Identify Illusory Script Inflict Wounds Longstrider Mage Armor Magnify Gravity Protection from Evil & Good Purify Food and Drink Ray of Sickness Sanctuary Shocking Grasp Sleep Thunderwave Unseen Servant Zephyr Strike 2nd Level Aid Air Bubble Alter Self Arcane Lock Arcanist's Scorcher Augury Borrowed Knowledge Calm Emotions Continual Flame Crown of Madness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Enthrall Find Traps Flame Blade Flaming Sphere Fortunes Favor Gentle Repose Gift of Gab Glowing Coin Heat Metal Hold Person Immovable Object Invisibility Knock Lesser Restoration Locate Object Magic Mouth Magic Weapon Mind Spike Mind Whip Mirror Image Pass without Trace Protection from Evil & Good Ray of Enfeeblement Scorching Ray See Invisibility Shadow Blade Shatter Silence Spider Climb Suggestion Wristpocket 3rd Level Animate Dead Aura of Vitality Beacon of Hope Bestow Curse Blink Clairvoyance Counterspell Daylight Dispel Magic Enemies Abound Fast Friends Feign Death Fireball Fly Glyph of Warding Haste Hunger of Hadar Hypnotic Pattern Intellect Fortress Lightning Bolt Magic Circle Major Image Nondetection Protection from Energy Remove Curse Sending Shield Sleet Storm Slow Speak with Dead Spirit Shroud Tiny Hut Tongues Water Breathing Water Walk 4th Level Arcane Eye Aura of Life Banishment Black Tentacles Blight Charm Monster Compulsion Confusion Control Water Death Ward Dimension Door Divination Freedom of Movement Gravity Sinkhole Greater Invisibility Hallucinatory Terrain Ice Storm Magic Aura Phantasmal Killer Private Sanctum Psychic Lash Resilient Sphere Secret Chest Shadow of Moil Stone Shape Storm Sphere Tiny Servant Wall of Fire 5th Level Animate Objects Antilife Shell Arcane Hand Circle of Power Cloudkill Cone of Cold Contact Other Plane Contagion Creation Dominate Person Dream Enervation Fabricate Far Step Geas Hold Monster Legend Lore Mislead Modify Memory Negative Energy Flood Passwall Planar Binding Scrying Seeming Synaptic Static Telekinesis Telepathic Bond Teleportation Circle Wall of Force 155 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


6th Level Blade Barrier Bones of the Earth Chain Lightning Contingency Create Homunculus Create Undead Creation Disintegrate Freezing Sphere Gravity Fissure Harm Mass Suggestion Otherworldy Guise Programmed Illusion Reincarnate Summon Fiend True Seeing Wall of Ice Wind Walk Word of Recall 7th Level Arcanist's Sword Crown of Stars Delayed Blast Fireball Etherealness Finger of Death Fire Storm Forcecage Instant Summons Magnificent Mansion Mirage Arcane Plane Shift Power Word Pain Prismatic Spray Project Image Raise Dead Reverse Gravity Sequester Simulacrum Symbol Teleport 8th Level Antimagic Field Antipathy/Sympathy Arcane Gate Clone Control Weather Dark Star Demiplane Earthquake Feeblemind Glibness Power Word Stun Reality Break Resurrection Sunburst Tsunami 9th Level Astral Projection Blade of Disaster Foresight Gate Imprisonment Meteor Swarm Power Word Kill Prismatic Wall Ravenous Void Storm of Vengeance 156 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Quincy Spell List Cantrips (0 Level) Create Bonfire Dancing Lights Druidcraft Guidance Jump Mage Hand Magic Stone Mending Message Resistance Sacred Flame Sapping Sting Shillelagh Spare the Dying Thunderclap Toll the Dead True Strike Word of Radiance 1st Level Alarm Bless Color Spray Create or Destroy Water Detect Magic Detect Poison & Disease Divine Favor Ensnaring Strike Faerie Fire Floating Disk Goodberry Healing Word Heroism Hunter's Mark Identify Illusory Script Protection from Evil & Good Purify Food & Drink Sanctuary Searing Smite Shield of Faith Thunderous Smite Thunderwave Wolke Wrathful Smite 2nd Level Acid Arrow Aid Arcane Lock Augury Blindness/Deafness Branding Smite Calm Emotions Continual Flame Cordon of Arrows Darkvision Enhance Ability Enlarge/Reduce Find Traps Gentle Repose Heat Metal Hold Person Knock Lesser Restoration Levitate Locate Object Magic Mouth Pass without Trace Protection from Poison Qualkreis See Invisibility Silence Wristpocket 3rd Level Blinding Smite Conjure Barrage Crusaders Mantle Daylight Dispel Magic Flame Arrows Fly Glyph of Warding Gritz Haste Intellect Fortress Lightning Arrow Nondetection Pulse Wave Remove Curse Revivify Sending Slow Tiny Hut Water Walk 4th Level Arcane Eye Death Ward Dimension Door Guardian of Faith Heizen Magic Aura Private Sanctum Resilient Sphere Secret Chest Sickening Radiance Staggering Smite Tiny Servant 5th Level Antilife Shell Banishing Smite Circle of Power Dispel Evil & Good Fabricate Geas Hallow Holy Weapon Planar Binding Sprenger Swift Quiver Teleportation Circle Wall of Force Wall of Light 6th Level Conjure Volley Contingency Find the Path Forbiddance Geldschrank Heal Platinum Shield Sunbeam Wind Walk Word of Recall 7th Level Divine Word Etherealness Force Cage Instant Summons Magnificent Mansion Plane Shift Prismatic Spray Sequester Symbol Telepathy Teleport 8th Level Antipathy/Sympathy Arcane Gate Demiplane Holy Aura Sunburst 9th Level Astral Projection Foresight Gate Kirchenlied: Sankt Zwinger Meteor Swarm Prismatic Wall 157 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spell Descriptions The spells presented here are new spells, adjusted spells (excluding level changes) and other spells not present in the Players Handbook; all organized in alphabetical order. Air Bubble 2nd-level Conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 24 hours You create a transparent globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Anathema 9th-level Enchantment [Kaidō] Casting Time: 1 action Range: 5 feet Components: V, S Duration: Special You can attempt to pierce the Saketsu and Hakusui of a creature and seal their spiritual power. You make a melee spell attack against a creature you can see within range. On a success the target takes 14d6 necrotic damage and loses access to any magical abilities or effects it has such as spellcasting, class abilities and magical racial abilities. This spell does not affect plants or constructs. At the beginning of each day, the target can make a Constitution saving throw and continue to make saving throws until they either succeed three times or fail three times, whichever comes first. On a third failure, the creature dies. On a third success, this spell ends on that creature. Antimagic Ray 8th-level Abjuration [Kaidō] Casting Time: 1 action Range: 60 feet Components: V, S, M (A pinch of powdered iron or iron filings) Duration: Concentration, up to 1 hour A shimmering beam of energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target is treated as if they were within an Antimagic Field for the duration of this spell. At Higher Levels. When you cast this spell using a 9thlevel spell slot, you create two additional rays. Arcanist's Transformation 6th-level Transmutation [Kaidō] Casting Time: 1 action Range: Self Components: V, S, M (a few hairs from a bull) Duration: Concentration, up to 10 minutes You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. You have advantage on attack rolls that you make with simple and martial weapons. When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. You have proficiency with all armor, shields, simple weapons, and martial weapons. You have proficiency in Strength and Constitution saving throws. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Arcane Armor 10th-level Conjuration [Bakudō] Casting Time: 1 minute Range: Touch Components: V, S Duration: 24 hours Incantation: Words You touch a willing creature, a protective magical force surrounds it until the spell ends. The target gains a +20 bonus to it's AC. Blade of Disaster 9th-level Conjuration [Hadō] Casting Time: Bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force. 158 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Borrowed Knowledge 2nd-level Divination Casting Time: 1 Action Range: Self Components: V, S, M (a book worth at least 25 gp) Duration: 1 Hour You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again. Byakurai Cantrip Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous A small stroke of lightning forming a line 20 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Celerity 8th-level Transmutation [Kaidō] Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You target a willing creature within range. The target can take their Reaction to immediately take an action as if it was their turn. Until your next turn the target cannot take reactions. Close Wound Cantrip Evocation [Kaidō] Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch an ally and channel reiryoku into them to rapidly speed up their natural healing. If the target has at least 1 hit point, it can spend one of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total. A creature touched by this spell can spend one additional Hit Die when you reach 5th level (2), 11th level (3), and 17th level (4). Contingent Resurrection 10th-level Necromancy [Kaidō] Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration: Until dispelled Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up spell points, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), they are restored to life and complete health 1 minute later, so long as even a tiny bit of the target remains for contingent resurrection to act upon. A radiant flash of light shines from the remaining part of the target, illuminating everything within 20 feet. The creature is restored to full hit points, vigor, and health. However, the subject permanently loses 1 point of Constitution if the subject was 1st level or had 9 or less hit dice. Contingent resurrection does not work on a creature that has died of old age. Create Homunculus 6th-level Transmutation [Kaidō] Casting Time: 1 hour Range: Touch Components: V, S, M (clay, ash, and madrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) Duration: Instantaneous While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus’s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails. Crown of Stars 7th-level Evocation Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. 159 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. Daichi Tenyō 5th-level Transmutation [Hadō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Dankū 8th-level Abjuration [Bakudō] Casting Time: 1 reaction, which you take when you are targeted by an attack, spell or ability Range: Self Components: V, S Duration: 1 round A translucent wall of force springs existence protecting you against harm. When an attack, spell or ability is made against you, the wall blocks it, causing the attack to miss or the spell to have no effect on you. Dark Star 8th-level Evocation [Hadō] Casting Time: 1 action Range: 150 feet Components: V, S, M (a shard of onyx and a drop of the caster’s blood, both of which the spell consumes) Duration: Concentration, up to 1 minute This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell’s area is difficult terrain. A creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. Darts of Life 8th-level Evocation [Kaidō] Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Seven golden star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature within 120 feet of you. When you do so, the target regains 4d12 hit points. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. Dawn 5th-level Evocation [Hadō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration: Concentration, up to 1 minute The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foothigh cylinder of bright light glimmers there. This light is sunlight. 160 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. Dire Winter 10-level Evocation [Hadō] Casting Time: 10 minutes Range: 1 mile Components: V, S Duration: 24 Hours Raging winds and a hail of rock-hard ice pounds to the ground in a 2 mile radius centered on a point within range. Everything in the storm takes 1 point of cold damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the Area. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. Enemies Abound 3rd-level Evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Energetic Healing 7th-level Abjuration [Kaidō] Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes This spell converts magical energy damage into healing power. You touch a willing creature rendering it immune to either acid, cold, fire, lightning, or thunder damage. The next time the target is subjected to magical damage of the chosen type, they instead regain hit points equal to half of the damage that would be dealt. This spell ends early on a creature once they regained a number of hit points equal to 2 x your character level. Enervation 5th-level Necromancy [Hadō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Enkōsen 3rd-level Abjuration [Bakudō] Casting Time: 1 reaction, which you take when you are hit by an attack or take damage from a spell Range: Self Components: V, S Duration: 1 round A dull yellow barrier of energy appears and protects you. Until the start of your next turn, you can choose to have resistance to the damage you take from the triggering attack, or gain a +5 bonus to AC, including against the triggering attack. Either option you choose, you take no damage from magic missile. Eternal Freedom 10th-level Abjuration [Kaidō] Casting Time: 1 hour Range: Touch Components: V, S Duration: Until dispelled The subject becomes immune to the following conditions, spells and effects: Conditions. Grappled, paralyzed, petrified, restrained, stunned Spells. Any spell that would restrict movement or actions, such as Sai, Slow, Sleep, and Time Stop. Fast Friends 3rd-level Enchantments Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid 161 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability. You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Fast Healing 7th-level Transmutation [Kaidō] Casting Time: 1 action Range: 5 feet Components: V, S Duration: 1 minute You choose any number of creatures within range. A creature affected regains 5 hit points at the beginning of their turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the target regains an additional 5 hit points on each of their turns. Field oF Exhaustion 8th-level Enchantment [Kaidō] Casting Time: 1 action Range: 60 feet Components: V, S, M (A drop of sweat & a drop of molasses) Duration: 1 hour You create a 30-foot radius sphere centered on you that moves with you. Creatures within the field can't regain hit points. Additionally, a creature that starts their turn in the field must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. You can choose whether a creature within the field is affected by the spell or not. Fortune's Favor 2nd-level Divination [Kaido] Casting Time: 1 minute Range: 60 feet Components: V, S, M (a white pearl worth at least 100 gp, which the spell consumes) Duration: 1 hour You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Fushibi 1st-level Enchantment [Hadō] Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You choose two spells, a Bakudō that doesn't deal damage and a Hadō of 3rd level or lower that deals fire damage. You must spend an additional amount of SP equal to the SP costs of the chosen spells. You cast the Bakudō spell as normal. While this Kidō and the chosen Bakudō are active, as an action you may have each creature affected by the Bakudō to be affected by the chosen Hadō, as if you casted it. They make saving throws as normal. Gaki Rekkō 8th-level Evocation [Hadō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A cage-like formation appears in the shape of a cylinder that is 60 feet tall with a 20-foot radius, centered on a point you can see within range. Each creature within the cylinder must make a Dexterity saving throw. A creature takes 10d6 force damage on a failed save, or half as much damage on a successful one. Geldschrank 6th-level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (Seele Schneider) Duration: Concentration, up to 1 minute You make a ranged weapon attack with your Heilig Bogen using the material component as ammunition (which the spell consumes). On a successful hit, the Seele Schneider stops in mid-air just before hitting the target and surrounds them in a 10-foot cube barrier of high density Reishi for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. 162 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


During the duration, as an action, you cause the barrier to collapse in on itself crushing the target within and then exploding in an enormous explosion. The target must make a Dexterity saving throw. The target takes 3d6 bludgeoning damage and 3d6 force damage on a failed save, and half as much on a successful one. Gift of Alacrity 1st-level Divination Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. Gift of Gab 2nd-level Enchantment Casting Time: 1 reaction (which you take when you speak to another creature) Range: Self Components: V, S, M (2 gp, which the spell consumes) Duration: Instantaneous When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell. Glowing Coin 2nd-level Enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a coin) Duration: Instantaneous When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. Gochūtekkan 7th-level Conjuration [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 5 minutes Incantation: Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end. You clasp your hands together, as your chanting, five small yellow orbs emerge from your hands and circle your head. Raising your clasped hands above your head and slapping downwards the orbs are sent into the ground. A bright light flashes above a target you can see within range and five pentagonal pillars linked by chains crash down on the target. Each pillar is 10 feet tall and 3 feet thick. The target must make a Dexterity saving throw. On a failed save they are prone and grappled for the duration. Additionally, the target is barred from teleportation or interplanar travel and can't perform somatic components from spells. On each of the creatures turns it can spend an action to make a Strength saving throw, ending the spell on a success. Goryūtenmetsu 9th-level Evocation [Hadō] Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Five enormous dragons of energy erupt from the ground and dive into five different points you can see within range creating an explosion. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. A creature takes 20d6 force damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Gravity Fissure 6th-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (a fistful of iron filings) Duration: Instantaneous You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed ave, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Gravity Sinkhole 4th-level Evocation [Hadō] Casting Time: 1 action Range: 120 feet Components: V, S, M (a black marble) Duration: Instantaneous A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. 163 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Gritz 3rd-level Abjuration Casting Time: 1 action Range: 10 feet Components: V, S, M Duration: 1 hour Make a ranged spell attack against a creature you can see within range. On a success a 10-foot cube metallic barrier forms around the creature. For the spells duration the creature has full-cover and is restrained. Greater Contingency 9th-level Evocation Casting Time: 10 minutes Range: 5 feet Components: V, S, M (a statuette of the target carved from ivory and decorated with gems worth at least 3,000 gp) Duration: Instantaneous Choose a spell of 7th level or lower that you can cast, that has a casting time of 1 action, and that can target you or an ally. You cast that spell (called the contingent spell) as part of casting greater contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. The target describes that circumstance when you cast the two spells. For example, a greater contingency cast with water breathing might stipulate that water breathing comes into effect when the target is engulfed in water or a similar liquid. When the circumstance is met for the first time for the contingent spell, the target may have the spell take effect. If they do, greater contingency ends. If not, the spell persists until the circumstance is met again. The contingent spell takes effect only on the target, even if it can normally target others. A creature can only have one contingency spell active on them at a time. Also, contingency ends on the target if its material component is ever not on their person. Greater Revivify 5th-level Necromancy [Kaidō] Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 500 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last hour. That creature returns to life, if it they are willing, with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Guardian of Nature 4th-level Transmutation [Kaidō] Casting Time: Bonus action Range: Self Components: V Duration: Concentration, up to 1 minute A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree. Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits: Your walking speed increases by 10 feet. You gain darkvision with a range of 120 feet. You make Strength-based attack rolls with advantage. Your melee weapon attacks deal an extra 1d6 force damage on a hit. Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits: You gain 10 temporary hit points. You make Constitution saving throws with advantage. You make Dexterity- and Wisdom-based attack rolls with advantage. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies. Hachigyō Sōgai 7th-level Illusion [Bakudō] Casting Time: 1 hour Range: 120 feet Components: V, S Duration: 24 hours You cause a temple to shimmer into existence in an area you can see within range. The temple is a cube of space, up to 120 feet on each side. The temple remains until the spell ends. The area within the temple is removed from existence and removes the space from all outsider's consciousness. When you cast this spell you can choose any number of creatures that are not affected by this spell. Additionally, while this spell is active, you can perform a 1 minute ritual and expend a 3rd level or higher spell slot to add or remove creatures affected by the spell or not. The temple matches any surrounding buildings or terrain and appears ordinary. All creatures subconsciously avoid the area and the thought of approaching the temple does not occur. In addition, sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells. The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent. Haien 5th-level Evocation [Hadō] Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute Flames wreathe one target you can see within range. The target must make a Dexterity saving throw. 164 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. Hainawa Conjuration Cantrip [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You generate a crackling yellow energy rope made from reishi and bind a target. Make a ranged spell attack against a creature within range that you can see. On a successful hit, the target is grappled for the duration. If you move out of range, the spell ends. Hakufuku 1st-level Enchantment [Bakudō] Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, cherry blossoms, or a cricket) Duration: 1 minute The target sees an illusion of purple cherry blossoms falling around as their consciousness fades. Choose a creature you can see within range, they must make a Wisdom saving throw. On a failed save the creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. On a successful save, the creature is immune to this spell for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by this spell. Healing Spirit 4th-level Conjuration [Kaidō] Casting Time: Bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 10-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d10 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d10 for each slot level above 4th. Heizen 4th-level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M Duration: Instantaneous You launch four Gintō which creates a transparent, rectangular box of energy which slices through the opponent. Make a ranged spell attack against a creature or object you can see within range. On a success, the target takes 4d10 force damage. If the target is a Hollow, you have advantage on the attack roll. Hindsight 9th-level Divination [Bakudō] Casting Time: 1 hour Range: Self Components: V, S, M (An hourglass with inlaid diamonds worth at least 2000 gp, which the spell consumes) Duration: Instantaneous As you finish this ritual, phantom images appear before your eyes, moving in reverse. Suddenly they cease their movements and seem more real. You watch as the phantom images play out their parts in quick succession, showing you the knowledge of the past. You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than a span of centuries, for example. You can view only one span of time per casting, chosen from the following options: Days: You sense the events of the past, stretching back 1 + 1d6 days. You gain detailed knowledge of the people, conversations, and events that transpired. Weeks: You gain a summary of the events of the past, stretching back 1d4 weeks. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place. Months: You gain a general idea of the events of the past, stretching back 1d12 months. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings. Years: You gain a brief idea of the events of the past, stretching back 1d100 years. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other major happenings. 165 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Hiryū Gekizoku Shinten Raihō 8th-level Evocation [Hadō] Casting Time: 1 round Range: Self Components: V, S Duration: Instantaneous A gigantic beam of electrical and spiritual energy forming a line 100 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage and 8d6 force damage on a failed save, or half as much damage on a successful one. Holy Weapon 5th-level Evocation [Hadō] Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. Hyapporankan 6th-level Conjuration [Bakudō] Casting Time: 1 action Range: 20 feet Components: V, S Duration: 1 minute You generate a blue-white glowing rod of energy and throw it in a direction. The rod then multiplies into a hundred more rods creating a horizontal cylinder thats 80 feet long and 20 feet wide. Each creature in the cylinder must make a Dexterity saving throw. A creature is pushed back 60 feet on a failed save. Additionally, if a creature is pushed back and collides with a solid surface, the creature is restrained for the duration. On each of it's turns, the creature can spend an action to make a Strength saving throw to end this affect or deal damage to the rods restraining them, which have a collected hit points of 15 and an AC of 0. Hyōga Seiran 9th-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (a small crystal worth 200 gp) Duration: Instantaneous A blast of cold air erupts from your hands. Each creature in a 80-foot cone must make a Constitution saving throw. A creature takes 20d6 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue. Hōrin Conjuration Cantrip [Bakudō] Casting Time: 1 action Range: 40 feet Components: V, S Duration: Concentration, 1 minute Incantation: Disintegrate, you black dog of Rondanini! Look upon yourself with horror and tear out your own throat! You generate an orange-hued tendril with spiraling yellow patters. Choose two humanoids that you can see within range. The target must succeed on a Strength saving throw or be grappled for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. Additionally, while you concentrate on this spell, as an action you can make opposed strength checks against the grappled creatures. On a success you can move them in any direction up to 10 feet. If you would end your turn and the two creatures are adjacent to each other, you no longer need to concentrate on the spell. Illusory Dragon 8th-level Illusion [Hadō] Casting Time: 1 action Range: 120 feet Components: S Duration: Concentration, up to 1 minute By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath. 166 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Immortal Fortitude 7th-level Abjuration [Kaidō] Casting Time: 1 action Range: Self Components: V, S Duration: Concentration So long as you maintain concentration on this spell, you cannot be killed or incapacitated by effects, spells or attacks that reduce you to 0 or fewer hit points. If you take such damage, you can make a Constitution saving throw with a DC equal to the damage taken. If you fail this save, you die or fall unconscious (as appropriate). If this save is successful, you are still alive and conscious, with 1 hit point remaining. This spell provides no protection against effects that slay you without dealing hit point damage. After you attempt three Constitution saving throws to avoid death or unconsciousness by this spell, this spell automatically ends. Immovable Object 2nd-level Transmutation Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: 1 hour You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. Inemuri 4th-level Enchantment [Bakudō] Casting Time: 1 action Range: 10 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute You hold your hand out to a humanoid within range and overwhelm it with your reiatsu. If the creature you choose has 30 hit points of fewer, it falls into a magical slumber. Otherwise, the spell has no effect. The creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the hit point threshold by 10 for each slot level above 4th. Intellect Fortress 2rd-level Abjuration Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Ittō Kasō 9th-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (One of your limbs, which the spell consumes) Duration: Instantaneous By sacrificing a piece of your own body you create a massive pillar of energy the shape of a Katana tip. A cylinder that is 200 feet tall and 50 feet wide appears on a point centered on you. Each creature in the cylinder must make a Dexterity saving throw; you have disadvantage on this saving throw. A target takes 100 + your Hit Die in fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Jikanteishi 9th-level Transmutation [Bakudō] Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. 167 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kakushitsuijaku 5th-level Divination [Bakudō] Casting Time: 1 action Range: 5 feet Components: V, S, M (black powder worth 5 gp, which the spell consumes) Duration: Concentration, up to 1 hour Incantation: Heart of the south, eye of the north, finger of the west, foot of the east, arrive with the wind and depart with the rain Using the black powder, upon a solid surface you draw a circle with four quadrants and symbols in each one. The circle glows and symbols begin to flicker and information is revealed to you. Describe or name a creature that is familiar to you. You sense the direction to the creature's location as well as coordinates of it's location, as long as that creature is within the same plane. If the creature is moving, you know the direction of its movement. If the creature is on a different plane, you only get the name of the plane they're on and the spell ends. Keikaigi 9th-level Conjuration [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute Incantation: My right hand is the stone that bridges worlds. My left hand is the blade that binds reality. The blackhaired shepherd is hung from a chair. Stratus clouds come, and I strike down the ibis. You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. Kirchenlied: Sankt Zwinger 9th-level Conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute From your outstretched hand a number of roman numeralinscribed constructs shoot out into the ground, several towering columns of Reishi, shaped like the Quincy Cross, erupt upwards in a circular formation around you. A 40-foot radius 60-foot high column centered on you springs into existence. Any creature (other than you) that enters the area for the first time, moves within the area for the first time, starts or ends their turn within the area, must make a Dexterity saving throw. The creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. Bankin 9th-level Abjuration [Bakudō] Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create magical restraints to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. 168 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. Kongōbaku 7th-level Evocation [Hadō] Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute You hurl a ball of red energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Kūkanten'i 7th-level Conjuration [Bakudō] Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be familiar to you, and it must be on the same plane of existence as you. Kurohitsugi 9th-level Evocation [Hadō] Casting Time: 1 action Range: 1,000 Feet Components: V, S, M (a small, nine-pointed star made of iron) Duration: Concentration, up to 1 minute Incantation: Seeping crest of turbidity. Arrogant vessel of lunacy! Boil forth and deny! Grow numb and flicker! Disrupt sleep! Crawling queen of iron! Eternally selfdestructing doll of mud! Unite! Repulse! Fill with soil and know your own powerlessness! You create a 20-foot-cube of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the cube and any space within 30 feet of it are difficult terrain, and nonmagical objects fully inside the cube are destroyed if they aren’t being worn or carried. A creature that starts its turn within the cube takes 8d10 force damage and is restrained until it is no longer in the cube. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. Kuyō Shibari 7th-level Conjuration [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create nine black holes with purple oultines that surround a creature within range you can see. The black holes emit immense gravitational energy on the target. The target must make a Constitution saving throw. On a failure, the creature is incapacitated and restrained for the duration. Kyokkō 2nd-level Illusion [Bakudō] Casting Time: 1 action Range: Touch Components: V, S, M (en eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Legend Lore 5th-level Divination [Bakudō] Casting Time: 10 minutes Range: Self Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) Duration: Instantaneous Name or describe a person, place, or object and you choose Legend or Lore. If you choose lore the spell brings to your mind a brief summary of the significant and common known information about the thing you named. If you choose legend the spell brings to your mind current tales, forgotten stories, or even secret lore that has never been widely known. The information you learn is accurate but might be shrouded in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word of their land on the lips." 169 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Life Transference 5th-level Necromancy [Kaidō] Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You sacrifice some of your health to mend another creature’s injuries. You take up to 6d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Maddening Darkness 8th-level Evocation [Hadō] Casting Time: 1 action Range: 150 feet Components: V, M (a drop of pitch mixed with a drop of mercury) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Magnify Gravity 1st-level Transmutation Casting Time: 1 action Range: 60 feet Components: V, M Duration: 1 round The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Mass Death Ward 6th-level Abjuration [Kaidō] Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You choose up to 4 creature you can see within range and grant them a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. Mass Fortune's Favor 8th-level Divination [Kaidō] Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a white pearl worth at leas 1,000 gp, which the spell consumes) Duration: 24 hours You impart two motes of luck on up to 5 creatures you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can expend a mote of luck to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can expend a mote to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. Mass Freedom of Movement 6th-level Abjuration [Kaidō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: Concentration, up to 1 hour Choose up to 6 six creatures you can see within range. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. Mass Haste 6th-level Transmutation [Kaidō] Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose up to 4 willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. 170 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. Mass Healing Word 4th-level Evocation [Kaidō] Casting Time: Bonus action Range: 30 feet Components: V Duration: Instantaneous As you call out words of restoration, choose any number of creatures that you can see within range, each regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d4 for each slot level above 4th. Mass Polymorph 9th-level Transmutation [Kaidō] Casting Time: 1 action Range: 120 feet Components: V, S, M (a caterpillar cacoon) Duration: Concentration, up to 1 hour You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Mass Restoration 8th-level Abjuration [Kaidō] Casting Time: 1 action Range: 10 feet Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You imbue any number of creatures you can see within range with positive energy to undo a debilitating effect. You can reduce a creatures exhaustion level by one, or end one of the following effects on them: One effect that charmed or petrified the target One curse, including the target's attunement to a cursed magic item Any reduction to one of the target's ability scores One effect reducing the target's hit point maximum Mass Skill Empowerment 7th-level Transmutation [Kaidō] Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Your magic deepens a creature’s understanding of its own talent. You choose up to 4 willing creature you can see within range and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. Mass True Seeing 9th-level Divination [Kaidō] Casting Time: 1 action Range: 30 feet Components: V, S, M (an ointment for the eyes that costs 50 gp; is made from mushroom, saffron, and fat; and is consumed by the spell) Duration: 1 hour This spell gives willing creatures the ability to see things as they actually are. Choose any number of creatures withing range, for the duration those creatures have truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet. Mental Prison 6th-level Illusion [Hadō] Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. 171 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Mighty Fortress 8th-level Conjuration [Bakudō] Casting Time: 1 minute Range: 1 mile Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. Mind Sliver Cantrip Enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Spike 2nd-level Divination Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 hour You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Mind Whip 2nd-level Enchantment Casting Time: 1 action Range: 90 feet Components: V Duration: 1 round You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Motivational Speech 4th-level Enchantment [Kaidō] Casting Time: 1 minute Range: 60 feet Components: V Duration: 1 hour You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd. 172 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Negative Energy Flood 5th-level Enchantment Casting Time: 1 action Range: 60 feet Components: V, M (a broken bone & a square of black silk) Duration: Instantaneous You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. Noren Makuri 3rd-level Enchantment [Bakudō] Casting Time: 1 action Range: 10 feet Components: S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell or spell-like effect of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. Ōkasen 3rd-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous A wide yellow beam fires out from you in a line 40 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Otherworldy Guise 6th-level Transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (an object engraved with a symbol of the outer planes, worth at least 500 gp) Duration: Concentration, up to 1 minute Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). Spectral wings appear on your back, giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. Peripety 10th-level Abjuration [Bakudō] Casting Time: 1 minute Range: Self Components: V, S, M (a decorated feather worth 500 gp) Duration: 24 hours For the duration ranged attacks targeted against you rebound on the original attacker. The reflected attack rebounds on the attacker using the same attack roll. Permanency 9th-level Enchantment [Kaidō] Casting Time: 1 hour Range: 5 feet Components: V, S, M (a gem per level of the spell, each worth 500 gp, minimum one gem; which the spell consumes) Duration: Until dispelled This spell allows you to make certain spells permanent. Choose an active spell within range. That spell must meet the following requirements to be affected: The spell has a duration of 1 minute or longer. You know the spell and are able to cast it. If you don't, the material components required are doubled. The spell is 7th level or lower. The spell cannot have targeted more than one creature, but can have an area that affects more than one creature The affected spell then gains the following traits: The duration is changed to "Until dispelled." If the spells duration would end if triggered, it continues to persist until dispelled. If the spell would be affected by Dispel Magic or similar, instead of the spell ending, Permanency ends. This spell and affected spells can still be subjected to antimagic fields. 173 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Platinum Shield 6th-level Abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a piece of platinum worth 500 gp) Duration: Concentration, up to 1 minute You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: Cover. The creature has half cover. Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage. Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. Power Word Pain 7th-level Enchantment [Hadō] Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. Psychic Lance 4th-level Enchantment Casting Time: 1 action Range: 120 feet Components: V Duration: Instantaneous You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Pulse Wave 3rd-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. Raikōhō 6th-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod) Duration: Instantaneous Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle! An orb of yellow energy builds in the palm of your and fire the built-up energy as a massive concentrated blast of energy. A stroke of lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. At then end of the line theres an explosion with a 20-foot radius. Each creature in the radius must makes Dexterity saving throw. a creatures takes 4d6 lightning damage and 4d6 force damage on a failed save, or half as much damage on a successful one. A creature cannot be dealt damage more than once from this spell. 174 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Rain of Fire 10-level Evocation [Hadō] Casting Time: 10 minutes Range: 1 mile Components: V, S Duration: 24 Hours This spell summons a swirling thunderstorm at a point you can see within range that rains fire rather than raindrops down a two-mile radius. Everything in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and not affected by any wind or weather, unless its from a wish spell or 10th level spell. Ravenous Void 9th-level Evocation Casting Time: 1 action Range: 1,000 feet Components: V, S, M (a small, nine-pointed star made of iron) Duration: Concentration, up to 1 minute Incantation: Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle! You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell’s duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying. Reality Break 8th-level Conjuration [Hadō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a crystal prism) Duration: Concentration, up to 1 minute You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success. d10 Effect 1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. 3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. 6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. 9 - 10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. Reincarnate 6th-level Transmutation [Kaidō] Casting Time: 1 hour Range: Touch Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's appearance to change. The GM rolls a d6 on a 1-3 the creature's appearance completely changes, on a 4-6 they retain their previous appearance. The reincarnated creature recalls its former life and experiences and retains the capabilities it had in its original form. Rikujōkōrō 6th-level Conjuration [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Incantation: Carriage of thunder, bridge of a spinning wheel. With light, divide this into six! You point your finger at a target you can see within range. Sparks of yellow energy spark form you finger generating six thin, wide beams of light that slam into the targets midsection holding them in place. 175 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The target must make a Strength saving throw, on a failure they are restrained for the duration. If the creature is currently under the effects of Bakudo #4 Hainawa, the target is instead incapacitated and you do not need to concentrate on this spell. Ruin 10th-level Transmutation [Bakudō] Casting Time: 1 minute Range: 120 feet Components: V, S, M (An ornate idol resembling the target worth 5,000 gp, which the spell consumes) Duration: Instantaneous You choose a creature, object or structure you can see within range. The chosen target is dealt 100 necrotic damage. This spell ignore any immunity or resistance to necrotic damage. Sai Enchantment Cantrip [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: 1 minute Choose a humanoid that you can see within range. The target must succeed on a Strength saving throw or be incapacitated for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 10 feet of each other when you target them. Sajō Sabaku 6th-level Conjuration [Bakudō] Casting Time: 1 action Range: 40 feet Components: V, S Duration: Concentration, up to 1 minute Raising your palm to the target and closing your fist, you call forth yellow energy that takes the form of very thick rope which flies out to and binds a target you can see within range. The target must make a Charisma saving throw. On a failure, the target is restrained for the duration and cannot perform somatic components for spells or abilities. On each of the creatures turns, it can spend an action to make an additional Charisma saving throw, on a success ending the spell. Screen 9th-level Illusion [Bakudō] Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: 24 hours This spell creates a powerful protective illusion in a 30-footcube area you can see within range or up to 7 creatures you choose within range. The chosen area or creatures are protected by divination effects and direct observation. When casting this spell, you can dicate what will and will not be observed in the spell's area. For example, you could have a crossroads appear quiet and empty even while an army is actually passing through the area. Or that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible. Sights, sounds, touch, texture and temperature are created appropriate for the illusion. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. If a spell would attempt to locate an affected creature, or object on one of those creatures, you can choose to have the spell fail or see the image stated by you with no save allowed. Additionally, any sensors creatured by such spells become visible within the area. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Certainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion. Seki Abjuration Cantrip Bakudō Casting Time: 1 reaction, which you take when you are hit by an attack Range: Self Components: V, S Duration: 1 round An orb of light blue energy is generated which repels whatever it strikes. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack. If this bonus to your AC would cause the attack to be unsuccessful, and the attack was a melee attack, the attacker is pushed back 10 feet away. Sekienton 2nd-level Conjuration [Bakudō] Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 hour You create a 20-foot-radius sphere of red colored fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. 176 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Senju Kōten Taihō 9th-level Evocation [Hadō] Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Incantation: Limit of the thousands hands, respectful hands, unable to touch the darkness. Shooting hands unable to reflect the blue sky. The road that basks in light, the wind that ignited the embers, time that gathers when both are together, there is no need to be hesitant, obey my orders. Light bullets, eight bodies, nine items, book of heaven, diseased treasure, great wheel, grey fortress tower. Aim far away, scatter brightly and cleanly when fired! Ten star-like motes of pink energy appear around you. You can send each mote at a different creature or object, or all of them at the same creature or object. When you do so, make a ranged spell attack for each mote. On a hit, the target takes 6d12 radiant damage. Shadow Blade 2nd-level Illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. Shadow of Moil 4th-level Necromancy [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp) Duration: Concentration, up to 1 minute Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Shakkahō 3rd-level Evocation [Hadō] Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: 10 minutes Incantation: Ye Lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south! A bright crimson orb forms in your palm. The orb remains there for the duration and harms neither you nor your equipment. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the orb, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the orb at a point you choose within range, it then blossoms with a loud roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Shibireyubi 2nd-level Enchantment [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Pointing a finger at a creature, a ball of white energy flashes from your finger. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Shijū no Saimon 8th-level Conjuration [Bakudō] Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 5 minutes Shijū no Saimon is a barrier formed by four castings of this spell, each time choosing one of the following barriers listed below. When you arrange the following barriers as three walls and Hōyoku no Jōmon as the roof, a cube is formed enclosing the area. When the barrier is created, you choose Defensive or Offensive. Each wall will apply its listed effect to the interior of the barrier. 177 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Ryūbi no Jōmon. You create multiple pillars, each one being five feet wide, 50 feet tall and 5 feet thick, forming a gigantic shield or door-like barrier on a point within range. The barrier is 50 feet wide, 100 feet tall and 20 feet thick. Each pillar has an AC of 10 and 20 hit points per inch of thickness. Defensive. Friendly creatures regain the maximum number of hit points from any healing. Offensive. Hostile creatures can't regain hit points. Kokō no Jōmon. You create a circular barrier with a 25 foot radius and 10 feet thick that takes the shape of a watermill. As an action, its inner section can be opened up like a set of fangs allowing passage through the barrier. Defensive. When friendly creatures makes a saving throw, they can roll a d10 and add the number rolled to the saving throw. Offensive. When Hostile creatures makes a saving throw, they can roll a d10 and subtract the number rolled to the saving throw. Kigai no Jōmon. You create a barrier of many small hexagons, forming a honeycomb-like structure resembling a turtle shell. This barrier is 50 feet wide, 100 feet tall and 5 feet thick. The barrier has an AC of 10, each hexagon has 10 hit points per inch and a damage threshold of 10. Additionally, when the barrier is subjected to a Hadō spell, it is reflected back at the caster, using the same save DC, spell attack roll and damage. Defensive. Friendly creatures gain resistance to all damage. Offensive. Hostile creatures do not benefit from any resistances and cannot gain resistances of any kind. Hōyoku no Jōmon. You create an obelisk and many planks combining to form a sort of lampshade, resembling folding wings and a crude bird's head/body in the air where it stays suspended. The lampshade is 50 feet in diameter and affects everything directly underneath it. The barrier has an AC of 10 and 100 hit points, and is immune to fire damage. All friendly creatures underneath the barrier benefit from the Defensive trait. Defensive. Friendly creatures have advantage on attack rolls. Offensive. Hostile creatures cannot gain advantage on attack rolls. Shitotsu Sansen 3rd-level Conjuration [Bakudō] Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You generate a yellow triangle of energy which three pointed projectiles fire from each point. Make three ranged spell attacks against a single target within range. Each successful attack pushed the target back by 5 feet. If a projectiles successful hit the the target and pushes them up against a solid barrier, it is restrained for the duration. Additionally, if all three projectiles were successful and the target becomes restrained, you do not need to concentrate on this spell. Shō Cantrip Evocation [Hadō] Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You point a finger at a creature or unattended object. If the target is an unattended object, you push it back up to 15 feet. If it's a creature it must make a Strength saving throw. On a failure you may deal 1d4 force damage to the creature, or push it back up to 10 feet away from you. The spell's damage and push distance increases by 1d4 or 15 feet when you reach 5th level, 11th level (3d4 of 20 feet), and 17th level (4d4 or 25 feet). Siphon Life 6th-level Necromancy [Kaidō] Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You siphon life force from others to heal your wounds. Make a mellee spell attack against a creature within range. On a hit, the target takes 4d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Skill Empowerment 5th-level Transmutation [Kaidō] Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. Soul Cage 7th-level Necromancy [Kaidō] Casting Time: Reaction (which you take when a humanoid you can see within 60 feet of you dies) Range: 60 feet Components: V, S, M (a tiny silver cage worth 300 gp) Duration: 8 hours This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. 178 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged. Soul Scry 10-level Divination [Bakudō] Casting Time: 10 minutes Range: Unlimited Components: V, S Duration: Concentration, up to 10 minutes You are able to temporarily tap into the consciousness of another sentient creature with whom you are familiar with. The target must make a Charisma saving throw, on success it prevents the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the connection is created, you are able to hear, see, feel, smell, taste and experience everything the target senses and experiences. You cannot control the subject, however. During this time, your own body remains in a trance-like state. If the target takes damage, you feel the injures as well, although you suffer no actual ill effects. If the target is knocked unconscious or killed, the spell immediately ends. Spell Reflection 9th-level Abjuration [Bakudō] Casting Time: 24 hours Range: Touch Components: V, S Duration: 24 hours You create a magical ward on a creature. If the warded creature would be targeted by level 1st through 9th level spells, the warded creature is unaffected, and the effect is reflected back at the caster as though it originated from the warded creature, turning the caster into the target. Spells that affect an area, such as a fireball, do not harm or affect the warded creature. Spell Turning 10-level Abjuration [Bakudō] Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour This spell refelcts other spells cast at you, back at their caster. When a spell or spell-like effect targets you, you can spend your reaction to reflect the effect. If the spell is 6th level or lower you automatically reflect the spell. Otherwise, you make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell or effect instead affects the original caster, it's DC save, if any, uses yours. This spell ends if you would become unconscious or die. Spirit Shroud 3rd-level Necromancy [Hadō] Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. Sprenger 5th-level Evocation Casting Time: 1 action Range: 10 feet Components: V, S, M (Five Seele Schneider) Duration: 1 minute This spell requires prior setup to use. When there are five seele schneider setup in a formation (traditionally in a pentagaon shape) on a flat surface. When the fifth and final Seele Scheider is placed a Sprenger seal is formed. Any creature in the center of the formation is restrained for the duration. As a Bonus Action, you may activate the seal creating a massive explosion within the seal. Each creature within the seal must succeed on a Dexterity saving throw or take 1d10 force damage for each round this spell persisted for, minimum 1d10. A creature that succeeds on its saving throw takes half as much damage. 179 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Synaptic Static 5th-level Enchantment [Hadō] Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. Sōkatsui 3rd-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous Incantation: Ye lord! Mask of flesh and bone, flutter of wings, ye who bears the name of Man! Truth and temperance, upon this sinless wall of dreams unleash but slightly the wrath of your claws! A torrent of blue flames shoots forth from your outstretched palm. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Sōren Sōkatsui 7th-level Evocation [Hadō] Casting Time: 1 round Range: Self Components: V, S Duration: Instantaneous Incantation: Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! On the wall of blue flame, inscribe a twin lotus. In the abyss of conflagration, wait at the far heavens. A blast of blue flaming energy erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 16d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Additionall,y ff damage from this spell kills a target, the target is turned to ash. Tenran 5th-level Evocation [Hadō] Casting Time: 1 action Range: Self Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 4d8 piercing or bludgeing damage (your choice) and be pushed 15 feet away from you in a direction following the line. On a success they take half damage and are not pushed back. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Tenteikūra 7th-level Evocation [Bakudō] Casting Time: 1 minute Range: Unlimited Components: V, S, M (a vial of fine black ink or a vial of blood) Duration: Instantaneous Incantation: Silken net of black and white! Twenty-two bridges, sixty-six crowning sash; footprints, distant thunder, pointed peaks, revolving grounds, nightly prostrations, sea of clouds, the pale ranks of troops, complete the grand circle and surpass the heavens. You draw runes upon your arms and hands, as you outstretch both arms in front of you a glowing rectangular box forms in front of you and root-like extensions glow and extend out into the aether. Choose a number of creatures equal to your spell casting score (minimum 4) that you are familiar with. You can instantaneously share up to 30 words with the chosen creatures through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. Teppūsatsu 10-level Evocation [Hadō] Casting Time: 1 round Range: Self Components: V, S Duration: Instantaneous With a chopping motion you create an aura shaped as a head of a dragon which blows a powerful wind from its mouth in a 60-foot cone. Everything in the cone must make a Strength saving throw or take 10d6 bludgeoning damage, 10d6 piercing damage and 10d6 slashing damage, half as much on a successful saving throw. 180 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Additionally, any creature or unattended objects that fails it's saving throw is pushed back at a rate of 30 feet per round, until they're out of the area, taking 5d6 bludgeoning damage, 5d6 piercing damage and 5d6 slashing damage. On each of it's turn the creature can make an additional saving throw, on a success they are no longer pushed back. Tether Essence 7th-level Necromancy [Kaidō] Casting Time: 1 action Range: 60 feet Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Duration: Concentration, up to 1 hour Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both. Time Ravage 9th-level Necromancy [Hadō] Casting Time: 1 action Range: 90 feet Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age. Tiny Servant 4th-level Transmutation [Kaidō] Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. #73 Tozanshō 7th-level Evocation [Bakudō] Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour Incantation: Words An immobile, opaque, light-blue, prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. The prison in the shape of a inverted-pyramid, each four sides base 20 feet wide and a height of 40 feet. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic. You can use an action to dismiss this spell early. Transcend Mortality 9th-level Transmutation [Kaidō] Casting Time: 1 action Range: Self Components: V, S Duration: 5 minutes Your body surges with god-like arcane power. For the duration you gain the following benefits: You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. All of your ability scores become 20. You gain a flying speed of 100 feet. You gain resistance to all damage. 181 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


You gain proficiency in all saving throws. You have advantage on attack rolls. You have advantage on saving throws. Although this spell grants you immense power, it comes at a horrific price. You gain these benefits by using up all of your reiryoku. When the spell ends, you are instantly slain and your body disintegrates into nothing. This effect cannot be prevented by any means. Tsuriboshi 3rd-level Conjuration [Bakudō] Casting Time: 1 reaction, which you take when you, a creature, or an object within 60 feet of you falls Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: 1 hour You conjure a blue ball of energy at a point of your choice within range. Ropes shoot out from the ball anchoring to nearby solid masses (such as walls, buildings, or trees) and the ball expands into a 10-foot radius elastic-like cushion. This cushion can hold up to 1000 pounds of weight before breaking. Any creatures or objects that fall into this cushion negates any falling damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weight the cusion can support increases by 1000 pounds and the cushion itself increases by 10 feet for each slot level above 3rd. Tsuzuri Raiden 1st-level Evocation [Hadō] Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or if there is a conductive medium between you and the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Wolke 1st-level Evocation Casting Time: 1 reaction, which you take at the end of a fall Range: 5 feet Components: V, M Duration: Instantaneous You use a Gintō to create a large blast, which cushions the impact of a fall. At the end of a fall, you takes 1 point of bludgeoning damage for every 10 feet you fell instead of the normal 1d6. Additionally, you do not land prone. Word of Radiance Cantrip Evocation Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Wristpocket (Ritual) 2nd-level Conjuration Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. Zangerin 7th-level Evocation [Hadō] Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You flourish the weapon used in the casting and generate a ring of energy slicing all within range. Choose any number of creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 8d6 force damage. zephyr Strike 1st-level Transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. 182 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


W Chapter 7: Equipment ithin this chapter you'll find many of the equipment and magic items seen throughout the Bleach series. However, they're not very prominent in the series as it revolves around the Zanpakutō. Some of these items are able to be purchased, but some might only be available to certain factions, regulated or not so easily accessible. Magic Items Magic items tend to be a rarity within the canon series. Most seen within the series are created by the 12th division of the Gotei 13, or other individuals associated with the division. Most magic items are spirit-tech, a mix of technology and magic. Magic Item Descriptions This section presents an assortment of magic items in alphabetical order. See the Dungeon Master's Guide for the rules on magic items. Anken Weapon (dagger), Uncommon Immediately after you make an unarmed strike, as a bonus action you can make a ranged weapon attack with this weapon, even if this weapon is stowed. Anti-Hierro Armor Wondrous item, very rare (requires attunement by a creature with a base unarmed strike of 1d10) This set of metallic gauntlets and grieves were designed to counter a Hollows hierro. When making an unarmed strike against a creature with Hierro, you gain a +1 bonus times that creatures Hierro bonus. Additionally, your base unarmed strike damage ignores any damage immunities and resistances. Caja Negacion Wondrous item, very rare A special cube-shaped device that is intended to simulate the effects of Negación fields on the target. A Caja Negación is intended to be used by an Espada in order to punish their Fracción if they deem that the situation requires it. When used, the cube is expended and traps the subject in a separate, alternate dimension. As an action you make a melee attack against a creature within 5 feet. If successful, you banish the creature into a featureless box-shaped demiplane. The creature remains there for 1 minute per hit dice they possess. At the end of each minute, the creature can make a constitution saving throw DC 15, if successful the duration is reduced by 1 minute. If the target is a hollow, they instead remain there for 1 hour per two hit dice they possess (minimum 1 hour). At the end of each hour, the hollow can make a constitution saving throw DC 15, if successful the duration is reduced by 1 hour. Denreishinki Wondrous Item, Uncommon The Soul Pager is an electronic inter-dimensional communications device used by Shinigami while on an assignment in the other realms. It looks nearly identical to the cellphones found throughout the Human World, and comes in many different designs. It also functions as a normal cellphone. Shinigami can receive orders via the device in text form, which they are alerted to by the device's distinctive beeping. The device contains a system similar to a radar or GPS tracking system for Hollow detection. Hollows located within a given area will be indicated in a mapping function of the device. It can detect nearby Shinigami and inform the user of whether they are geographically the closest to their target Gentei Reīn Wondrous Item, Rare (requires attunement) The Spirit Restriction Seal is a badge with a symbol unique to the wearers division. Usually worn on ones upper-arm this seal is given to Lieutenants and Captains when they need to venture into the Human Realm. This badge restricts ones spiritual energy in order not to cause unnecessarily high damage while there. While attuned to this item the wearer receives a -1 x half their proficiency bonus (rounded down) penalty on all d20 rolls and their maximum hit points are reduced by 2 x their proficiency bonus. In cases where their full power is needed, they can request a limit release. As an action they can state the command, Gentei Kaijo (limiter release), to unattune with this item. Gigai Wondrous Item, Very Rare A faux body is an artificial body that allows Shinigami to inhabit and be able to interact with the material plane. When the Gigai is hosted by a Shinigami, it assumes the appearance of its host, who can now be seen by normal Humans they happen to be around while residing in the Gigai. The Gigai does not take on the clothes its Shinigami host is wearing, and thus, they must acquire modern clothes in order to blend in with the Humans. As an action a non-corporeal creature can inhabit or leave the Gigai. Ginjōtan Adventuring Gear (rope), Uncommon The steel sash is a sash woven with steel that is worn under armor. It is 40 feet, has 2 hit points and can be burst with a DC 18 Strength check. Additionally it weighs 20 lbs and your movement speed is reduced by 5 feet. Gokon Tekkō Wondrous Item, Rare The Soul Apprehension Gauntlet is a device used by Shinigami to forcible remove souls from bodies. 183 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


It usually takes the form of a tight, red, wrist-length glove with fingers that only reach the first knuckle of the hand and a large insignia of a skull shrouded in blue flames on the back. While equipped, as an action you can make an unarmed strike against a corporeal creature. If successful, and the body has a soul, it is shuntted out into a square adjacent to the body. Hollow Bait Wondrous Item, Varies Hollow Bait consists of coin sized, round, white tablets with symbols circling the flat edge. When crushed and dispersed into the air, Hollow Bait will begin attracting Hollows from Hueco Mundo to the area of the Human World in which it was used. The effects are based on the rarity as listed below. Hollow Bait Table Rarity Duration Effect Common 3 hours 1d4 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 4 (minimum 1) appear the next round and again each hour for the duration. Uncommon 6 hours 1d6 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 4 (minimum 1) appear the next round and again each hour for the duration. Rare 12 hours 1d8 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 3 (minimum 1) appear the next round and again each hour for the duration. Very Rare 24 hours 1d10 (minimum 1) Hollows of CR = Total HD of all creatures within 40 feet of you / 2 (minimum 1) appear the next round and again each hour for the duration. Hōgyoku Wondrous Item, Artifact This small, bluish-purple orb composed of a unique substance has ability to sense the hearts of those around it and materialize their deepest desire. Overbearing Power The Hōgyoku has the following random properties: 2 minor beneficial properties 2 major beneficial properties Desire Materialization Though initially thought to solely possess the power to control the boundary of the two contravening existences, that of Shinigami and Hollows, this was proven incorrect. Rather, the Hōgyoku's true power is the ability to absorb the desires of those around it and manifest them into reality. However, this power is not without limitations. The Hōgyoku itself is merely a guiding force - it can only manifest the desires of those with the strength to carry them out. Any creature within 60 feet of the Hōgyoku, and is aware of it and it's abilities, can cast Wish without spending Spell Points or needing material components. A creature can only cast Wish this way once. If a creature is not aware of the Hōgyoku and/or its abilities, its desire is materialized as per the table. Desire Effects Greed You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. Rescue You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. Protect You grant up to ten creatures that you can see resistance to a damage type you choose. Regret You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. Power Choose one ability score to increase by +2 or all ability scores to increase by +1 or gain a feat or gain an armament ability Hollowfication As an action you can target a Shinigami, it gains the Visored supernatural gift and immediately begins their Inner Battle. Arrancarfication As an action you can target a Hollow, it instantly gains a number of HD to meet the HD requirement for the Arrancar class. Additionally, it gains two Hollow abilities and 3 levels in the Arrancar class. Fusion After performing an 8 hour uninterrupted ritual you can embed the Hōgyoku, fusing with it. While imbedded no creature (other than you) can benefit from the Desire Materialization ability. Additionally you get 3 Hollow abilities you must spend in the High-Speed Regeneration Hollow ability. The longer you are fused with the Hōgyoku it begins to further understand your heart and restructures your soul and triggers a transformation. Transformation This transformation can widely vary in appearance and abilities. Work with your DM to determine the nature of your transformation. Kaikyō Kotei Wondrous Item, Very Rare The Realm Boundary Fixation prongs are special tools used in the Dangai to stop the Kōryū. Normally, lowerechelon Shinigami enter the dimension in great numbers and using a special method, pour in their Reiatsu to fixate the current. 184 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


However, individuals in possession of significant quantities of Reiatsu can single-handedly suppress the current for extended periods of time, but only after the insertion of four small forked blades into various locations along the Dangai's wall, and as long as the user remains connected to these items for the duration. While the prongs are in place, you are considered Restrained and you must Concentrate. While concentrating, each hour, you must make a Reiatsu check. On a success, the Kōryū remains in place and inert within 40 feet of you. Once you stop concentrating or fail the Reiatsu check you gain a level of exhaustion for each 4 hours you spent concentrating (maximum 5 levels). Karakura-Raizer Watch Wondrous Item, Legendary (requires attunement by a Human or Artificial Soul with no class levels) The Karakura-Raizer team was created by Kisuke Urahara to help protect Karakura Town from Hollow attacks. The Karakura-Raizer Watch takes the form of a golden wristwatch with a "K" on it's face plate and two buttons, one on each side. It also functions as a Denreishinki. There are six total watches, each one uniquely made for its wearer. Additionally, when activated it produces a unique costume for it's wearer. While attuned, the creature can activate the watch as an action, transforming into a Karakura-Raizer. This transformation lasts in increments of 1 minute for a total of 4 minutes. To regain a minute, the watch must be charged for 2 hours (it comes with a charging cable). When activated, the watch sends out a non-lethal explosion from the watch in a 5-foot radius centered on the creature. Once the explosion clears, the creature is revealed with it's new costume. After stating their Karakura-Raizer name and striking a pose, another non-lethal explosion blossoms behind them for dramatic flare. If the creature doesn't strike their pose and state their name, they are dealt 4d6 electric damage. While active, the creature has access to the following benefits: The creature gains the Spiritual Awareness racial trait The creature can roll a d4 in place of the normal damage of their unarmed strike A feat of their choice Any 10 armament abilities they qualify for (except Hollow abilities) Max hit points are doubled They gain 10 bonus Spell Points Kikanshinki Wondrous Item, Very Rare The Account-Replacing Spirit Device is a memory substitution device used by Shinigami on creatures that have seen Shinigami or Hollows. The device takes on many different forms, but the most common form is a pez-like dispenser with an animal head that pops up from the top of the device and produces a puff of smoke. The Kikanshinki has 6 charges. With this item in hand, you can use your action to expend any number of charges to cast Modify Memory targeting a single creature per charge expended (spell save DC 15); No components required. The Kikanshinki regains 1d4 expended charges each day at dusk. Leiden Hant Wondrous Item, Rare (requires attunement by a Quincy) German for Suffering Grip, but more commonly known as the Sanrei Glove, is a white glove which extends up the forearm, stopping two inches from the elbow. This glove can significantly increase a Quincy's power once they've finished training with it, but at a detrimental cost if the glove is ever removed or unattuned. When a Quincy attunes to the Leiden Hant, the training begins. While attuned, the glove begins to repel reishi, making it difficult to Summon your bow. You must spend an action to summon your bow. The final step requires you to keep your bow from dissipated while simultaneously firing arrows as frequently as possible. You must continuously do this at least 8 hours per day. At the end of each day you must make a Concentration check (DC 16). Once you've succeeded seven times on this check, your training is completed and you gain the following benefits: Your Heilig Bogen level is considered one level higher Your Spell Point Pool is increased by a number of points equal to your proficiency bonus + 1 Your Hirenkyaku is increased by 5 feet You gain access to the Letzt Stil (Last Style) form. As a bonus action, you can remove the glove and enter this form for a number of rounds equal to your level. While in this form, you gain the following benefits: You gain a number of temporary hit points equal to your Quincy level, your Hirenkyaku is increased by 10 feet and you it as an action, bonus action, or as a reaction (triggers when an enemy within range ends their movement for the first time), and your Heilig Bogen damage rolls are always maxed. Once the duration ends, or you are knocked unconscious or die you lose access to all your Quincy Class Features. There is a way for you to regain you powers after removing the glove, though its very difficult. First you must train with another Quincy of equal or greater HD. You must exhaust yourself mentally and physically, then be hit exactly 19mm to the right of your heart with a Heilig Pfeil. Once this happens, a pentacle-shapped scar will form on the point of impact, and your Quincy Class Features are restored. Medallion Wondrous Item, Legendary (Requires attunement by a Quincy) This device is a thin, metallic round, and palm sized device with the Wandenreich's insignia etched onto it's surface. These are possessed by select members of the Wandenreich military, including all Sternritter. When presented to a single released Bankai, the device emits five streams of dark enery that cause the Shinigami's Bankai to disintegrate. The Bankai is medalized and the victim effectively loses their Bankai, and is left incapable of communicating with their Zanpakutō. 185 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


While the Medallion is in hand, when a Shinigami release their Bankai, as a reaction you can activate the medallion stealing their Bankai. If the Bankai's owner HD is equal to or less than yours, as an action you can activate their Bankai and use it as if it was your own. While you have a Bankai medalized, you cannot activate Vollständig. Additionally, the medallion is incapable of stealing an Arrancar's Resurrección, or a Shinigami's Bankai if they have Hollow powers. Razor wire Weapon Type Cost Damage Weight Properties Exotic 10gp 1d4 slashing 1 lb. Finesse, Twohanded The Razor Wire is a long spool of thin steel, nearly 8 feet, delicately woven together like a braid resembling a jump rope. It's thick enough to be swung around and be durable, but thin enough to be sharp and concealable. The ends are weighted cylinders of metal, making the weapon ideal for slashing out like a whip. Proficiency with the Razor Wire allows you to add your proficiency bonus to the attack roll for any attack you make with it. Reiatsu-Concealing Cloak Wondrous Item, Legendary (requires attunement) This cloak functions as a Cloak of Invisibility and also makes your reaitsu undetectable while invisible. Reishūkaku (Spirit Core) Wondrous Item, Uncommon The Spirit Core is a medium-sized orb composed of a clear material that is inscribed with a red crane insignia it is created and used by the Shiba Clan. While infused with Reiryoku, the Reishūkaku produces a semi-transparent blue barrier, referred to as a "cannonball", around the one holding it, protecting them from outside forces. The Reishūkaku can also be used in direct combat for protecting the use from enemy attacks, as well as to save oneself from a fall by remaining suspended in midair and floating upward. As an action, you can spend 5 SP to create a 5-foot sphere centered on you, this sphere functions as a Globe of Invulnerability, but requires concentration. At the beginning of each of your turns, you must spend 5 SP to maintain the sphere. Additionally, as a reaction when you would fall, you can activate the Reishūkaku and negate any fall damage. If would lose concentration, the sphere explodes in a 40- foot sphere dealing a number of 1d6 force damage equal to your proficiency bonus. Each creature in the area makes a Dexterity saving throw (DC 16), on a success taking half damage. Ryūkotsujō Rod, Very Rare The Dragon Bone is a long, beige, bone-like rod , with a small, white, bird-shaped skull, and four protrusions, similar to finger bones, extending from the back of the skull. By channeling Reiryoku into the wand, it produces a tentacle, which acts a harness, and a single bat-like wing which acts as a one-handed hang-glider. While the rod is in hand, you can spend 10 sp any number of times and cast Fly (no components required). The duration lasts for a number of minutes equal to the amount of times you spent 10 sp. Seele Schneider (Soul Cutter) Wondrous Item, Rare German for soul cutter, the Seele Schneider is a thin, silver-colored weapon which, when activated, sports a glowing blue blade. It functions much like a chainsaw, with Reishi making 3 million round trips per second around the edge of the blade. Its vibrations loosens the bonds between the Reishi of whatever it cuts in order to make them easier to capture. The Selle Schneider is used primarily as an arrow, but can be used as a blade which functions as a dagger but deals 1d6 damage instead. The Seel Scheider has it's on SP pool, maximum 20 and starts at 0. Anhäufer: While wielding this item, any time a creature casts a spell, the Seele Schneider gains a number of SP equal to the spells level. Any time a creature uses a spell-like ability, the seele scheider gains 1 SP. The Seele Schneider gains a +1 bonus for each 5 SP it has in it's pool. This bonus is applied to damage rolls when used as an arrow; this bonus is also added to attack and damage rolls when used as a melee weapon. Once used as an arrow, it's SP pool is depleted. The SP pool also depletes after 1 minute or the end of combat, whichever comes sooner. Shihōin Shield Wondrous Item, Artifact It is a large, shield-like item with the Shihōin family crest stamped on it, a long cord connected to it and a long rod, and two vertical slots running from its top. To utilize this magic item, it requires two Zanpakutō. As an action, make a ranged melee attack against a target within 40 feet. On a success the rod is launched at, and wraps around the target, binding it with the cord. The target is grappled. While the object is grappled, as an action you and an adjacent creature can slot in your Zanpakutō and channel your Reiryoku. The grappled creature takes Xd6 force damage, where x is the combined total HD of both Zanpakutō wielders. If the target is a creature, it is allowed a Constitution saving throw (DC 20) for half damage. The Shihōin Shield cannot be used again until the next dawn. Shiken Hakkyōken (Divine Eight Mirror Sword) Weapon (Longsword), Artifact (requires attunement by the head of the Ise Clan) The Divine Eight Mirror Sword is a unique Zanpakutō passed down from generation to generation within the Ise Clan. The Shinken Hakkyōken takes the form of an ornate medium-sized bladeless sword with a flat end. Its "blade" is decorated with four inlaid diamonds, resembling the design commonly found on the wrapped hilt of a katana, and its forte possesses a tassel on either side. Instead of a tsuba, there is an ornate band guard covering an inch of the blade with tassels hanging from either side of it. The handle of Shinken Hakkyōken is only somewhat shorter than the "blade", and possesses two tassels attached to the ring at its end. 186 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Magic Weapon. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide: 2 minor minor beneficial properties 1 major beneficial property The Ise Curse. While attuned, your spouse or significant other falls ill and their body degrades rapidly cutting their life span in half. This effect remains even after being unattuned with the Shiken Hakkyōken Holy Light. The sword shines so brightly, opponents are only able to view the hilt. You have advantage on attack rolls on creatures that rely on sight. Divine Reflection. Whenever a creature makes an attack roll you can spend your reaction to attempt to reflect the attack. When they make their attack roll, but before the result is revealed you make an attack roll. If your roll is equal to or higher than their attack roll you reflect the attack back to the attacker and take damage. If your roll is lower than theirs, you take half damage. Similarly, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if you failed, all creatures within 40 feet of you also take that damage, no save. Substitute Shinigami Badge Wondrous Item, Uncommon (requires attunemnt by a Substitute Shinigami) This special badge is given to a Substitute Shinigami as a symbol of acceptance and license to perform duties for the Soul Society. It allows the Soul Society to monitor and restrict the Substitute Shinigami if necessary. The Badge functions as a Gokon Tekkō, but can only affect the user. The Badge alerts the user if Hollows are within 10 miles via an alarm sound which can only be heard by the owner and the item itself is only visible to other spiritually aware beings. Sōkyoku (Twinned Punishment) Weeapon (Halberd), Artifact The Twinned Punishment is a large halberd which the Gotei 13 uses at Sōkyoku Hill to execute Shinigami who have severely broken the law. When not in use, the Sōkyoku is sealed by a number of thick ropes wrapped around its pole, which, piercing the ground, hold the halberd in place. During an execution, the Kidō Corps unseals it, causing these ropes to unwind and shoot off away from the hill. As the Sōkyoku activates, emitting an immense amount of flames, it rises into the air, pointing towards the victim, who is held before it by support beams. The flames, enveloping the halberd, reveal its true form; a massive, phoenix-like entity called Kikōō. In this state, the Sōkyoku’s offensive and defensive power is said to be equivalent to that of a million Zanpakutō. As it pierces the victim, this power increases by tenfold, and creates so much heat it vaporizes their soul. 187 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Kikōō (Firebird King) Gargantuan, Lawful-Neutral Armor Class 18 Hit Points 175 (10d20 + 70) Speed 20 ft., Fly 120 ft. STR DEX CON INT WIS CHA 19 (+4) 26 (+8) 25 (+7) 8 (-1) 21 (+5) 18 (+4) Saving Throws WIS +10, CHA +9 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Fire, Poison Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Prone, Stunned Senses Darkvision 60 ft., Passive Perception 15 Languages Common Challenge 16 Proficiency Bonus +5 Fire Form. Any creature that touches Kikōō or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, Kikōō can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, Kikōō can also ignite flammable objects that aren’t being worn or carried (no action required). Flyby. Kikōō doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Illumination. Kikōō sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Legendary Resistance (3/Day). If Kikōō fails a saving throw, it can choose to succeed instead. Actions Multiattack. Kikōō makes one Beak attack and one Fiery Talons attack Beak. Melee Weapon Attack: +13, Reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage Fiery Talons. Melee Weapon Attack: +13, Reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage Legendary Actions Kikōō can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn. Move. Kikōō moves up to its speed. Peck. Kikōō makes one Beak attack. Swoop (Costs 2 Actions). Kikōō moves up to its speed and makes one Fiery Talons attack.


Sōshingu (Quincy Bangle) Wondrous Item, Rare (requires attunement by a Quincy) This old artifact was created to help Quincy with weak Reiatsu, designed to mimic the powers of a Quincy. It forces Reishi to gather, and then amplifies them. In fact, the Reishi will gather even if person using it does not will it. Additionally, it can be used by Quincy to overcome the loss of their powers due to removing the Sanrei Glove. The Quincy Bangle does have a few technical difficulties while in use. The more powerful arrows take time to get ready, something that would not occur for a normal Quincy Bow, and most of the other arrows have very little power behind them. Also, the Quincy Bangle is fragile and will shatter after a while, sooner when stressed more. The Quincy Bangle has 20 charges, when it is reduced to 0 charges, it is destroyed and crumbles away. If the Quincy Bangle would be reduced to negative charges, it explodes, dealing xd6 force damage to all creatures within 20 feet of it; X is equal to the HD of the user. While attuned the Quincy Bangle provides different benefits: Depowered Quincy: Gain access to the following Quincy class features: Quincy Cross, Reishi Manipulation, and Quincy Feats. Additionally, you cannot use a Bow Attribute if you've previously made an attack that turn. When you use a Bow Attribute, you cannot make any further attacks that turn. Normal Quincy: Your Heilge Bogen crit range is increased to 19-20 and your Hirenkyaku is increased by 10 feet. When you use a Bow attribute, the Quincy Bangle loses two charges. When you critically strike with your Heilge Bogen, the Quincy Bangle loses three charges. Tenshintai Wondrous Item, Legendary (Requires attunement by a Shinigami) The Divine Transfer Body belongs to the Onmitsukidō, but invented and tested by Urahara. It is a vaguely Humanshaped, man-sized doll which forcibly materializes the spirit of a Zanpakutō when stabbed by the Zanpakutō. In doing so, it facilitates the user in subjugating the spirit and attaining the Bankai of their Zanpakutō. The materialization can last for three days, after which the spirit reverts into the doll which spawned it. Without this invention, achieving Bankai takes at least ten years, plus the many years of combat experience needed. This method, however, is very dangerous, as normally one would do battle with their Zanpakutō within their inner world, where if they fail, they would not die and can try again. Due to the fact that it forcibly materializes the Zanpakutō's spirit, if the user would fail, they could die. Tentōken (Heaven Stepping Adornment) Wondrous Item, Legendary (Requires attunment) The Heaven-Stepping Adornment is a brown mantle, with a large drawstring closure at the collar and a large brooch displaying the Shihōin Clan crest. Like the wand, the Tentōken requires no skill or previous experience to use. It is superior to the wand, since it allows one to hover in mid-air, and does not immobilize one of the user's hands. While attuned, you can spend 5 sp any number of times and cast Fly (no components required). The duration lasts for a number of minutes equal to the amount of times you spent 5 sp. 188 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Chapter 8: Friends & Foes 189 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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