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Delightful Chaos - A homebrewed document for Dungeons & Dragons 5th Edition. Frankly, a ludicrous amount of spells, with many spells ranging from impossible to useless to comedy.

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Published by johnnyrider1144, 2022-09-17 21:40:24

(DnD 5E) Delightful Chaos - The Homebrewery

Delightful Chaos - A homebrewed document for Dungeons & Dragons 5th Edition. Frankly, a ludicrous amount of spells, with many spells ranging from impossible to useless to comedy.

Keywords: DnD,D&D,5E,5th Edition,Delightful Chaos,The Homebrewery

Sword and Shield Thunder Pulse

7th-level conjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (15-foot cone)
Components: V, S Components: V, S
Duration: 10 minutes Duration: Concentration, up to 1 minute
You conjure a magic sword and shield out of thin air. They You gather sonic energy and can expel as a shockwave in a 15

hover around you, slowly circling as they protect you from foot cone. Each creature in that area must make a
harm. The shield grants you a bonus +4 to AC for the Constitution saving throw.
duration. On a failed save, a creature takes 3d8 thunder damage is
The sword has the statistics of a Flying Sword (MM 20), knocked 10 feet away. On a successful save, the creature
except it can make three attacks, it uses your spellcasting takes half as much damage and not being knocked away.
attack modifier for its attacks, uses your spellcasting ability You can create a new shockwave as your action on
modifier to add to damage, and does magical slashing subsequent turn until the spell ends.
damage. The sword hovers within 10 feet of you, and you At Higher Levels. When you cast this spell using a spell slot
can use a bonus action to mentally command the sword to of 3rd level or higher, the damage increases by 1d8 for
attack a specific creature within 20 feet. Otherwise it each slot level above 2nd.
defends you to the best of its ability, attacking the last
creature within 10 feet of you that attacked you last. Thunder Punch
This spell ends if you cast it again.
1st-level evocation
Talisman of The Beast Casting Time: 1 action
Range: Touch
4th-level conjuration Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 90 ft You charge your hand (or similar appendage) with thunder
Components: V, S, M (a talisman worth 400gp)
Duration: 1 hour, concentration power. Make a melee spell attack against a creature.
You summon a beast of challenge rating 1 or lower, which On a hit, there is a thunderous crash audible from up to 300

appears in an unoccupied space that you can see within feet of you and the target takes 3d8 thunder damage, and is
range. The beast disappears when it drops to 0 hit points knocked 10 feet away from you.
or when the spell ends. At Higher Levels. When you cast this spell using a spell slot
The creature is an ally to you and your companions. In of 2nd level or higher, the damage increases by 1d8 for
combat, the creature shares your initiative count, but it each slot level above 1st.
takes its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don't issue Time of Death
any, it takes the Dodge action and uses its move to avoid
danger. Necromancy Cantrip
The beast gains additional hit points equal to 10 times the Casting Time: 1 action
spell level, and gains a bonus to its attack rolls and saving Range: Self
throws equal to the spell level. In addition, the first time it Components: V, S
hits a creature on its turn, it deals an additional 1d8 Duration: Instantaneous
radiant damage per spell level. You touch a corpse or part of a corpse and instantly learn
At Higher Levels. When you expend a spell slot of 5th level
or higher, the creature's size increases by one category and how and when the creature died. You know precisely how
you gain the ability to telepathically communicate with it. many hours (or days or years) have passed since they died.
You learn what damage type killed them, if any.
If the creature was killed by another creature within the past
hour, you are granted a ghostly visage of what occurred.
You hear no sounds; you only see the method of killing and
the image of the creature who killed them.

Notes on 'Time of Death'

If they wore a mask or hood, you likely won't be able to
recognize them unless you are very familiar with the killer.

51

Tornado Ultimate Shield

5th-level transmutation 6th-level abjuration
Casting Time: 1 action Casting Time: 1 reaction
Range: 120 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
A whirling tornado erupts, filling a 20-foot-radius, 40-foot- A translucent barrier of pure magical force appears and

high cylinder centered on a point within range. protects you.
Any creature that starts its turn within the tornado must Until the start of your next turn, you have a +10 bonus to AC,

make a Strength saving throw. On a failed save, the including against the triggering attack. If you are targeted
creature takes 4d8 bludgeoning damage and is pushed 10 by any effect which causes force damage, the creature who
feet away and 40 feet up. On a successful save, the creature caused the effect takes all damage meant for you.
takes half as much damage and isn't pushed. Any creature who misses you with a melee attack is thrown
As a bonus action, you can move the tornado up to 30 feet in back 20 feet after making the attack.
any direction. Any ranged weapon attack against a target Any creature who misses you with a ranged weapon attack
within 20 feet of the tornado has disadvantage, and any must make a Dexerity saving throw against your spell save
ranged attack that passes through it automatically misses. DC after making the attack.
On a success, they take no damage. On a failure, they take
Tranquilizer Shot half the damage meant for you.

Evocation Cantrip Unburden
Casting Time: 1 action
Range: 60 feet 1st-level Transmutation
Components: S, M (A dart, arrow, or crossbow bolt) Casting Time: 1 action
Duration: Instantaneous Range: Touch
You silently fire a shot of powerful sedative at a creature Components: V, S
Duration: 1 hour
within range. A creature you touch no longer suffers the penalties to
Make a ranged spell attack against the target. On a hit, this
movement speed or to their Dexterity (Stealth) checks
spell deals 1D8 Poison damage. If this spell reduces the while wearing heavy armor, and is no long encumbered
target to 0 hit points, it falls unconscious and is stabilized. from carry weight unless they are carrying more than twice
The damage caused by this spell is mostly imperceptible to the weight that would encumber them.
the target. At most, they might feel a slight pinch, as if
stung by an insect, where the spell hit. Unluck
Additionally, if this spell causes the target to fall unconscious,
they will be unaware of what caused them to fall Cantrip divination
unconscious unless they saw you casting this spell. Casting Time: 1 action
At Higher Levels. This spell's damage increases by 1D8 Range: 120 ft.
when you reach 5th level (2D8), 11th level (3D8), and 17th Components: V, S, M (A piece of a broken mirror)
level (4D8). Duration: Instantaneous
You negatively influence the randomness of fortune for the
True Alchemy
target.
7th-level transmutation One creature of your choice that you can see within range
Casting Time: 1 action
Range: 120 ft. must succeed on a Wisdom saving throw. On a failed save,
Components: V, S, M (pinches of fine metal dust of all of the before the start of your next turn, must make another
attack roll and use it if the first one hits, provided that the
following materials, worth in total 1000 gp, which the spell creature made an attack roll.
consumes: lead, tin, iron, copper, mercury, silver, and gold)
Duration: Instantaneous Vacuum Pull
You draw on the entirity of your knowledge of alchemy to
transmute all matter making up a creature into solid gold. 2nd-level evocation
Choose a creature you can see within range. At the start of Casting Time: 1 bonus action
the creature's next turn, it must make a Constitution saving Range: 30 feet
throw against your spell save DC. On a failed save, it is Components: V, S
restrained as its flesh begins to harden and permanently Duration: Instantaneous
turn into gold. On a successful save, the creature isn't You cause a sudden savage burst of wind to howl toward you,
affected and the spell ends.
If a creature fails this first save, it must make another attempting to pull a Huge or smaller creature within range
Constitution saving throw at the start of each of its that you can see toward you.
following turns. If it successfully saves against this spell The target must succeed a Strength saving throw or be
two times, the spell ends, but the creature remains yanked off their feet and flung toward you, landing within 5
restrained. If it fails its saves two times, it is turned to solid feet of you and falling prone. Flying creatures make the
gold and subjected to the petrified condition permanently. Strength save with disadvantage.
All conditions placed on a creature with this spell can only be At Higher Levels. When you cast this spell using a spell lot
removed by a Wish spell or similarly powerful magic. of 3rd level or higher, the range of the spell increases by 10
feet.
52

Veil of Dusk Water Blast

1st-Level Abjuration 1st-level conjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (A pinch of soot.) Components: V, S
Duration: Concentration, Up to 10 minutes Duration: Instantaneous
You incant towards a creature, cloaking them in a shadowy You conjure a ball of water before hurling it at a target. Make

veil of darkness and silence. a ranged spell attack against the target.
The target gains a +1 bonus to their armor class and rolls On a hit, the target takes 3d6 bludgeoning damage and if it is

stealth checks with advantage for the duration of the spell. Large or smaller must make a Strength saving throw or be
knocked prone.
Vicious Vapors At Higher Levels. When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d6 for
2nd-level transmutation each level above 1st.
Casting Time: 1 action
Range: 60 ft Water Cannon
Components: V, S
Duration: Concentration, up to 1 minute 3rd-level evocation
You fill the air with poisonous vapors in a cube 5 feet on each Casting Time: 1 action
Range: Self (40-foot line)
side. A creature must make a Constitution saving throw Components: V, S
when it enters the spell's area for the first time on their Duration: Instantaneous
turn or starts its turn there. You unleash a spout of water that blasts out in a line 60-foot-
On a failed save, they take 1d12 poison damage and become
poisoned until the end of their next turn. On a successful long and 5 foot-wide-line.
save, they take half as much damage and do not become Creatures in the area must make a Strength saving throw, or
poisoned.
You can move the cloud of vapors up to 20 feet as a bonus take 6d6 bludgeoning damage and be pushed to an open
action during your turn. space at the end of the line away from you.
If there is no open space to move to (for example they would
Void Shift move into a wall or another creature), they are pushed to
the closest space and take an additional 2d6 bludgeoning
4th-level Necromancy damage and are knocked prone. On a successful save, they
Casting Time: 1 action take half as much damage and are not pushed.
Range: 30 feet At Higher Levels. When you cast this spell using a spell slot
Components: V, S of 4th level or higher, the damage increases by 1d6 for each
Duration: Instantaneous level about 3rd.
You call upon the void to shift the health of you and another
Water Shield
creature. Choose a willing creature within range, you and
the chosen creature exchange your current hit points, to a 1st-level abjuration
maximum of 40 hit points from each creature. Casting Time: 1 reaction when you are hit by an attack or
At higher levels. When you cast this spell using a spell slot of
5th level or higher, the maximum hit points you can targeted by the ice knife spell.
exchange increases by 10 for each slot level above 4th. Range: Self
Components: V, S
Vortex Blast Duration: 1 round
An invisible barrier of water appears and protects you. Until
3rd-level evocation
Casting Time: 1 Action the start of your next turn, you have a +5 bonus to AC,
Range: Self (30-foot cone) including against the triggering attack, and you take no
Components: V, S damage from ice knife, which instead freezes the barrier,
Duration: Instantaneous ending its effect prematurely.
You create a sudden violent vortex that blasts outwards in a

30-foot cone, tossing characters and objects within the
area.
Creatures in the area take 4d6 bludgeoning damage and
must succeed a Strength saving throw or be knocked 30
feet backward and 30 feet upward.
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.

53

Water to Lead Wine Fount

2nd-level transmutation 3rd-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 40 feet
Components: V, S, M (A vial of each purified water and lead) Components: V, S, M (a handful of grapes, which are
Duration: Instantaneous
You draw all moisture from the air and turn it into droplets of consumed during casting)
Duration: Permanent for created wine; Concentration, up to
liquid hot lead that rain down in a 20-foot cube within
range. All creatures in the cube must make a Dexterity 3 rounds for geyser
saving throw. A creature takes 2d6 fire and 2d6 poison You can choose one of two modes for this spell when you cast
damage on a failed save, or half as much on a successful
one. it.
At Higher Levels. When you cast this spell with a spell slot • Create Wine. You create up to 10 gallons of wine of a type
of 3rd level or higher, the damage increases by 1d6 fire or
poison (your choice) for each slot level above 2nd. and quality of your choosing.
You can choose the characteristics of the wine to suit your
Wave
specifications (acidity, bouquet, color, etc.), but you can’t
1st-level evocation raise or lower the alcohol content beyond the normal range
Casting Time: 1 action for that type. The spell doesn’t create containers for the
Range: Self (15-foot cube) wine, but it appears inside whatever nearby empty bottles,
Components: V, S jugs, skins, or tub you designate. Once it’s created, this
Duration: Instantaneous wine is completely normal and non-magical in all regards.
A wave of water sweeps out from you. Each creature in a 15- • Dionysian Geyser. You slam your staff or another object
onto the ground and cause a 10-foot tall, 5-foot diameter
foot cube originatiing from you must make a Constitution cylinder of wine to gush from a point on the ground within
saving throw. On a failed save, a creature takes 2d8 range.
bludgeoning damage. On a successful save, the creature If the space is occupied by a creature, it must make a
takes half as much damage and isn’t pushed. successful Dexterity saving throw to avoid taking 4d6
In addition, unsecured objects that are completely within the bludgeoning damage and being knocked prone and pushed
area of effect are automatically pushed 10 feet away from 10 feet away from the geyser in a direction you choose. The
you by the spell’s effect, and the spell erases non-magical same saving throw must be made by any creature that
writing or painting within a 30 feet radius. starts its turn in the geyser or that enters it.
At Higher Levels. When you cast this spell using a spell slot The geyser can be maintained with concentration for up to 3
of 2nd level or higher, the damage increases by 1d8 for rounds.
each slot level above 1st.
Windborne Weapon
Web Blast
transmutation cantrip
2nd-Level Evocation Casting Time: 1 action
Casting Time: 1 action Range: 150 feet
Range: 120 feet Components: V, S, M (a piece of ammunition or weapon with
Components: V, S, M (a dead spider and its web)
Duration: Instantaneous the thrown property worth at least 1 cp)
★ The fang of the arachnid is weak compared to the power of Duration: Instantaneous
Make an attack using this spell's material component as part
the arcane, yet one can certainly inspire the other.
You gesture to call forth an ethereal spider comprised of toxic of the action used to cast this spell, turning it into a ranged
spell attack. This attack ignores cover.
white energy at a point within range & speak, commanding On a hit, it deals 1d8 damage of the weapon's damage type.
the beast to let loose a deadly venom and just as potent At Higher Levels. This spell's damage increases by 1d8
webbing. Creatures within a 15-foot radius of the spider when you reach 5th level (2d8), 11th level (3d8), and 17th
must make a Constitution saving throw. level (4d8).
If they fail, they are poisoned for one minute, take 6d10
poison damage, and are restrained. If they succeed, they
take half as much damage and are not poisoned or
restrained. A creature that is poisoned or restrained by this
spell can repeat their saving throw at the end of each of
their turns, ending the effects on a success.
At Higher Levels. This spell's damage increases by 1d10
when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).

54

Wings of Night Words of Creation

5th-Level Illusion 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: Touch
Components: V, S Components: V, S, M (a runestone worth 500gp, consumed)
Duration: Concentration, up to 1 hour Duration: Until dispelled
★ Black skies conceal what grim intent reveals. You touch a creature within range and mark it with an
You call forth large wings of mist, smoke, and shadow that
elemental rune. Choose a spell you know or have prepared
attach to your back and heed your commands, granting you that deals acid, cold, fire, lightning, thunder or poison
a flying speed of 60 feet and lightly obscuring you. damage, and is of a level equal to or lower than the spell
As an action while you have these wings, you can choose to slot expended to cast this spell.
unleash the power trapped within them, ending the spell The creature can cast the spell without expending a spell slot,
and releasing a wave of nightmarish energy. Creatures using your spellcasting modifier. Once the spell is
within 30 feet of you must make a Charisma saving throw. successfully cast, the rune fades and this spell ends. Until
If they fail, they take 6d10 psychic damage and become this spell ends, you cannot regain the spell slot expended to
frightened of you until the end of your next turn. If they cast this spell.
succeed, they take half as much damage and are not At Higher Levels: When you cast this spell using a spell slot
frightened. of 9th level, you can inscribe the rune with pure arcane
energy, eschewing the need for material components.
White-Ice Blade
Xenophobic Rage
Evocation Cantrip
Casting Time: 1 action 8th-level enchantment
Range: 5 feet Casting Time: 1 minute
Components: V, M (a weapon) Range: Self
Duration: Instantaneous Components: V, S
As part of the action to cast this spell, you must make a melee Duration: Concentration, up to 8 hours
You sow chaos by drawing upon the secret fears of any
attack with a weapon against one creature within the
spell's range, otherwise the spell fails. number of creatures you can see to make them instantly
On a hit, the target suffers the attack's normal effects, and a aggressive toward anyone not of their own race. Each
shard of ice shoots off at a different creature of your choice creature must make a Wisdom saving throw. If the saving
that you can see within 5 feet of it. The second creature throw fails, the creature feels the full effect of this spell; on
takes piercing damage equal to your spellcasting modifier. a successful save, the creature is confused (per the
At Higher Levels. At 5th level, the melee attack deals an confusion spell) until the start of your next turn.
extra 1d8 cold damage to the target, and the piercing Targets that failed their saving throws become homicidal
damage to the second creature increases to 1d8 + your against creatures of different races. They have no allies
spellcasting ability modifier. Both damage rolls increase by except creatures of their own race, even if those creatures
1d8 at 11th level and 17th level. were their enemies before xenophobic rage was cast.
Affected creatures must use all of their powers to the best
of their ability to destroy the nearest enemies they can see.
Each time an affected creature reduces another creature to 0
hit points or kills it, it can repeat the Wisdom saving throw;
a successful save ends the spell’s effect on that creature.

55

Chronomagic Accelerate

Chronomagic is a unique dicipline of spell casting only 2nd-level transmutation/chronomancy
known to the Chronomancers. Casting Time: 1 action
Range: 60 feet
Thematically Altered Spells Components: V, S, M (a small crystal)
Duration: Instantaneous
There are some spells which behave differently when cast by You briefly accelerate time for a creature of your choice that
a Chronomancer. These spells are effectively the same, but
look or feel different, or accomplish their end in a different you can see within range. The target is moved to first place
way. in the initiative order from the beginning of the next round
• Mending. Mending functions by effectively "rewinding" an onwards.

item to a moment in time before it was broken. This has Chronal Healing
the effect of also removing any changes or marks of age
that have occured after the item was broken. 6th-level transmutation/chronomancy
• True Strike. True Strike functions by allowing the target to Casting Time: 1 action
glimpse moments into the future, seeing where the target Range: Touch
will be rather than where the target is. Components: V, S
• Expeditious Retreat, Feather Fall, Longstrider, Blur, Duration: Instantaneous
Blink, Haste, Slow. These spells, when cast by a ★ A scream, full of fear and agony. That is last thing you hear
Chronomancer, all function by speeding up or slowing
down time around a specific target. This affects the from the former creature before it vanish in an instant.
perception of the target, making it faster or slower in You reach back through time, creates a duplicate of the
comparison to the world around it.
• Gentle Repose. This spell slows time around the target to a target, and pulls it forward, displacing the current target.
near stop, effectively putting the target in a suspended state You can go back 8 hours in time to a place where your
until help can be applied. target had up to full hit points or less than it currently has
• Hold Person, Hold Monster. Much like Gentle Repose, (DM's choice if the target is unwilling).
these spells cause time around the target to slow almost to The target must succeed on a Constitution saving throw, on a
a stop. This causes the target to effectively be moving failed save, the target takes 8d8 force damage after you
hundreds of times slower than normal, or to the naked eye, have duplicated the target. The target must then succeed
to be holding still. on a Wisdom saving throw, on a failed save, any memories
• Knock. Instead of functioning to force a lock to open, the the target had recieved between now and then are gone.
knock spell when cast by a Chronomancer sinply rewinds
the lock to a point when it was already unlocked, silently Chrono Regeneration
causing the lock to open.
• Modify Memory. This spell, when cast by a Chronomancer, 7th-level transmutation/chronomancy
effectively rewinds time in the targets mind, back to a Casting Time: 1 minute
specific moments, and inserts an image from a path not Range: Touch
taken. Components: V, S, M (a time piece, such as an hourglass or
• Disintegrate, Finger of Death. These spells effectively
distort the time around the target to the point that they age pocketwatch, which must be given to the spell target for the
themselves to the point of frailty and often death. In the duration)
case of Finger of Death, it actually ages them to the point Duration: 1 hour
of death through old age, then regresses them back to a You touch a creature and speed up its natural healing ability.
point just before death, leaving their mind in a feeble and The target regains 4d8 + 15 hit points.
maleable state. For the duration of the spell, the target regains 1 hit point at
• Sequester. When cast by a Chronomancer, this spell the start of each of its turns (10 hit points each minute).
actually deposits the suspended individual at a point in If the target could normally regrow severed body members
time just before the end of all things, safe from discovery or (fingers, legs, tails, and so on) over time, then any severed
tampering. members are restored after 2 minutes.
• Clone. A Chronomancers clone is actually not a clone, but If the target normally cannot regrow severed body members,
rather a version of themself pulled from an earlier point in but you have the severed part and hold it to the stump, the
the timestream, or from a path not taken. spell instantaneously causes the limb to knit to the stump.

Curse of Aging

4th-level transmutation/chronomancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch must succeed on a Wisdom saving

throw or become cursed indefinitely. While under the
influence of this curse, the target ages at twice their normal
rate, becoming two days older for every day that passes.
In addition, they have disadvantage on all Strength checks
and saving throws. A Remove Curse spell ends this effect.

56

Curse of Youth Detect Temporal Anomaly

4th-level transmutation/chronomancy Divination/Chronomancy Cantrip
Casting Time: 1 action Casting Time: 1 round
Range: 60 feet Range: Special
Components: V, S, M (a child’s toy) Components: V, S, M (a time piece, such as an hourglass or
Duration: Concentration, up to 1 hour
This spell reverses time for a creature that you can see within pocketwatch)
Duration: up to 10 Minutes
range until it becomes a helpless baby. An unwilling For the duration, you sense the presence of temporal
creature must make a Wisdom saving throw to avoid the
effect. anomalies, such as portals, gateways, tears, or people
Shapechangers and creatures that do not experience infancy displaced in time within 30 feet of you. If you sense an
automatically succeed on this saving throw. anomaly in this way, you can use your action to see a faint
The effects last for the duration. If the target drops to 0 hit aura around any visible creature or object in the area that
points, it begins making death saves as normal. A creature is conntected to the anomaly.
that dies while under the influence of this spell does not The spell can penetrate most barriers, but it is blocked by 1
revert to its ‘normal’ age. foot of sand.
The target retains all of its game statistics except its base
movement speed, which is changed to 10 feet. It cannot Erase
take any actions, bonus actions or reactions, cannot cast
spells and cannot communicate, except by crying (a person 5th-level transmutation/chronomancy
using Comprehend Languages or similar abilities can Casting Time: 1 action
interpret such crying to gain a rough understanding of the Range: 30 feet
baby’s emotional state). Components: V, S, M (a quartz crystal worth at least 100
While under the effects of this spell, the target is prone and
cannot stand up without the help of an adult. GP)
If the target reverts to its normal age, it returns to the number Duration: Instantaneous
of hit points it had before it transformed. You point your finger and fire a pale blue ray at a small or

Delay smaller nonmangical object that you can see within range.
Make a ranged spell attack against the target. On a hit, the
2nd-level transmutation/chronomancy target is erased from time.
Casting Time: 1 action No trace remains of the erased object and the memory any
Range: 60 feet creature (except the caster) that knew of its existence is
Components: V, S, M (a small crystal) altered to reflect the fact that the object never existed. If
Duration: Instantaneous anything else in the world would not make sense in the
You briefly slow time for a creature of your choice that you absence of the object, history is re-written to explain it.
The DM determines the new version of events. Generally, this
can see within range. spell makes the smallest possible change that would
The target must succeed on a Wisdom saving throw or be provide a plausible explanation.
At Higher Levels. When you cast this spell using a spell slot
moved to last place in the initiative order from the of 8th level or higher, you can target a medium object or
beginning of the next round onwards. creature, including magical objects. On a hit, the creature
takes 10d10 force damage. If it is reduced to 0 hit points by
Delay Image this damage, it is erased from time as described above,
along with anything it is wearing or carrying.
1st-level illusion/chronomancy
Casting Time: 1 bonus action Full Temporal Reversion
Range: Self or Touch
Components: V, S, M (a time piece, such as an hourglass or 7th-level necromancy/chronomancy
Casting Time: 1 hour
pocketwatch, which must be given to the spell target for the Range: Touch
duration) Components: V, S, M (a time piece, such as an hourglass or
Duration: 1 minute
The target of a Delay Image spell is surrounded by a thin aura pocketwatch, which must be given to the spell target for the
of time, which seems to cause his actions to occur a duration)
moment behind his actual motion. This provides the target Duration: Instantaneous
+2 armor class and advantage on saves against targeted You touch a dead creature and revert it to a point in time one
spells. minute before its death. As long as its soul is free and
willing, the target returns to life with all its hit points.
The touched creature returns with any poisons or dieseases
which were affecting it 1 minute before its death and
restores the creature physically to the condition it was in 1
minute before its death.

57

Imogen's Youth Restoration Moment to Think

3rd-level transmutation/chronomancy (ritual) Transmutation/Chronomancy cantrip
Casting Time: 8 hours Casting Time: 1 reaction
Range: Touch Range: Self
Components: V, S, M (gold dust worth at least 500gp, which Components: V
Duration: 1 round
the spell consumes) You briefly stop the flow of time for everyone but yourself.
Duration: Instantaneous
You perform a long, complex ritual on another creature, When you cast this spell, your current turn ends and no
time passes for other creatures, while you take 1 free turn,
reducing its apparent age by 3d10 years, to a minimum of during which you can use actions and a bonus action as
13 years. This effect does not extend the creature’s normal. However, you cannot move from the location where
lifespan. this spell was cast, nor can you affect any object other than
those worn or carried by you (as everything else is frozen in
Improved Haste time), make any kind of attack or cast any spells.
If you let go of an item you were carrying, it also becomes
6th-level transmutation/chronomancy frozen in time. If you consume a potion during the free
Casting Time: 1 action turn, it has no effect (though it is consumed). Listed below
Range: 30 feet are a few examples of what you could do on your free turn:
Components: V, S, M (a liquorice root) • Make an Intelligence check to remember information about
Duration: Concentration, up to 1 minute something.
Choose a willing creature that you can see within range. Until • Make a Wisdom (Perception) check.
• Take the Hide action.
the spell ends, the target’s speed is tripled, it gains a +3 • Deploy a bag of caltrops.
bonus to AC, it has advantage on Dexterity saving throws, • Draw or stow weapons and shields.
and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon Partial Temporal Reversion
attack only), Dash, Disengage, Hide, or Use an Object
action. 3rd-level necromancy/chronomancy
Casting Time: 1 action
Improved Slow Range: Touch
Components: V, S, M (a time piece, such as an hourglass or
6th-level transmutation/chronomancy
Casting Time: 1 action pocketwatch, which must be given to the spell target for the
Range: 120 feet duration)
Components: V, S, M (a bottle of molasses) Duration: Instantaneous
Duration: 1 minute You touch a creature which has died within the last minute
You alter time around up to six creatures of your choice in a and revert it to a point in time one minute before its death.
As long as its soul is free and willing, the target returns to
40-foot cube within range. Each target must succeed on a life with all its hit points.
Wisdom saving throw or be affected by this spell for the The touched creature returns with any poisons or dieseases
duration. which were affecting it 1 minute before its death and
An affected target’s speed is reduced to a quarter of its base restores the creature physically to the condition it was in 1
speed, it takes a -3 penalty to AC and Dexterity saving minute before its death.
throws, and it can’t use reactions. On its turn, it can use
either an action or a bonus action, not both. Regardless of Slow Metabolism
the creature’s abilities or magic items, it can’t make more
than one melee or ranged attack during its turn. 1st-level transmutation/chronomancy
If the creature attempts to cast a spell with a casting time of 1 Casting Time: 1 action
action, roll a d20. On an 16 or higher, the spell doesn’t take Range: Self or Touch
effect until the creature’s next turn, and the creature must Components: V, S, M (a time piece, such as an hourglass or
use its action on that turn to complete the spell. If it can’t,
the spell is wasted. pocketwatch)
If the creature uses nonmagical wings to fly, it is unable to fly Duration: Special
while under the influence of this spell. If it is airborne when When placed upon a creature, this spell can drastically
the spell is cast, it lands safely at the start of its next turn.
A creature affected by this spell makes another Wisdom increase the length of time required between meals. The
saving throw at the end of its turn. On a successful save, recipient needs food and drink only once every 12 hours to
the effect ends for it. survive.
At Higher levels. When this spell is cast using a higher level
spell slot, the duration between meals becomes 12 hours
times the level at which the spell is cast. (For example, if
Slow Metabolism is cast at 4th level the target would need
food and drink only once every 48 hours.)

58

Speed Metabolism Time Freeze

1st-level transmutation/chronomancy 8th-level transmutation/chronomancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a time piece, such as an hourglass or Components: V, S, M (an iron hourglass)
Duration: Instantaneous
pocketwatch) Choose a creature that you can see within range.
Duration: Special If the target has 150 hit points or fewer, it is paralysed and
You touch a creature, and that creature must succeed on a
frozen in time, unaware of its surroundings. Otherwise, the
Constitution saving throw or be drained to near starvation. spell has no effect.
The Creature loses 1 point of Strength, Dexterity, and The target must make a Wisdom saving throw at the end of
Constitution which persists until he spends at least 1 full each of its turns. On a successful save, this paralysis effect
minute eating. ends.
This spell cannot stack with itself, although a higher level
casting can replace a lower level casting. Time Shift
At Higher levels. When this spell is cast using a higher level
spell slot, the target loses 1 additional point of Strength, 7th-level chronomancy
Dexterity and Constitution for each additional level of the Casting Time: 1 action
spell. Range: Touch
Components: V, S, M (a time piece, such as an hourglass or
Temporal Scrying
pocketwatch)
5th-level divination/chronomancy Duration: Instantaneous
Casting Time: 10 minutes You and up to eight willing creatures who link hands in a
Range: Self
Components: V, S, M (a time piece, such as an hourglass or circle are transported to a point in time. You must specify
as precisely as possible when you wish to travel to. You
pocketwatch) may also specify a location within that time. If you do not
Duration: Concentration, up to 10 minutes declare a location, you will move through time and arrive at
You can see and hear events which have happened in the past the same location you departed from.
You can use this spell to banish an unwilling creature to
or future in your current location as if you were there. The another point in time. Choose a creature within your reach
observed scene plays out exactly as it would have if un- and make a melee spell attack against it. On a hit, the
observed, and you cannot take any actions or influence the creature must make a Charisma saving throw.
scene in any way. If the creature fails this save, it is transported to a random
However, if any creature being observed possesses either location at the point in time you specify. A creature so
True Seeing or can both See Invisible and use transported must find its own way back to your current
chronomancy, that creature can make a wisdom saving plane of existence.
throw. If successful, that creature becomes aware of your
presence and can see you for the duration of the scry. Time's Arrow

Temporal Gate 2nd-level transmutation/chronomancy
Casting Time: 1 reaction
9th-level chronomancy Range: Touch
Casting Time: 1 action Components: V, S, M (a pinch of sand from an hourglass)
Range: 60 feet Duration: 10 minutes
Components: V, S, M (a time piece, such as an hourglass or This spell enchants a physical missile, such as an arrow, bolt

pocketwatch) or bullet so that it freezes in time and space. You may
Duration: Concentration, up to 1 minute reposition the missile as part of the action to cast the spell,
You conjure a portal linking an unoccupied space you can see and the spell may be used on magical or otherwise
enchanted missiles.
within range to a precise location at a different point in The missile remains frozen in place until either a creature
time. The portal is a circular opening, which you can make passes within 60 feet in front of it, something touches it, a
5 to 20 feet in diameter. strong wind blows upon it, the enchantment is dispelled or
You can orient the portal in any direction you choose. The the duration ends.
portal lasts for the duration. The portal has a front and a At that point, the missile moves suddenly, as if it was just
back in each time where it appears. fired or thrown. If a creature is in the line of fire, the
Travel through the portal is possible only by moving through missile makes an attack which adds your spell attack
its front. Anything that does so is instantly transported to bonus to the attack roll, and does the basic damage of
the other point in time, appearing in the unoccupied space whatever missile type was used (missiles that vary by
nearest to the portal. launcher use the highest possible damage dice).
Deities and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere
within their domains.

59

Comedic/Pop Culture Spells

Argonaut Blast Bibbity-Bobbity-Boop

3rd-Level Evocation 1st-Level Evocation
Casting Time: Concentration, from 1 action up to 1 hour Casting Time: 1 action
Range: 100 feet Range: 120 feet
Components: S, M (A weapon, as an optional component) Components: V
Duration: Instantaneous Duration: Instantaneous
From the mystical energy within your own Will, you draw a The target feels as if they have been booped on the nose.
A creature in range you can see must succeed on a
brilliant white energy and layer it onto another spell or a
weapon attack. Intelligence saving throw, or take 1 psychic damage and
This sets your enemy's mind and body alight, adding 2D6 + knocked prone as it sits on the ground in a daze for 1d4
your Charisma modifier in Radiant damage. rounds.
If the creature you choose has 100 hit points or fewer, it
instantly dies. If the target has 150 hit points or fewer, it is Dodgeball
stunned. Otherwise, this spell has no effect, while the main
spell is unaffected. 2nd-Level Abjuration
Casting Time: 1 action
Argh!? Range: Touch
Components: V, S
1st-Level Enchantment Duration: Concentration, up to 1 minute
Casting Time: 1 action For the duration, the willing creature you touch has immunity
Range: 120 feet
Components: V (Argh!?), S to damage from the chromatic orb, fireball, frostball, and
Duration: 10 minutes lightning orb spells, along with damage from any other
★ "There's more than one way to Silence a wizard." - Jerry the spell which explicitly creates a ball, sphere, or orb which
deals damage.
bard
You point to another creature and shout the command word Drop Bass

to cause the target to scream uncontrollably for the 1st-level conjuration
duration. The target has some ability to influence what they Casting Time: 1 action
are screaming but it is largely unintelligible. Range: 120 feet
While screaming, the target is naturally unable to cast any Components: V, S, M (A drop of fish oil, a pinch of whale
spells that require a verbal component and any creature
able to hear within 10 feet of the target is also Deafened. blubber)
Creatures unable to speak are unaffected by this spell. Duration: Instantaneous
You point forth your finger, and suddenly conjure a large bass
Banana Slip
at a point within range. This bass has enough calories to
Conjuration cantrip feed up to 4 medium sized creatures for a day, and weighs
Casting Time: 1 action 20 pounds.
Range: Self If the bass falls on a creature, it must make either a Strength
Components: V, S saving throw or a Dexterity saving throw, taking 3d6
Duration: Concentration, up to 1 minute bludgeoning damage on a failed save.
You wave your hands and chant a mystic chant, as bananas At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you conjure two additional bass
cover the ground within a 25 ft radius of you. Any creature within range for every level above 1st.
within this area, as well as any creature that moves into
this area for the duration of the spell, makes a Dexterity Debt Incurment
saving throw to avoid slipping on banana peels. On a failed
save, the creature slips and falls prone. 2nd-Level Enchantment
Casting Time: 1 Action
Begone Thot Range: 40 feet
Components: S, M (a hastily scribbled note, most of which is
1st-Level Evocation
Casting Time: 1 action unintelligible, which the spell consumes)
Range: 120 feet Duration: Until Dispelled
Components: V By casting the spell, the target you have chosen is forced to
Duration: Instantaneous
A great clash of thunder is heard and then a booming deep believe they owe an unspecified debt to the first person
they see after casting this spell.
voice is heard commanding "BEGONE THOT!!" The target must make a Wisdom saving throw, taking 1d8
A creature in range you can see must succeed on a Psychic damage on a failed save, or half as much damage
on a successful one.
Constitution saving throw, or take 2d8 thunder damage The target will also be wracked with guilt, doing everything
and knocked prone & pushed 15 feet away from you. they can to repay this imagined debt.
At Higher Levels. When you cast this spell using a spell slot
of 2nd or higher, the damage increases by 1d8 and the
range increases by 15ft for each spell slot level above 1st.

60

Explosion Flame Shield

Evocation Cantrip 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 150ft Range: Touch
Components: V, S, M (an eyepatch worth at least 1 cp, which Components: V, S
Duration: 1 Hour
must be taken off in the casting of this spell) A willing creature you can touch gains resistance to fire
Duration: Instantaneous
You conjure all of your magical power into one attack and damage for 1 hour.
At Higher Levels: When you cast this spell using a spell slot
unleash it onto a point of your choosing within range,
causing devastating effects to your enemies, and yourself. of 5th level or higher, you can target one additional
Each creature in a 20-foot radius must make a Dexterity creature.
saving throw. A target takes full damage on a failed save, or
half as much damage on a successful one. The fire spreads Fast Ball
around corners. It ignites flammable objects in the area
that aren't being worn or carried. Transmutation Cantrip
This spell, when cast, consumes all of your spell slots and is Casting Time: 1 action
treated as the highest level spell slot consumed. The spell Range: 30 feet
deals 1d6 fire damage, plus 1d6 fire damage for each spell Components: V, S, M (roughly hand-sized rock)
slot level consumed. For example, an 8th level wizard with Duration: Instantaneous
four 1st level spell slots, three 2nd and 3rd level spell slots, You grab a hand sized rock and throw it with magical force at
and two 4th level spell slots would deal 28d6 fire damage
with the explosion casting treated as a 4th level spell. a creature or object in range that you can see.
After casting this spell you fall prone. Your speed then Make a spell attack against the target. On a hit, the target
becomes 0 and you cannot cast spells until after you finish
a short or long rest. You cannot cast this spell if you have takes bludgeoning damage equal to 1d4 + your spellcasting
expended any spell slots as it requires all of your spell slots ability modifier. You can use Strength in place of your
in order to cast. normal spellcasting ability.
This spell's radius and range increases when you reach 5th At Higher Levels. This spell's damage increases by 1d4
level (40-feet-radius and range 300 feet), 11th level (60-feet- when you reach 5th level (2d4), 11th level (3d4), and 17th
radius and a range 500 feet), and 17th level (80-feet-radius level (4d4).
and range 1 mile).
At Higher Levels. If you cast this spell and you have access Flavor Blast
to 9th level spells, you no longer lose spellcasting, your
speed remains normal and you stay standing after casting Transmutation Cantrip
this spell. Additionally, you may choose how many and of Casting Time: 1 action
what level spell slots you wish to expend as part of the Range: Touch
casting of this spell. Components: S, M (a pinch of salt)
Duration: Instantaneous
Make sure that your food is always full of flavor.
You touch a piece of food that fits within a 5-foot cube and

blast it with flavor.
Flavor blasted food is the tastiest food that you have ever

eaten.

Frederick's Annoying Step

2nd-Level Conjuration
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Hour
When casting this spell you target one creature. A bandanna

peel randomly appears under the creature's foot when it
moves.
Every round the creature must pass a Dexterity saving throw
or fall prone.

Fuck That One Guy in Particular God's Dice

Evocation Cantrip 9th-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Unlimited Range: 30 feet
Components: V, S Components: V, S, M (a full dice set made of gold, worth at
Duration: Instantaneous
A bolt of lightning streaks from the sky to strike one creature least 500 gp, which this spell consumes)
Duration: Instantaneous
within range. The target is to be randomly determined by You throw a handful of magically overcharged die at a person.
the DM. Make a ranged spell attack at a target you can see within
The target must make a Dexterity saving throw, taking 3d10
lightning damage on a failed save, or half as much damage range. On a hit, the target takes
on a successful one. (1d12+1d10+1d8+1d6)^1d4 damage of a random type.
If this spell is cast again by any spellcaster within 1 minute, The table below determines the damage type and depends on
the same creature is struck. the number rolled on the D4.
At Higher Levels. When this spell is cast using a spell slot of
2nd level or higher, its damage increases by 1d10 for each D4 Damage Type
slot level above 1st. 1 Acid
2 Cold
Generic Off-the-Shelf Multipurpose 3 Fire
Power Blast Spell 4 Lightning

7th-Level Evocation Hat Burst
Casting Time: 1 action
Range: Special, See below 1st-Level Conjuration
Components: V, S Casting Time: 1 Action
Duration: 1 minute Range: 15 foot Cone
You conjure a blast of magical power, which can be your Components: V, S
Duration: 1 minute
choice of harmless color, sound, and smell. When you By casting the spell, a creature within range you have chosen
conjure the blast, you can choose to affect any one of the
following areas: is bestowed a comically oversized hat.
• A 30-foot radius sphere centered on a point within range, a It must succeed on a Strength saving throw to resist donning
60-foot cone originating from you in any direction you
choose. the hat. If they succeed, the hat explodes and multiplies
• A 150-foot long, 5-foot wide line originating from you in any into 1d4+2 different hats that last for the duration.
direction you choose, On a failed save the target is blinded by the hat for the
• A 100-foot long, 10-foot wide line originating from you in duration, and may make the saving throw again at the end
any direction you choose. of their turns.
Each creature in the area must make a Dexterity saving
throw, taking 8d8 force damage on a failed save, or half as Homonym
much on a successful one.
The spell is so simple, despite its raw power, that once you 5th-Level Abjuration
cast it you can simply hand off control of the spell to your Casting Time: 1 Action
subconsciousness; no concentration required. Range: 40 feet
You can create a new blast of power as your action on any Components: V, S
turn until the spell ends. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot You mutter an easy to mishear word at a single target that
of 8th level or higher, the damage of the spell increases by
1d8 for every slot level above 7th. shares a language with you.
The target must make an Intelligence saving throw. On a
Glass Cannon
success, the target takes 4d6 psychic damage. On a failed
3rd-Level Evocation save, they take 46 psychic damage.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (1 pound of glass in the shape of a

cannon, 1/4th or more of your HP, both of which the spell
consumes)
Duration: 10 minutes, though it crumbles after one blast
The tiny glass cannon grows exponentially in size, and is
considered a medium sized object.
The cannon can only survive one shot, in which is crumbles
to dust. For every 1/4th of your hp that you sacrifice, the
cannon reveals the future of this session.
At Higher Levels. When you cast this at 4th level or higher,
the lore per 1/4th hp you sacrifice goes up by one session.

62

Incinerate! Magical Reserves

5th-Level Evocation 1st-Level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Components: S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You snap your fingers, a spark erupting into a torrent of flame The caster regains a 1st level spell slot.

from your hand and hurling towards your target and then Mike's Hard Lemonade®
blossoms with a low roar into an explosion of flame.
Choose up to eight creatures within range. If you don't know Conjuration Cantrip
their location or can't see them, you can choose a 5 foot Casting Time: 1 action
cube in place of one or more of the creatures. Each Range: 60 feet
creature in a 30-foot-radius sphere centered on each point Components: V, S
must make a Dexterity saving throw. A creature takes Duration: Instantaneous
1D6+ your Constitution modifier in Fire damage on a failed You summon 1d4 cold, crisp bottles of Mike's Hard
save, or half as much damage on a successful one. A
creature that fails its saving throw is knocked prone in Lemonade®, now handcrafted to remove gluten.
addition to taking damage. On subsequent turns, you can use an action to drink one
If a creature succeeds on its saving throw takes half as much
damage and isn’t knocked prone. The original target must bottle, causing the refreshingly tasty and surprisingly low
also make a Dexterity saving throw. It takes 7D6 Fire calorie alcoholic beverage to heal you for 1 hitpoint.
damage on a failed save, or half as much damage on a Alternatively, you can use an action to hurl a bottle of
successful one. delicious and nutritious Mike's Hard Lemonade® at a
The burning target sheds bright light in a 30-foot radius & creature. The resulting Flavor Blast deals 1d4 acid damage
dim light for an additional 30 feet. At the end of each of its to all creatures within a 5 ft. radius. This spell’s damage
turns, the target repeats the saving throw. It takes 3D6 Fire increases by 1d6 when you reach 5th level (2d4), 11th level
damage on a failed save, and the spell ends on a successful (3d4), and 17th level (4d4).
one. Any creatures who regain hitpoints or lose hitpoints as a
These magical flames spreads around corners and can’t be result of the Mike's Hard Lemonade® spell, which critics
extinguished through nonmagical means. It ignites say is like "drinking a bottle of summer lovin'", are not
flammable objects in the area that aren't being worn or allowed to operate land, sea, or air machinery for the
carried. If damage from this spell reduces a target to 0 hit following 120 minutes. Creatures who attempt to do so
points, the target is turned to ash. anyway will immediately summon a Police Officer who will
At Higher Levels. When you cast this spell using a spell slot attempt to detain you in a way determined by the DM.
of 4th level or higher, the damage increases by 1D6 for
each slot level above 3rd. 63

Kick the Bucket

9th-Level Necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an adamantine bucket worth 1,000

GP)
Duration: Instantaneous
You literally kick a bucket made of solid adamantine.
Any hostile creatures within 60 feet of you must make a

Dexterity saving throw, taking 10D10 Necrotic Damage on
a failed save, or half as much damage on a successful one.

Lapis' Water Wings

5th-Level Transmutation
Casting Time: 1 action
Range: Self
Components: S, M (two vials of pure water)
Duration: 3 hours
Wings of water appear on your back. You gain a fly speed of

60 feet, and can hover for the duration.
If the spell and you are still airborne, you fall gently to the

ground as though affected by the spell 'Feather-Fall'.
At Higher Levels. When you cast this spell using a spell slot

of 6th level or higher, its duration increases by 9 hours for
each slot level above 5th.

Miscast Color Spray Noval Strike

1st-Level Evocation 9th-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self (15 ft. cone) Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
A dazzling mist of multicolored water sprays forth from your You invoke the almighty powers of the universe to conjure

fingers, issuing forth devastating, but decidedly non-lethal, forth a large number 9 made out of wood, so that you may
amounts of damage upon your foes. bash people about the head with it. They definitely deserve
Roll 6d10. All creatures within the cone take force damage what's coming to them.
equal to the amount rolled divided by the number of The #9 can be used as a magical greatclub. When doing so,
creatures affected. If a creature would be reduced to 0 hit you make a melee spell attack, dealing 1d9 bludgeoning
points by this spell, it takes no damage instead and is damage on a hit.
renered unconscious instead. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the most powerful being in the
of 2nd level or higher, you roll an additional 2d10 for every universe (usually a god or great old one) will come down
level above 1st. personally and tell you that you are a complete idiot for
attempting to cast a 10th level spell, and slap you about the
Move On face with a fish. This deals 1d4 bludgeoning and 9d20
psychic damage to you.
9th-Level Enchantment
Casting Time: 1 Free Fucking action. Potato
Range: 10 Lightyears
Components: V Conjuration Cantrip
Duration: Instantaneous Casting Time: 1 free action
★ The party is skull-fucking a dead horse, let's move on. Range: 30 feet
Each affected player must make a Wisdom saving throw Components: V, S
Duration: Instantaneous
against your spell save DC. You create a potato and throw it at your enemy. To hit, you
On a failed save, the target must ignore their current point of
must must succeed on a ranged touch attack to hit your
focus or attention and move the FUCK on. target. The Potato deals 1d4 bludgeoning damage, and has
On a successful save, the spell has no effect. a 50% chance to inflict the Poisoned condition
At Higher Levels. When you cast this spell using a spell slot
No U of 1st level or higher, the range increases by 10 feet for
each two slot levels above 0th.
4th-Level Abjuration
Casting Time: 1 reaction. Power Word: Grill
Range: Self
Components: S, V (A spoken "no u"), M (a playing card that 2nd-Level Transmutation
Casting Time: 1 action
have circular arrow picture in it that cost at least 5sp) Range: 60 feet
Duration: Instantaneous Components: V
In response to a spell being cast on you that you would rather Duration: Instantaneous
You speak a word of power that can infuse flavor into any
not be in effect, you proclaim "no u."
You cancel whatever 4th level (or lower) spell they had cast at edible material. Choose up to 50 pounds of edible nonliving
material within range. You infuse the material with any
or on you and send it right back at them. When sending the flavors you wish, able to distribute these flavors into the
spell back at your enemy, you treat it as if you had cast it at food in any configuration you wish.
them yourself, but you do not need to know the spell or be You can also choose to warm the material. If you do so, grill
able to cast it yourself. marks appear on the material, running parallel to one
If attempting to deflect a spell of 5th level, roll a spellcasting another. The food then becomes rid of any poisons or
check with DC 15. If attempting to deflect a spell of 6th diseases it once had, whether magical or nonmagical.
level, roll a spellcasting check with DC 19. Deflecting a The effects of this spell last for 2 hours, with another 2 hours
spell of any higher level requires a DC 25. If you fail to added to the duration when the material is consumed.
deflect a higher-level spell, the spell slot you attempted to When the spell's effects end, the material loses the
deflect it with is still used up. properties granted by the spell. Diseases and poisons
At Higher Levels. When you cast this spell using a spell slot remain eliminated when this spell's effects end, unless the
of 5 or higher, you may reflect a spell of that level. disease or poison is magical.
Attempting to deflect a spell of one level higher requires At Higher Levels. When you cast this spell using a spell slot
the DC 15 roll, deflecting a spell of two levels higher of 3rd level or higher, you can use its effect on an additional
requires the DC 19 roll, and spells beyond that require 50 pounds, and the range increases by an additional 10
natural 20s. feet, per level above 2nd.

64

Power Word: Love Spaghetti

9th-Level Abjuration 2nd-Level Conjuration
Casting Time: 1 reaction. Casting Time: 1 action
Range: 30 feet Range: Self
Components: V Components: V, S, M (flour & water mixed just before
Duration: Until Dispelled.
This spell can only be used as a reaction when the caster fails casting, which the spell consumes)
Duration: Instantaneous
a final death saving throw, or is killed outright by massive Mix some flour with some water and shout "Spaghetti!" at it,
damage. You speak the target's name, and imbue them with
the protection of a loved one that has given their life for roll a d6.
them.
The target gains benefits that remain active until the target Spaghetti Results
dies or the caster is resurrected, in which case this
protection is dispelled. It cannot be dispelled through any D6 Results
other means. The benefits are as follows, and only function 1 The mixed flour and water turns into 1d4 bowls of
when fighting the "chosen enemies" that killed the caster:
• The Target's AC is increased by the caster's CHA modifier steaming spaghetti with the desired sauce of the
when fighting "chosen enemies". target.
• The Target becomes immune to the spells Magic Missile 2 1d6 flying bowls of hot spaghetti fly out from around
and Power Word Kill when cast by "chosen enemies". the caster. On impact, the target must pass a Dexterity
• The Target has advantage on all saving throws made to save or take 1d6 magical bludgeoning damage.
resist magic when fighting "chosen enemies". 3 A bowl of spaghetti appears floating above the mixed
• If the target has less than half of their hit points, they are flour and water, if interacted with (and it looks so
restored up to half HP. This occurs at the onset of all tempting!) it explodes, dealing 1d6 force damage in a
encounters with "chosen enemies". 6ft radius around it and covering everything in a 12ft
• If the target is charmed by "chosen enemies", both target radius with steaming spaghetti and tomato sauce.
and caster are considered charmed and cannot take 4 1d4 bowls of steaming spaghetti appear with a
actions until the charm ends. strange glowing sauce. If consumed, each bowl
• If the target is incapacitated and a "chosen enemy" attacks, restores 1d4 hit points, if left to go cold, they no
attempting a coup de grace, the attack is automatically a longer heal any hit points.
miss and the attacker takes 50 (10d10) Radiant Damage. 5 You summon a very large bowl of spaghetti and
instantly roll another d6 (not modified at higher
Soda Summoning of Matthew Patrick levels).
6 You summon a humongous bowl of spaghetti, roll 2d6
Evocation Cantrip (not modified at higher levels) instantly and the moon
Casting Time: 1 bonus action vaguely looks like the underside of a pot for the next 3
Range: Self min.
Components: V
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell slot
You conjure a can of soda in your flavor and brand of choice of 3rd level or higher, d4 effects gain +1d4 and d6 effects
gain +1d6. The number of d6's rolled to determine effects
in your hand, a la Mr. D or Mick Jagger. does not ever change.
While holding the can of soda in your hand, you can use one
Summon Garlic Bread
of the following as an action:
• Drink the delicious liquid, giving yourself 1d4 temporary hit Conjuration Cantrip
Casting Time: 1 action
points. Range: Self
• Shake the can and crack it open. Every creature within a 10 Components: V, S
Duration: Instantaneous
ft cone must make a Dexterity saving throw or be coated in You reach through the ether between worlds and yank a piece
the sticky soda, giving them disadvantage on their next
Dexterity saving throw within the next minute. of Garlic Bread from elsewhere in the multiverse into your
• Make a ranged spell attack by throwing the soda can at a hand. It is delicious and restores 1D4 hit points.
creature within 30 feet of you. On a hit, they take 1d6 At Higher Levels. When you cast this spell using a spell slot
bludgeoning damage. of 2nd level or higher, you summon one additional piece of
The can of soda disappears once you have used one of the Garlic Bread for each spell level above 1st.
above actions, or else at the end of your turn.
At Higher Levels. This spell's damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
The spell's temporary hit points increase by 1d4 when you
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

65

Supportive Himbro Touch of Redundancy

2nd-Level Conjuration 1st-Level Abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (15-foot radius) Range: Touch
Components: V, S, M (Nail polish applied to your nails) Components: V, S
Duration: Instantaneous Duration: Instantaneous
A spectral humanoid is summoned for one turn and provides Your target is healed for 5d20 hit points.
The spell has no effect on creatures below their maximum hit
you with an inspiration bonus to all Charisma rolls.
This spectral humanoid also grants a +1 to base charisma for points.

the rest of the day. Unexpected Party

Thorn Bind Hostage 3rd-Level Conjuration
Casting Time: one minute
3rd-Level conjuration Range: 30 feet
Casting Time: 1 action Components: V, S, M (1 mug of ale per dwarf conjured,
Range: 60 feet
Components: V, S which is consumed)
Duration: 1 minute Duration: Until Dispelled
You create three roots of energy. You can direct the roots at You summon a group of unruly dwarves to consume all food

the same target or at different ones. The target must in range.
succeed on a Strength saving throw or be restrained until
the spell ends. A Large or larger creature has advantage on CR # of Dwarves
this saving throw. When an ally creature successfully
attacks a target of this spell, it takes extra 2d6 force 2+ 1 Dwarf
damage and one root is destroyed. If all roots was
destroyed, the spells ends in the target. 1 2 Dwarves
At the end of each of its turns, the target can make another
strength saving throw. On a success, the spell ends on the 1/2 4 Dwarves
target.
At Higher Levels. When you cast this spell using a spell slot 1/4 or lower 8 Dwarves
of 2nd level or higher, you create one additional root for
each slot level above 1st. You choose the CR of dwarves that you want to summon, and
your DM chooses the type. A dwarf disappears when it
Toshinori's Transformation reaches 0 hit points, is targeted by Dispel Magic, or is
affected by an Anti-magic Field.
9th-Level Transmutation
Casting Time: 1 action You can attempt to control the dwarves as an action on your
Range: Self turn by making a DC 15 Charisma (Persuasion) check. On
Components: S a success, the dwarves follow your command until you
Duration: Concentration, Up to 3 hours finish a long rest. They are willing to fight, but only in
★ Have no fear! Why? Because I AM HERE!! exchange for 50gp × CR per day in gold, gems, or other
You endow yourself with endurance and martial prowess valuables. Otherwise, they will only consume food and
booze. They are good company.
fueled by the will of your ancestors.
Until the spell ends, you can't cast spells, and you gain the On a failed check, the dwarves will do nothing, but will
defend themselves if attacked, and you cannot attempt the
following benefits: check again until you finish a long rest.
• You gain 50 temporary hit points. If any of these remain
Your DM has the dwarves' stats.
when the spell ends, they are lost. At Higher Levels. When you cast this spell using a spell slot
• You have advantage on attack rolls that you make with
of 5th level or higher, the amount of dwarves you conjure
unarmed strikes. doubles.
• When you hit a target with an unarmed strike, that target When you cast this spell using a spell slot of 7th level or
higher, the amount of dwarves you conjure triples.
takes an extra 2D12 Force damage and is pushed back 30 When you cast this spell using a spell slot of 9th level, you can
feet. conjure as many dwarves as you want of each CR, whose
• You have proficiency with all armor, shields, and improvised CR values, added up, cannot exceed 12, and they cannot be
weapons. dispelled by any means (a dwarf dies when they are
• You have proficiency in Strength and Constitution saving reduced to 0 HP).
throws.
• Your speed is doubled.
• You can attack twice, instead of once, when you take the
Attack action on your turn.
Immediately after the spell ends, you must succeed on a DC
15 Constitution saving throw or suffer one level of
exhaustion.

66

Universe Destruction Witch Bolt of Atlas

9th-Level Necromancy (Ritual) 1st-Level Evocation
Casting Time: 1 month Casting Time: 1 action
Range: Unlimited Range: 30 feet
Components: V, S, M (666 GP worth of glitter) Components: V, S
Duration: Instantaneous Duration: Concentration, Up to 5 minutes
The entire universe is destroyed, unless a wish spell is cast to A beam of crackling, blue energy lances out toward a point

counter this spell within the casting time. within range, forming a sustained arc of lightning between
The current DM loses control of everything and the group you and the target.
Make a ranged spell attack against that target. On a hit, the
chooses a new DM to start a new world & a new campaign. target takes 1D12 Lightning damage, & must then succeed
Everyone remaining must each create new characters. This on a Wisdom saving throw or be stunned until the end of
your next turn.
spell cannot be reversed. At the end of each of its turns, the target can make another
At Higher Levels. When you cast this spell using a spell slot Wisdom saving throw. On a success, the target is no longer
stunned. The spell also ends if the target has total cover
of 9th level or higher, you can choose to double the Casting from you.
Time and material Components to cast this spell at a At Higher Levels When you cast this spell using a spell slot
higher level, having gained a single 10th level spell slot. of 2nd level or higher, the initial damage increases by 1D12
If cast as a 10th-level spell, then in your next campaign, you for each slot level above 1st.
can instead sacrifice 666 spellcasters and become
Asmodeus until killed in the 9th hell or gain this spell as a Workaholic
cantrip.
5th-Level Enchantment
Widogast's Transmogrification Casting Time: Instantaneous
Range: 40 feet
6th-level transmutation Components: V, S, M (a sheet of parchment, a small piece of
Casting Time: 1 hour
Range: Touch metal with your name on it, and an elixir of rare herbs and
Components: V, S, M (Damp clay equal to the weight of the beans worth at least 250 gp, which the spell consumes)
Duration: 24 hours
target and 150 gp worth of crushed gem dust, both of By casting the spell, the target you have chosen is forced to
which the spell consumes) do menial tasks and chores wherever they are currently
Duration: Instantaneous located (including the tidying up of a forest or dungeon).
You permanently alter the physical body of a humanoid If the target attempts to cease working, the target takes 3d4
creature into another type of humanoid body. psychic damage.
After encasing the target in clay, you conduct a rigorous, one- The caster of the spell can direct the target to what the caster
hour-long ritual that manipulates the flesh and function of wishes the target to clean or fix. After 24 hours the spell
the target's body into that of another humanoid race. ends and the target is released from the spell.
They lose their previous racial traits and instead gain the As a withdrawal from the spell, the target feels inclined to
racial traits of another humanoid race of the target's clean and do chores for the next 1D4 days.
choice, aside from languages known (which remain
unchanged). Yeet
Should the target wish to alter their gender along with or
instead of their race, they can choose to do so as part of the 9th-level transmutation
spell. When the ritual is completed, you and the target Casting Time: 1 action
suffer one level of exhaustion. Range: 120 feet
Once a creature's race or gender has been changed via this Components: V, S, M (A small stone or similar projectile)
spell, they cannot be affected again by this spell for 1 year. Duration: Instantaneous
You take a small item, such as a stone, a dagger, or a similarly

sized projectile in your hand and hurl it with cosmic force
at a creature that you can see.
Pick a creature within range. The creature must make a
Dexterity saving throw. The creature takes 10d12 force
damage and 10d12 bludgeoning damage on a failed throw,
and half as much on a successful one.

Transmogrification of Veth

Credit: Critical Role

67

Epic Tier Spells--------eel the weight of every spell flowing in your Apocalypse From The Sky
veins, remember that the power you have is not
to be taken lightly. 13th-level Necromancy
-Magnus, 'The Curator of Infinity' Casting Time: 24 hours
Range: Self (100 mile radius)
F- Components: V, S, M (a bottle of angel tears, which the spell
Epic-level magic is not something to be used
lightly. There was a time when epic magic was consumes)
available to mortals but due to the dangerous power it Duration: Instantaneous
provided, the arbiter of magic, a being who was said to You use part of your own life force to perform this vile ritual.
control magic itself, decided to limit it. You take 20D6 Necrotic damage that can't be prevent or

Ever since that faithful day, mortals only have access to 9th reduced in any way.
level magic and if one should wish to have 10th level magic or Then, each non-undead enemy creature other than you within
above, they must step up to reach the power of the gods
themselves. 100 miles of you takes 10D6 Necrotic damage.

The only way for one to gain access to them is through the Big Bang
favor of a god, similarly powerful individual, or to reach the
gateway of power leading to epic magic. 12th-level Evocation
Casting Time: 1 Action
While there may be long-forgotten scrolls with their Range: 1 mile
contents, they are so rare as to be dismissed as rumor and Components: V, S, M (the condensed core of a star)
hearsay. Duration: Concentration, up to 1 minute
★ In the beginning there was nothing and in the end there
Absolute Death
will be nothing.
10th-level Necromancy A beam of white light flashes from your pointing finger, then
Casting Time: 1 action
Range: Touch condenses to linger at a chosen point within range as a
Components: S dying star in a 40-foot radius sphere for the duration. Every
Duration: Instantaneous creature within a 50-foot radius of the sphere is dealt 33
★ In the end we all die, why not choose how. (10d6) fire damage at the start of its turn.
You touch a creature and stop their body and soul. A creature When the spell ends, either because your concentration is
broken or because you decide to end it, the star collapses
must succeed on a Constitution saving throw. with the sound of a giant explosion of pure energy that
On a failed save, a creature dies and cannot be resurrected by spreads around corners.
Each creature within 1 mile of the sphere must succeed on a
any spell weaker than a 10th level spell. On a successful Dexterity saving throw. A creature takes fire damage equal
save, a creature takes 110 (20d10) necrotic damage. to the total accumulated damage on a failed save, or half as
At Higher Levels. When you cast this spell at higher levels, much damage on a successful one. This fire damage
increase the damage by 10d10 and the resurrection spell ignores resistance and immunity.
required increases by 1 for every level above 10th level. This spell deals triple damage to objects and structures.
Creatures, objects or structures destroyed by this spell is
Arcane Burst of Destruction reduced to dust. The spell’s base damage is 60d6. If at the
end of your turn the star has not yet detonated, the damage
10th-Level Evocation increases by 16d6. The star also increases in size by 40
Casting Time: 1 action feet at the end of your turn.
Range: Self
Components: V, S
Duration: Instantaneous
★ You will learn that even the smartest can have unbrindled

rage.
You raise up one of your hands and evoke destructive raw

magic in a 500-foot long and 20-foot wide line.
Everything within the line must succeed on a Dexterity

saving throw, taking 33d6 force damage on a failed save, or
no damage on a successful one.
If this damage reduces a creature to 0 hit points, it is
disintegrated. In addition, the area where the spell was cast
is subject to an anti-magic field for 30 days.
A creature destroyed by this spell can only be brought back
by a wish or true resurrection spell.

68

Black Death That additional action can be used only to take the Attack,
Dash, Disengage, Hide or Use an Object action. This sword
11th-level Necromancy is considered a +5 legendary longsword which deals 10d8
Casting Time: 12 hours + 10 fire damage, it has the heavy and versatile feature,
Range: 1 mile dealing 10d10 + 10 fire damage when being used with two
Components: V, S, M (a dead heart from a dead Atropal, hands. In addition, this ignores resistance and immunities.

which the spell consumes) You are considered proficient with this sword. In addition,
Duration: Until dispelled you can instead choose to release all the power of the blade
★ We tell ourselves that pestilence is a mere bogy of the in one attack. You slash the blade in a direction of your
choosing releasing a powerful burst of energy 1 mile long
mind, a bad dream that will pass away. But it doesn't always and 10 feet wide.
pass away and, from one bad dream to another, it is men
who pass away. Each creature in that line must succeed on a Dexterity saving
A wave of plague radiates outwards from the point of your throw, taking 40d10 + 100 fire damage on a failed save, or
choosing, infecting everyone and everything in a 500-foot no damage on a successful one. The blade dissipates once
radius around it. this ability is used.
Creatures in the area must succeed on a Constitution saving
throw or become infected. Within 24 hours, everything in Blade of The Heavenly Realms
the area begins to show signs of rot and decay. This
magical form of the disease is contagious and will spread 10th-level Conjuration
beyond those initially infected up to an area of 1000 miles Casting Time: 1 action
beyond its initial area over the course of 10 days. Range: Self
It infects water sources and spreads through the air. Plants Components: V, S, M (an adamantine longsword gilded with
infected with it are unfit for consumption, as are disease-
ridden animals. If a creature breaths, eats or drinks from silver and blessed by a good deity or extremely powerful
an infected source it has to make a Constitution saving celestial, worth at least 20,000 gold, suspended at least fifty
throw or be infected. miles in the sky for at least one year uninterrupted)
An affected creature has disadvantage on all of his ability Duration: 1 hour
checks and has his movement speed halved. Every 24 ★ Then I saw it, a beautiful golden sword flying through the
hours a victim has to repeat its saving throw, having its sky cutting the heavens itself.
maximum hit points reduced by half (rounded up) and You create a single edged blade made out of the heaven's
taking 2 necrotic damage on a failed save, or not having its essence itself.
hit points reduced and taking no damage on a successful This blade lasts for one hour and you are unable to cast
one. spells while this spell is active. You can dismiss this spell at
This spell ignores damage and condition immunities. Undead any time. Until this spell ends, you gain wings that give you
and constructs are immune to this effect. A creature can a flying speed of 30 feet and on your turns, you gain an
only be cured through the use of a 9th level greater additional action and whenever you take the Attack action
restoration spell or similar magic. The disease only ends on your turn you can take an additional attack (this stacks
after 10,000 years have passed or through the use of a 11th with extra attack).
level wish or similar magic. That action can be used only to take the Attack (two weapon
attacks only), Dash, Disengage, Hide, or Use an Object
Blade of the Abyssal King action.
This sword is considered a +4 legendary longsword which
11th-Level Conjuration deals 4d8 + 10 radiant damage, it has the heavy and
Casting Time: 1 Action versatile features dealing 4d10 + 10 radiant damage when
Range: 300 feet being used with two hands.
Components: V, S, M (a red orichalcum greatsword, worth at
69
least 100,000 gp, bathed in the scorching heat of the
Elemental Plane of Fire for at least 10 years uninterrupted)
Duration: 1 hour
★ Become the evil you fear the worst, so that evil won't
overtake you.
The Blade of the Abyssal King is the mythical blade of the
first demon king, a demon lord so powerful that it managed
to subdue the abyss in its entirety. When it was destroyed
by an extremely powerful being, it's mythical weapon was
said to have disappeared. You summon the legendary blade
of the firrst demon king and manifest its fiendish power.
Once summoned any non demon prince that uses it must
succeed on a DC 35 Constitution saving throw or burn to
ashes.
While this spell is active you gain demon-like wings that give
you a flying speed of 120 feet and on your turns, you gain
an additional action and whenever you take the Attack
action on your turn you can take an additional attack (this
stacks with extra attack).

In addition, this ignores resistance and treats immunities as Create Revenant
resistance. You are considered proficient with this sword
and you can choose to give this weapon to anyone but you 11th-level necromancy
still cannot cast spells. Casting Time: 1 hour
Range: Touch
In addition, you can instead choose to release all the power of Components: V, S, M (a dear item from the creature's past
the blade in one attack, dealing 22d10 + 50 radiant
damage on a hit. The blade dissipates once this attack is life and a small item that can contain souls, which the spell
used. consumes)
Duration: Instantaneous
Cosmic Javelin ★ Vengeance is bitter as absinthe, but sweet as ambrosia.
You touch a creature that has been dead for no longer than
10th-level Conjuration 500 years. If it is not an allied creature then its CR or
Casting Time: 1 action combined levels has to be 20 or lower. While you resurrect
Range: 1 mile the creature you have to assign it a creature to kill. The
Components: V, S creature is then restored to life with all its hit points.
Duration: Instantaneous This spell closes all wounds, neutralizes any poison, cures all
★ The stars fly over the cosmic sky bouncing on the void to diseases, and lifts any curses affecting the creature when it
died. The spell replaces damaged or missing organs and
sparkle. limbs. The spell can even provide a new body if the original
A brilliant javelin of cosmic light forms in your hand that you no longer exists, in which case you must speak the
creature’s name. The creature then appears in an
can throw at multiple targets target within range. unoccupied space you choose within 10 feet of you.
Choose up to 10 different targets within range of you. Each No matter if it was alive or dead before, the creature is
resurrected as an undead revenant in addition to its other
target, except for the last one, must succeed on a Dexterity creature types but it retains all his other statistics. As a
saving throw, taking 10d8 radiant damage and 10d8 cold revenant it doesn't require air, food, drink, or sleep It has
damage on a failed save, or half as much damage on a resistance against necrotic and psychic damage and is
successful one. immune to poison damage.
They must also succeed on a Constitution saving throw, In addition, it is immune to being charmed, exhausted,
becoming blinded and stunned for 1 minute on a failed frightened, paralyzed, poisoned, and stunned. It has the
save. The javelin bounces and curves from target to target regeneration, rejuvenation, turn immunity, and vengeful
until it makes it to the final target. Once the javelin reaches tracker trait of the revenant creature and has 1 year to
the final target it explodes. It then must succeed on a complete its vengeance.
Dexterity saving throw, taking 16d8 radiant damage and The revenant is compelled to kill the creature you assigned it
16d8 cold damage and be blinded on a failed save, or no to but after the chosen creature dies the revenant also dies.
damage and not be blinded on a successful one.
Destiny
Create World/Plane
11th-level Divination
12th-level Conjuration Casting Time: 1 action
Casting Time: 7 days Range: Self
Range: Sight Components: V
Components: V, S, M (a divine spark of a greater deity) Duration: Instantaneous
Duration: Instantaneous ★ It is not luck, it is destiny.
★ I am prepared to meet my Maker. Whether my Maker is Describe an event which can only last up to 1 minute or name

prepared for the great ordeal of meeting me is another a creature or an object. You can then decide a time frame
matter. between 1 minute to 1 year from now on.
Over the duration of 7 days you create your own world or This event or the meeting with the creature or object will
plane with its own geography, atmosphere and other happen within this time frame. State the event clearly to
properties. the DM as precisely as possible. The DM has great latitude
You can also add specific flora and fauna to it according to in ruling what occurs in such an instance, the greater the
your own knowledge. The radius of this world or plane is event, the greater the likelihood that something goes
3000 miles. As part of being the creator of this location you wrong.
can use an action to change a 1-mile-radius area of it
anytime after you have created it. The mineral wealth of
this location cannot exceed 1.000.000 gp.
At the start you can only create up to 1000 creatures with
CRs lower than 10. These creatures are not necessarily
friendly towards you, but instead the creatures choose
whether to be friendly to you, based on how you treat them.
You can choose as much flora as the area can provide as long
as the worth of everything does not exceed 1,000,000 GP
and the CR of an individual is lower than 10. Describe your
world or plane clearly to the DM as precisely as possible.
The DM has great latitude in ruling what is allowed for the
world or plane.

70

Divine Gate While you are hidden from fate's sight, you are hidden to
anything not also under this spell, as if you had made a
12th-level Abjuration successful check to hide, however impossible such a check
Casting Time: 1 action would've been. Because of this, you can stand in the open
Range: 120 feet and not be noticed, shout and not be heard, attack and not
Components: V, S, M (a lock and key created from solidified be discovered, and so on. You cannot be tracked, and are
hidden from all forms of divination magic, except of 11th
soul of a primordial and a greater deity) level or above.
Duration: Instantaneous
★ The greatest fear of immortals is not death, but eternal In addition creatures with truesight cannot see you and
creatures with blindsight or tremorsense cannot sense you.
isolation. If you attack a creature with truesight, they can make a
You can target a creature with 200 or less hit points. It has to Wisdom (Perception) check against your spell DC, if they
fail nothing happens but if they succeed they see you but
make a Charisma saving throw. If its fails it will be the spell is not dispelled.
banished behind the Divine Gate, a place with no escape.
No magic or being can resist or dispel this effect. Not even This effect cannot be dispelled, disrupted, or suppressed, and
the gods or other divine beings can escape it or reach is so strong, even gods or beings of similar power are often
beyond it. If it manages to succeed the saving throw it has unable to penetrate it but some especially strong beings
to repeat it at the start of its turns as long as the caster is can try to see you. This spell lasts as long as 30 days but
alive and on the same plane as the creature. The DC you can end it early if you wish.
increases by 10 every time it succeeds.
At Higher Levels. When you cast this spell using an 11th-
Fact or Fiction level spell slot, the Duration increases up to 1 year. When
you cast this spell using a 12th-level spell slot, the Duration
10th-level Illusion is permanent.
Casting Time: 1 reaction
Range: Touch Firmament of Reality
Components: V, S
Duration: 1 minute 10th-level Transmutation
★ Nothing is more sad than the death of an illusion. Casting Time: 1 hour
You shape an illusory duplicate of a creature with a challenge Range: 1 mile
Components: S
rating of 20 or lower or a character with a combined level Duration: Instantaneous
of 20 or lower that you know of. The duplicate is a ★ Reality is merely an illusion, albeit a very persistent one.
creature, real but formed by your thoughts and You alter a physical aspect of any mundane object or area
imagination, and it can take actions and otherwise be
affected as a normal creature. limited to a size of 10,000 feet in diameter.
It appears to be the same as the original. It has the creature’s As long as it is not magical, you can change the aspect of an
hit point maximum and is formed with its equipment, if it
had any. Otherwise, the illusion uses all the statistics of the object. You can change an object to any nonmagical form
creature it duplicates. but it cannot be damaging. You can make a door visible but
The illusion is friendly to you and creatures you designate. It not corporeal. You can make a flat plain into a large
obeys your spoken commands, moving and acting in labyrinth of unbreakable adamantine.
accordance with your wishes and acting on your turn in In addition, if you are to manipulate an object into a specific
combat. The illusion lasts until it drops to 0 hit points, at form, you must be aware of what you're transforming it
which point it vanishes into a puff of smoke and disappears into. You cannot simply make a wall fully unbreakable,you
instantly. must first liken the unbreakableness into something such
If you cast this spell again, any currently active illusions you as adamantine.
created with this spell are instantly destroyed. In addition, any creature stuck or crushed by the
manipulation of material is gently shunted outside of the
Fateless area. This change lasts forever and cannot be changed
back to its original state unless a 10th level wish or dispel
10th-level Divination magic is used.
Casting Time: 1 minute
Range: Self First Command
Components: V, S, M (a flawless glass eye worth 50,000 gp)
Duration: 30 days 10th-level Enchantment
★ I am seeking for the bridge which leans from the visible to Casting Time: 1 action
Range: 30 feet
the invisible through reality. Components: S
You change how reality perceives you, hiding you out of fate's Duration: Until dispelled
★ You shall have no other gods before me.
sight. You can return or hide yourself from fate's sight. You forcefully bind your persona to a creature's subconscious
While you are in fate's sight, the spell is undetectable, and has
within range. The creature must succeed on Wisdom
no effect. You can reactivate it as a bonus action or as a saving throw or be affected. In addition, creatures with 150
reaction whenever you are targeted by an attack or harmful hit points or less automatically fail this saving throw. While
effect. affected, a creature regards you as someone above him by
natural order, and someone to be trusted, respected,
protected at all costs and obeyed absolutely.

71

You have an unbreakable telepathic bond with all the Harken to Me
creatures affected by this spell, and a creature understands
the intents of your commands and it tries to fulfill it to its 10th-level Necromancy
utmost capacity. In addition, it will never do anything that Casting Time: 1 action
goes indirectly or directly against your command. Range: 500 feet
Components: V, S
In combat, you can order up to five creatures you have Duration: Instantaneous
control over with this spell to do your bidding, no action ★ Obey me or die... or both.
required but you can affect as many creatures as you want You instantly slay a single humanoid creature within range
with this spell. You can specify a simple and general course
of action, such as Attack that creature, Run over there, or with 150 hit points or fewer and at the same moment
Fetch that object. animate the body so that it appears that nothing has
happened to the creature.
If the creature completes the order and doesn't receive Creatures near the creature that just died do not immediately
further direction from you, it defends and preserves itself realize what has transpired. If the save fails, the target
to the best of its ability. You can use your action to take remains in its exact position with no apparent ill effects. In
total and precise control of the target. Until the end of your reality, it is now a perfect undead servant under the your
next turn, the creature takes only the actions you choose, control.
and doesn't do anything that you don't allow it to do. During The target’s companions notice nothing unusual about the
this time you can also cause the creature to use a reaction, state of the target until they interact with it, at which time
but this requires you to use your own reaction as well. each companion can make a Wisdom (Perception) check
against your spell DC to notice discrepancies. The undead
If a creature affected by this spell dies, you can attempt to servant serves the character indefinitely and retains all
transfer the spell to another creature you can see within 30 their abilities during their time alive.
feet of the body. The creature must make a Wisdom saving The undead creature must first be destroyed and cannot be
throw or be affected, and creatures with 150 hit points or brought back to life unless a 10th level wish or true
less fail this saving throw automatically. resurrection is used.

Each time the target is knocked unconscious with any form of Heat Death
psychic damage, it makes a new Wisdom saving throw
against the spell. If the saving throw succeeds, the spell 12th-level Transmutation
ends. Casting Time: 1 Action
Range: 1 mile
This spell can only be ended with a wish spell or similar Components: V, S, M (a star's dead core)
magic. All other attempts to end it simply fail. Duration: Concentration, up to 10 minutes
★ I am the spirit that negates. And rightly so, for all that
Gate Guardian
comes to be Deserves to perish wretchedly.
10th-level Abjuration Choose a 200-foot radius area. You deprive the area of any
Casting Time: 1 action
Range: Self energy. Anything in it immediately stops moving and
Components: V, S, M (A holy saint's rib bone) anything that would pass trough it stops and falls down or
Duration: 1 minute dissipates dealing no damage. No effect that would create
★ A man's character is his guardian divinity. matter or energy has any effect within this field.
You wreath yourself with heavenly lights and bond your soul All creatures of your choosing in the area during the initial
cast and at the start their turns there must succeed on a
with 6 creatures of your choosing. Constitution saving throw, having their movement speed
While wreathed in heavenly lights, each creature you choose reduced to 0 on a failed save, or not having their movement
speed reduced on a successful one.
only takes half damage but you take the other half as long On a failed save they are also under the effect of slow and are
as you are not incapacitated. You regain 4d10 hit point restrained. A creature affected by this spell must make
during the turns of the creatures you choose, and 12d10 another Constitution saving throw at the end of each of its
during your turn. turns. On a success, the effect ends on the target. On a
In addition, you lose any resistances, immunities, and failure, the target is incapacitated, cannot move or speak,
vulnerabilities you have until the end of this spell. and is unaware of its surroundings.
Attack rolls against the creature have advantage and the
creature automatically fails Strength and Dexterity saving
throws. It is also takes 90 (20d8) cold damage at the end of
each of its turns. This damage ignores resistance and
immunity. If this damage reduces the target to 0 hit points,
it is frozen to its core and shatters into small particles. You
can use a bonus action to move the area up to 200 feet.

72

Hope Illusion of Choice

10th-level conjuration 10th-level Illusion
Casting Time: 1 action Casting Time: 24 hours
Range: Self Range: 10 miles
Components: V Components: V, S, M (a panting that depicts the reality you
Duration: Instantaneous
★ When overwhelming power oppresses you, hope is the wish worth 2000 gold)
Duration: Until Dispelled
greatest ally. ★ Everything's fine today, that is our illusion.
You regain your ability to cast wish again if you lost it due to Generating epic magic you conjure an extremely powerful

its stress effect or any other reason. illusion up to the size of 10 miles. You create an illusion of
You cast the spell wish as a 10th level spell but do not suffer any number of sensory phenomena, which appears at a
spot that you can see and lasts for the duration, in which
its stress effects. you have perfect control.
It seems completely real, and can include sounds, smells,
Inorganic Demiurge temperature, and other sensations appropriate to the
illusion created. You can't create sufficient heat or cold to
10th-level Conjuration cause damage, a sound loud enough to deal damage or
Casting Time: 1 action deafen a creature, or a smell that might sicken a creature.
Range: 120 feet The illusion is not physical, however it can invoke tactile
Components: V, S, M (a wooden pendant carved by a master sensations, such as a gentle breeze, rough bark, or a
prickling as if one was being watched. It can even emulate
carver from a tree grown in the Astral plane, worth 100 gp) arcane sensations, such as the auras seen when using
Duration: Concentration, up to 1 hour detect magic. The illusion can appear to move and emulate
★ There is no greater joy than that of feeling oneself a different sensations within itself, such as if you create the
illusion of a town, complete with people walking and
creator. talking as the smells of a market waft through the air.
The second summoning spell ever created and imitated. Physical interaction with the illusion may reveal it to be an
You summon non-living creatures of challenge rating 20 or illusion, because although it can invoke tactile sensations,
things can still pass through it. A creature that uses its
lower that appear within an unoccupied space that you can action to examine the image can determine that it is an
see within range. The summoned creatures are friendly to Illusion with a successful Intelligence (Investigation) check
you and your companions. The creatures are, for all intents against your spell save DC. If a creature discerns the
and purposes, their own beings. Illusion for what it is, the creature can see through the
Roll initiative for the summoned creatures separately. They image, and its other sensory qualities become faint to the
understand and obey any commands that you issue to them creature.
without fail, and you can command them verbally on your
turn (no action required by you). Illusion of Grandeur
If you don't issue any commands to them, they act according
to their nature, and according to the fact that they are 11th-level Illusion
friendly to you and your companions. The DM has the Casting Time: 1 Bonus action
creatures' statistics. Range: Self
Components: V, S, M (a book that pertains to the perfect idol
Inevitable Entropy
that creature has worth at least 8,000 gp)
12th-level Necromancy Duration: Concentration, 1 minute
Casting Time: 1 Action ★ If there is sin against life, it consists… in hoping for another
Range: Touch
Components: S life and in eluding the implacable grandeur of this life.
Duration: Instantaneous Your cast an illusion around yourself that is so powerful that
★ They say you die twice. One time when you stop breathing
it not only convinces others but also yourself. While this
and a second time, a bit later on, when somebody says your illusion is active you can use a bonus action to apply one of
name for the last time. the following effects to yourself, without having to hold
You touch a creature and fill them with the absolute meaning concentration on them:
of the inevitableness of death. In the end, everyone dies. • You cast the spell shapechange or true polymorph on
The creature must succeed on a Constitution saving throw or yourself.
wither to nothingness. A creature that succeeds must make • You cast enlarge reduce on yourself. You size can be
a Wisdom saving throw or be mentally shattered by the between tiny or gargantuan and you add 4d10 to your extra
pure meaning of entropy. A creature that fails their second damage.
saving throw will be afflicted with the feeblemind spell. • You cast haste on yourself, but do not suffer the negative
Creatures that die by this spell will have all information and effects when it ends and can cast a spell as a haste action.
memory about them removed from history. Even their • You increase the modifier of one of your stats except your
closest and dearest family members will not remember constitution by +5. You can only do this once per stat.
them. Even the gods will have no memory of the creature. You can have multiple effects active at the same time.

73

Illusionary World Thus the servants can fetch things, clean, mend, fold clothes,
light fires, serve food, pour wine, and so on. The servants
12th level illusion can go anywhere in the castle but can’t leave it.
Casting Time: 1 Action
Range: 1 Mile Living Bomb
Components: V, S, M
Duration: Until Dispelled 11th-level Evocation
★ Ignorance is bliss. Casting Time: 1 action
You choose any amount of creatures you can see. They must Range: 120 feet
Components: V, S, M (a diamond infused with magical sulfur
make a Wisdom saving throw. On a failed save they are
thrown into an illusionary world according to your that came from the elemental plane of fire worth at least
imagination. 10,000 gold)
While inside the illusionary world they can not be damaged Duration: Until Dispelled
or harmed but they also do not notice that they are in an ★ Tick, tock, your time is up.
illusion and any attempt of them to break free fail. An You attempt to infuse a creature with concentrated
extended stay in this world drives a creature mad. At the destruction. It must succeed on a Constitution saving
start of every day it has to repeat its saving throw or throw. On a failed save you turn it into a living bomb.
acquire an indefinite madness. As long as you are on the same plane, you can use a bonus
Every time it acquires 3 indefinite madnesses or at the the action every turn to deal 165 (30d10) fire damage to it.
end of every 30 days, a creature can repeat their saving This damage ignores resistance and immunity.
throw against this spell. If this would kill the creature its body explodes into pieces
If it succeeds on its saving throw, the spell ends and it and is disintegrated. Every creature within 100 feet of the
reappears where it was originally or if the location no explosion must succeed on a Dexterity saving throw, taking
longer exist, it reappears in a random location close to it. half the creatures maximum hit points as fire damage on a
The spell can also be ended by a 12th level greater failed save, or half as much damage on a successful one.
restoration or a 12th level wish but only from someone This effect can only be removed by an 11th level greater
outside of the illusionary world. restoration or wish spell.

Instant Kingdom Making History

11th level Conjuration 12th-level Divination
Casting Time: 1 Minute Casting Time: 1 Action
Range: Unlimited Range: Self
Components: V, S, M (a letter of passage created from paper Components: V
Duration: Instantaneous
that was infused with magical energies for at least 10 years ★ The main thing is to make history, not to write it.
while in a demiplane) Choose an event that happened at least 1 year ago. You can
Duration: Instantaneous
★ Must be the reason why I'm king of my castle. choose to change the sequence or results of this event as
You conjure up to 3000 simple houses, 5 fortresses and 1 well as the creatures that were present at that time so you
Castle in a 1000 square mile area. The location where you can achieve your desired outcome for the present.
place them has to be unoccupied by another creature or State your changes clearly to the DM as precisely as possible.
you have to be given allowance if it belongs to another The DM has great latitude in ruling what occurs in such an
creature. instance, the greater the change, the greater the likelihood
You make all decisions about their appearance and where to that something goes wrong.
place them. The interior is enclosed by a floor, walls, and a
roof, with doors granting access to the interior and as many
windows as you wish. The houses are all the same and
simple in nature. The area is 30 feet on each side with up
to 5 rooms and they are empty inside.
The fortresses are the same as the ones created by by the
mighty fortress spell, except that they are permanent. The
castle takes up an area of up to 40000 square feet and up
to 200 feet on each side. You can create any floor plan you
like.
The place is furnished and decorated as you choose. It
contains sufficient food to serve a nine-course banquet for
up to 100 people. A staff of 100 near-transparent servants
attends all who enter. You decide the visual appearance of
these servants and their attire. They are completely
obedient to your orders. Each servant can perform any task
a normal human servant could perform, but they can’t
attack or take any action that would directly harm another
creature.

74

Multiplication of Minds Reality Cannon

10th-level Enchantment 10th-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 1 mile
Components: V, S Components: V, S, M (a magically enchanted obsidian
Duration: 1 hour
★ I think, therefore I am. sphere perfectly carved from a 9th level disintegrate spell
You can concentrate on up to 5 spells at the same time. If you worth 10,000 gp, which the spell consumes)
Duration: Instantaneous
attempt to cast a spell that requires concentration while ★ I do not define time, space, place, and motion, as being
already concentrating on existing spells, you can maintain well known to all.
concentration onall spells simultaneously. You twist reality with so much force over an unbreakable
If you would fail your concentration check during this time obsidian sphere then rubber band it with unparalleled
then you only lose your concentration on the oldest spell speed towards a creature of your choice within range.
that you cast. The DC of your concentration check The obsidian sphere strikes the creature and releases a
increases by 5 for every spell that you concentrate on. powerful shockwave emanating 60 feet around it. The
creature hit by the obsidian sphere must succeed on a
Organic Demiurge Dexterity saving throw or take 10d10 + 100 piercing
damage.
10th-level Conjuration Creatures that are in the area of the shockwave must succeed
Casting Time: 1 action on a Constitution saving throw, taking 14d8 thunder
Range: 120 feet damage and be knocked prone on a failed save, or take half
Components: V, S, M (a wooden pendant carved by a master as much damage and not be knocked prone on a successul
one. This spell deals double damage to objects and
carver from a tree grown in the Astral plane, worth 100 gp) structures.
Duration: Concentration, up to 1 hour If the damage is enough to destroy objects or structures, they
★ The triumph of life is expressed by creation. are obliterated, leaving behind traces of a finely
The first summoning spell ever created and imitated. You disintegrated rubble. Any creations of magical force are
also obliterated. If this damage kills a creature or reduces it
summon living creatures of challenge rating 20 or lower to 0 hit points it is obliterated in the same way, along with
that appear within an unoccupied space that you can see everything it is wearing and carrying except magical items.
within range. The creature can then only be restored to life by means of a
The summoned creatures are friendly to you and your true resurrection or wish spell.
companions. The creatures are, for all intents and
purposes, their own beings. Roll initiative for the Reality Slash
summoned creatures separately. They understand and
obey any commands that you issue to them without fail, 10th-level Transmutation
and you can command them verbally on your turn (no Casting Time: 1 action
action required by you). If you don't issue any commands to Range: 500 feet
them, they act according to their nature, and according to Components: V, S, M (a small core created from the energies
the fact that they are friendly to you and your companions.
The DM has the creatures' statistics. of teleportation worth 3000 gold)
Duration: Instantaneous
Praesidium ★ I cannot conceive curved lines of force without the

10th-level Abjuration conditions of a physical existence in that intermediate
Casting Time: 1 action space.
Range: Self You rip apart a 10-foot long space in between anything,
Components: V, S, M (A metal ingot made out of cutting it. If it is a creature, the existence of the creature is
cut. The creature must succeed on Dexterity saving throw,
adamantine, mithril and diamonds worth at least 10,000gp, taking 18d10 + 80 slashing damage on a failed save, or no
which the spell consumes) damage on a successful one.
Duration: Concentration, up to 1 hour If the creature is reduced to 0 hit points, it is erased from
★ Most powerful is he who has himself in his own power. existence. The blade can pass through any magical barrier,
You cover your body with invisible armor made out of save an anti-magic field, and ignores a creature’s temporary
impenetrable force. While covered in invincible force, you hit points. In addition, the blade deals quadruple damage to
are resistant to all forms of damage. any non magical object or structure but only deals double
In addition, your touch naturally erases matter. Your touch damage to magical objects or structure. This spell ignores
and melee attacks deal an additional 8d10 force damage. slashing damage immunity.
Anything killed or destroyed by your touch is disintegrated A creature erased by this spell can only be brought back by a
similar to the disintegrate spell. 10th level wish or true resurrection.
While the spell is active, you are immune to any divination
magic of 9th level or lower. In the case of a harmful effect
that makes you do a saving throw, you do it with advantage
and a bonus of +5. In addition, you have an AC of 30.

75

Refresh Serenity

11th-level Evocation 10th-level Evocation
Casting Time: 1 Bonus Action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
★ Rest when you're weary. Refresh and renew yourself, your ★ Every breath we take, every step we make, can be filled

body, your mind, your spirit. Then get back to work. with peace, joy and serenity.
You instantly gain the benefits of a long rest. This includes all A rain of healing energy falls down in a 1 mile area around

your magical items that recharge on a long rest. you. Any creature of your choice within the area
immediately regains 100 hit points and the same amount
Rewrite at the start of each of its turn.
Creatures healed by this spell are also cured of all diseases
11th-level Enchantment and any effect making them blinded or deafened. This spell
Casting Time: 1 Action has no effect on undead or constructs.
Range: 120 feet
Components: V, S, M (a parchment filled with all the things Special Relativity

you wish to change about the creature written with their 11th-level transmutation
blood mixed with ink) Casting Time: 1 Action
Duration: Until dispelled Range: 120 ft
★ I will remake you! Components: V, S
Choose a creature you can see. It must make a Charisma Duration: Concentration, Up to 1 hour
saving throw. If it fails you can change its personality, ★ Blink and you miss me.
gender, alignment, memories, attributes, up to a maximum Choose a willing creature that you can see within range. Until
of 20 and other statistics but they cannot be higher than
yours. the spell ends, the target's speed is quadrupled, it gains a
You can also decide to change its appearance if you change it +4 bonus to AC, it has advantage on Dexterity saving
to a humanoid. The creature is Charmed by you. throws and checks and when it is subjected to an effect
This effect can only be removed by an 11th level greater that allows it to make a Dexterity saving throw to take only
restoration or wish spell. half damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Rise From the Ashes This creature can take two turns per round. It takes its first
turn at its normal initiative and its second turn at its
10th-level Evocation initiative minus 10.
Casting Time: 1 reaction
Range: Self Spell Immunity
Components: V, S, M (a phoenix's heart)
Duration: Instantaneous 11th-level Abjuration
★ Our greatest glory is not in never failing, but in rising every Casting Time: 1 action
Range: Self
time we fall. Components: V, S
At your dying you breath, you invoke the power of the first Duration: Until dispelled
★ Your attack has been rendered harmless. It is, however,
phoenix and explode with a fiery re-entrance.
If you drop to 0 hit points, die or are forced to make a death quite pretty.
You cannot be affected or detected by Spells of 9th level or
saving throw, you may use a reaction to come back to life
with your maximum hit points, removing the effects of any lower unless you wish to be. You have advantage on saving
spell that reduces your hit point maximum and all your throws against all other Spells and magical effects. As long
status conditions are cured. as you are under this effect you cannot regain the spell slot
When you rise up, a fiery explosion in 40-foot radius around that was used to cast this spell.
you burns away all creatures. Every creature within the You can regain it again if this effect is dispelled or you choose
area must succeed on a Dexterity saving throw, taking to end it.
26d6 fire damage on a failed save, or half on a successful
one.

76

Take What is Others You can also use this spell to transport an unwilling creatures
to a point in time up to 100 years in the past. The casting
11th-level Illusion time becomes one action then. Choose a creature within
Casting Time: 1 Action your reach and make a melee spell attack against it. On a
Range: 500 feet hit, the creature must make a Charisma saving throw. If the
Components: V, S creature fails the save, it is transported to the point in time
Duration: Until dispelled you specify.
★ Your mind is a field, ripe for harvest.
You choose a creature within range and pluck one of its A creature so transported, if it is still alive then, will return
after spending 3 days in the past and 3 days after you cast
memories and make it into reality. When choosing a this spell in the present.
memory, these are the following effects:
• Creature: You pluck out a creature from the memories of Time Walk
your target and manifest it into reality within range. The
creature's statistics and general strength is based on how 10th-level Divination
the target sees it. The DM holds its statistics. The Casting Time: 1 reaction
creature's CR can only go up to 20. Range: Self
• Location: You pluck out a place or location from the Components: V, S, M (a beautiful golden clock with platinum
memories of your target and manifest it into reality within
range. The area it takes up can only be a 10 mile radius. mechanisms worth at least 5,000 gold, which the spell uses
You can copy any form of location without limitation such up to 12 times)
as a great castle, a huge city or even a mountain. Creating Duration: Instantaneous
these locations shift reality to accomodate the new ★ One more time!
additions. In addition, these locations you create will not be You can choose a point in time up to 6 seconds in the past.
filled with any living creatures. You travel back to that point and all your statistics, hit
• Event: You pluck out an event or situation from the points, equipment and resources are returned back to their
memories of your target and manifest it temporarirly into state at that point in time, except that you do not have the
reality within range. You can manifest a whole year's worth spell slot anymore which you used to cast time walk.
of memories and it will play exactly as the target You retain your memories and if you choose a point in time,
remembers. The memory you brought to reality is real in when you were able to act or when it was your turn in the
the case that their are living beings but after 24 hours the initiative order, you can immediately take your action. You
event dissipates. If you change anything in the event it cannot use time walk again for the next 24 hours after you
changes the memory of the target as well. If the memory is cast it.
too damaged or altered to extreme levels, it could damage
the creature's mind. True Manipulation
• Copy: You pluck out the creature's self image and create a
perfect simulacrum of the creature. The simulacrum has 11th-level Transmutation
the same statistics of the creature and can learn, grow, and Casting Time: 1 action
regenerate their abilities like a normal creature would. This Range: 1 mile
cannot affect CR 21 creature or above. Components: V, S
Duration: Concentration, up to 1 hour
Time Travel ★ Own nothing, control everything.
You can alter any physical properties of an area that you want
11th-Level Divination
Casting Time: 10 Minutes to. Choose an area of up to 1000 feet in diameter. When
Range: Touch you cast the spell you can alter the appearance, texture,
Components: V, S, M (an object of some kind that had a color, odor, melting point, boiling point, density, solubility
and many other physical properties of the non-living matter
significant impact at that point in time you want to travel) in the area.
Duration: Instantaneous Any environmental change that would damage a creature can
★ You should find your past before your past finds you. only deal up to 55 (10d10) damage per round to it and the
Up to nine willing creatures of your choice, including you, maximum AC and hit points of the matter is 30 AC and
200 hit points per 100-foot cube. At the start of your turn
who link hands in a circle are transported to a different you can change one physical property of matter in a 100-
point in time which is up to 100 years in the past. foot cube centered on a point you can see.
After you have stayed 3 days in the past, you and everyone This effect can not change magical properties of objects or
you brought with you are transported back to the present terrains but can still change their physical ones. These
again to the moment and location where you first cast the changes to the terrain are permanent until dispelled by a
spell. If this location no longer exist, you are transported to 11th level dispel magic, wish or similar magic."
a random location close to it. You cannot cast time travel
again until you are back to your present.

77

Vitrification Wish Of The Monkey's Paw

10th-level Transmutation 10th-Level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: Until dispelled Duration: Instantaneous
★ If it cannot bend, then it will break. ★ First crafted by the mage and author W. W. Jacobs, This

You manipulate the very matter of a large amount of spell is meant to punish the greedy and wicked.
material
changing it into a crystalline like material that can The basic use of this spell is to duplicate any three spells of
be unbreakable or
as fragile as glass.
Choose one of the
following effects to happen:
You touch an object, whether as 9th level or lower. You don't need to meet any requirements
soft as gold or as hard as
oricalcum, to become permanently in that spell, including costly Components. The spell simply
as fragile as glass. You can
affect up to 10,000 pounds of takes effect. Alternatively, you can create one of the
material, all on one touch or spend
the amount on multiple following effects of your choice.
crystallizations. If the object is being held
or worn by a • You create one object of up to 250,000 gp in value. The
creature, that creature must succeed on a Charisma
saving object can be no more than 3000 feet in any dimension,
throw to negate this spell. If the item is magical, the
creature and it appears in an unoccupied space you can see on the
has advantage on that roll. The effects of this spell cannot
be ground.
reversed by anything short of a wish spell.
You touch the • You allow up to two hundred creatures that you can see to
ground, transforming the area in a 1 mile radius into
an regain all Hit Points, and you end all effects on them
indestructible crystal wasteland. You may push out any object described in the Greater Restoration spell.
or
creature you wish, and all pushed out creatures and • You grant up to one hundred creatures resistance to a
objects take
10d12 piercing damage. While in this wasteland damage type you choose.
you can take an
action to control of the crystal substances • You grant up to one hundred creatures immunity to a single
and order it to pierce a
creature. A creature must succeed on spell or other magical effect for one day. For instance, you
a Dexterity saving throw or
take 10d12 piercing damage. The could make yourself and all your companions immune to a
effects of this spell cannot be
reversed by anything short of a lich's life drain Attack.
wish spell. • 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 choose
what number the new roll shows.
You might be able to achieve something beyond the scope of
the above examples. State your wish to the DM as precisely
as possible. The DM has great latitude in ruling what
occurs in such an instance, the greater the wish, the
greater the likelihood that something goes maliciously
wrong.
This spell might simply fail, the effect you desire might only
be partly achieved, or you might suffer some unforeseen
consequence as a result of how you worded the wish. For
example, wishing that everyone were dead might propel
you forward in time to a period when the world has ended,
effectively removing you from the game. Similarly, wishing
for a legendary magic item or artifact might instantly
transport the item's current owner to you.

78

Luck Magic

Luck Magic is a unique form of magic practiced by the Lady Luck Pact Warlocks.

52 Card Pickup Remy's Exploding Card

4th-level evocation Evocation Cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: 90 feet Range: Touch
Components: V, S Components: V, S, M (a deck of cards)
Duration: Concentration, up to 10 minutes Duration: 1 round
You create a vertical wall of whirling, razor-sharp playing You charge 1d4 playing cards from a deck of cards with

cards made of magical energy. The wall appears within potent magical force.
range and lasts for the duration. You can make a straight These cards can then be thrown and possess a range of
wall up to 52 feet long, 11 feet high, and 4 feet thick. The
wall provides three-quarters cover to creatures behind it, 20/60. Up to 1 card per point of Proficincy bonus can be
and its space is difficult terrain. thrown as part of a single attack action.
When a creature enters the wall’s area for the first time on a Each card that hits deals 1d6+1 damage to its target as well
turn or starts its turn there, the creature must make a as an additional 1D6 force damage. The main damage type
Dexterity saving throw. On a failed save, the creature takes of each card is determined by the type of card suit drawn
3d10 slashing damage. On a successful save, the creature from the deck as shown on the table below.
takes half as much damage.
Card Suits Damage Type
Blackjack, Yahtzee, Game Over
D4, Card Suit
9th-level Evocation
Casting Time: 1 action 1, Heart Fire
Range: Touch
Components: V, S, M (a deck of cards) 2, Spade Slashing
Duration: 1 round
You may draw a specific card from a deck of cards and charge 3, Club Bludgeoning

it with power. 4, Diamonds Cold
The card is infused with magic, and has an effect as if it was
At Higher Levels. When you cast this spell using a spell slot
drawn from a Deck of Many Things. Any and all negative of 2nd level or higher, the spell creates 1d2 more cards for
effects target your enemies and any and all positive effects each slot level above 1st and the cards last for 1 additional
target you or your allies. round before becoming powerless.
If the card is not used during your turn it falls inert and
powerless. Shielding Card

Cut The Deck Evocation Cantrip
Casting Time: 1 action
6th-level evocation Range: Touch
Casting Time: 1 action Components: V, S, M (a deck of cards)
Range: 60 feet Duration: 1 round
Components: V, S, M (a playing card) You charge 1 playing card from the an Elementally charged
Duration: Concentration, up to 1 minute
You create a sword sized playing card, which is in fact a plane Deck with magical force. This card can then be activated
as a reaction to an incoming attack. You gain +4 AC against
of force that hovers within range. It lasts for the duration. the attack. You also gain resistance to the damage type
When the card appears, you make a melee spell attack determined by the type of card drawn from the deck.
If the card is not used during your turn it falls inert and
against a target of your choice within 5 feet of the sword. powerless.
On a hit, the target takes 2d10 force damage. Until the At Higher Levels. When you cast this spell using a spell slot
spell ends, you can use a bonus action on each of your of 2nd level or higher, the spell creates 1d2 more cards for
turns to move the sword up to 20 feet to a spot you can see each slot level above 1st and the cards last for 1 additional
and repeat this attack against the same target or a different round before becoming powerless.
one.
Stacked Deck
Dice Trick
7th-level Evocation
2nd-level Evocation Casting Time: 1 action
Casting Time: 1 reaction Range: Self
Range: 30 feet Components: S
Components: V, S Duration: 1 minute
Duration: Instantaneous You create d% illusionary copies of yourself. These copies
As a reaction, after an ally makes a skill check or attack roll,
move as you do, and an observer can only determine if a
but before being told if the roll is a success or failure, you copy is not you with a successful perception check
may grant your ally advantage on the roll. (DC=20). If any copy takes damage, it vanishes. Any time
you cast a spell or make an attack, 1d6 copies vanish.

79

Sanity Magic Blood of My Blood

Sanity magic is most often practised by warlocks whose 1st level Necromancy
patron is the Great Old Ones. Many Sanity magic spells make Casting Time: 1 hour (Ritual)
use of the optional ability score Sanity. In games where Range: Circle
Sanity is not in use, substitute Wisdom saves instead. Components: V, Special
Duration: 1 hour / permanent
Additionally, these spells are not normally available except
through very unusual circumstances, and often the You place a sacrifice (which must be a living creature with
obtainment of one of these spells of ancient power could be a intelligence greater than 4) within a ritual circle, marked with
quest in it's own right. symbols and words in the crawling language R'lyehian. As
the ritual begins, tentacles rise up within the circle, grasping
Note to DMs. the sacrifice and beginning to slowly, agonisingly leach the
Many of the spells presented here are more life from it. The ritual completes as the sacrifice dies, and all
but one tentacle retract back into the depths of the void. The
powerful than similar spells of the same level. This remaining tentacle shrinks, then dies, falling to the ground in
accounts for the fact that many of these spells can the heart of the circle. If the tentacle is consumed raw within
also have (often unlisted or story dependent) 1 hour the consumer gains a permanent bonus to hit points
detrimental effects on the caster and/or their allies. equal to the hit points of the sacrifice.

Please allow these spells with caution and Special: When cast as a 1st level spell, the maximum hit
awareness of this and make sure to extract a cost dice of the sacrifice is equal to 1 + the casters Sanity
on the player/group appropriate for these spells. modifier.

The Place of Dead Roads When cast using a higher level spell slot: The maximum hit
dice of the sacrifice is equal to (level spell is cast at) + (the
Divination Cantrip casters Sanity modifier x level spell is cast at).
Casting Time: 1 hour
Range: Self Sharing the Secret
Components: V
Duration: Up to 1 day 1st level Necromancy
Casting Time: 1 reaction
You cast your mind into the depth of the far reaches, Range: 60 feet
seeking answers. Your mind travels to the Place of Dead Components: V
Roads. Upon arriving, you may ask any question. Your Duration: Instantaneous
question could be advice regarding a current situation,
knowledge, or something else. Make a Sanity save. Your mind lashes out in response to being targeted by a
Depending on the results of the save and the type of magical attack. You make a contested Sanity save against the
information asked for, the DM will provide a response. attacker. You have advantage in the contest. The loser takes
1d6 psychic damage, loses 1 point of sanity (which returns
DM Guidance: Beings and forces encountered during a after 24 hours), then rolls short term madness (from
vision of the Place of Dead Roads are by their very definition Dungeon Masters Guide).
cryptic, and as such often a correct answer will be obtained,
though it may be cloaked in layers of confusion. Sanity Leech

1st level Transmutation
Casting time: 1 Action
Range: Touch
Components: V
Duration: Instantaneous
You place your hand on the target's head, draining their

sanity and restoring your own. You must succeed an attack
against the target creature. The target does not gain the
armor class benefit of any worn armor against this attack
(though magical bonuses still apply). You must be able to
reach their head (A head if they have more than one). The
target creature gets a wisdom save. On a failed save they lose
1d10 sanity and you gain the amount drained. Creatures
unfamiliar with magic may not know their sanity is being
drained.

80

Summon the Traveller Bodyshift Choices

1st level Conjuration Shift Benefit
Casting Time: 1 hour (Ritual) Claws Gain proficiency with unarmed attacks and
Range: Circle
Components: V, Special unarmed attacks deal 1d10 slashing damage
Duration: Up to 10 minutes
Extra arm Gain an additional attack when taking the
You call out for one of the great travellers to converse with attack action
you and perhaps share some great secret of power. You may
request a specific name, but there is no guarantee that this is Extra legs Gain 5 feet movement speed and advantage
who will answer. (2) against any attempt to trip or unbalance

This spell does not behold the summoned entity to any Facial Gain a tentacle attack which deals 1d4
specific action or aid, and this is determined by actions after Tentacles bludgeoning damage and grapples the target
the entity has arrived.
on a hit.
Special: Casting this ritual requires a sacrifice of sanity. If Increased Your Constitution increases to 19. This has
one person casts the ritual on their own, they make a sanity Constitution no effect if your Constitution is already 19 or
save (DC=25) and lose 1 point of Sanity for each 5 points
they fail by. Each additional person who aids in the ritual greater.
adds +5 to the DC, but can add their roll to the primary Increased Your Dexterity increases to 19. This has no
casters to compete against the DC. Characters who do not Dexterity effect if your Dexterity is already 19 or
possess a sanity score gain one by participating in or
witnessing this ritual. greater.
Increased Your Strength increases to 19. This has no
Tearing the Living Flesh Strength effect if your Strength is already 19 or

2nd Level Transmutation greater.
Casting Time: 1 Action Pincers Gain proficiency with unarmed strikes and
Range: Touch
Components: V, S unarmed attacks deal 1d8 bludgeoning
Duration: 1 minute per level damage and grapples an opponent on a hit.
Tail Gain a tail attack which deals 1d8
This spell functions like alter self, except that you shift only bludgeoning damage and knocks an
aspects of the individual's physiology. The shift can grant opponent prone on a hit.
features such as additional sets of limbs, tentacles, wings, Wings Gain a fly speed equal to double your
tails, claws, or pincers, increased muscle mass, or any movement.
combination of these.

Upon changing, the subject regains lost hit points as if it
had rested for a night (though this healing does not restore
temporary ability damage and provide other benefits of
resting; and changing back does not heal the subject further).
If slain, the subject reverts to its original form, though it
remains dead.

The subjects Strength, Dexterity, or Constitution may be
altered, but it retains its own Intelligence, Wisdom, and
Charisma scores. It also gains all extraordinary special
attacks associated with the new body features.

Incorporeal or gaseous creatures are immune to being
bodyshifted, and a creature with the shapechanger subtype
can revert to its natural form as a standard action.

When cast, up to 1d4 bodyshifts can be chosen.
When casting the spell at a higher level: An additional 2
bodyshifts can be added per spell level.

81

Grasp into Darkness Tendrils from a Broken Mind

2nd level Conjuration 2nd Level Enchantment
Casting Time: 1 action Casting Time: 1 Action
Range: 30 feet Range: 30 feet
Components: V, Special Components: V, S
Duration: Up to 1 minute Duration: Instantaneous

You open a passage which allows a being from beyond to You focus your mind on the insanity dwelling within the
reach into our world. A hole opens in the ground at the darkest parts of your own mind. Make a Sanity Check. Any
targeted location and 1d6 tentacles reach through from the creature with Intelligence greater than 4 within 30 feet must
blackness. All creatures with intelligence 7 or less then make a Sanity Save (DC equals your check result).
immediately run in terror as far from the tentacles as they
can (no save). All creatures with intelligence 8 or higher make On a successful save, A creature with Intelligence greater
a sanity save (DC=20 - casters sanity bonus). The tentacles than 4 takes 1d20 points of psychic damage and roll Short
remain for 1d10 rounds and attempt to grapple the nearest Term Madness.
individual, as per the profile below.
On a failed save, A creature with Intelligence greater than 4
Tentacle from Beyond takes 4d6 points of psychic damage, rolls Long Term
Madness, and has their sanity score permanently reduced to
Large Outsider, chaotic neutral be equal to your sanity score. (If the target already has a
lower sanity, they lose 1d4 sanity instead). As the spell
Armor Class 16 (natural armor) completes, roll Short Term Madness.
Hit Points 160 (20d10+40)
Speed 0 The Darkness Feasts

STR DEX CON INT WIS CHA 3rd level Conjuration
19 (+5) 20 (+5) 14 (+2) * * * Casting Time: 1 minute
Range: Special
Condition Immunites exhaustion, grappled, Components: V, Special
paralyzed, petrified, poisoned, prone, restrained, Duration: Concentration, Up to 10 minutes
unconscious
You cry out in R'lyehian for the Blackness from the Stars.
Damage Immunites Bludgeoning, Slashing, Piercing The blackness appears, blotting out the sky from horizon to
damage except by magical weapons horizon with an inky blackness. All creatures within 120 feet
who can see make a perception check (DC 15). If passed, they
Senses Tremorsense see eyes peering down from within the darkness. All
Languages none creatures within 120 feet who can see the blackness make a
sanity save (DC 15 if perception was failed or DC 20 if
Actions perception was passed). Creatures who fail the save have
their movement reduced to 5 feet and suffer disadvantage on
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., all checks. Each round, they make make another roll to break
one target. Hit 5 (1d6 + 2) Melee weapon attack: free. Any creature may sacrifice 1 permanent point of sanity
+10 to hit. Reach 20ft. One target. Hit (3d8+5) to ignore this effect.
bludgeoning damage. If target is a creature it is
grappled (Escape DC=18). Until the grapple ends, While this spell remains active, you can choose to feast on
the target is restrained, and the tentacle cannot the insanity generated by the presence of the Blackness.
attack another target. Feasting is a full round action which heals you to full and
Bash. Melee weapon attack. +10 to hit. Target is restores all spells. You feel rested as if you have just had a full
denied armor bonus. Tentacle can only Bash a night's sleep. Make a sanity save (DC 20 - Warlock level). If
target which began the round already grappled. One the spell has affected less than 20 creatures, roll Short Term
target. Hit (3d10+5) bludgeoning damage. After a Insanity on a failed roll. If the spell has affected more than 20
successful Bash attack, the Tentacle can drag the creatures, roll Long Term Insanity on a failed roll and Short
grappled target 5 feet towards itself. Term Insanity on a success.
Devour. Tentacle can only use devour on a grappled
target within 5 feet of itself. Tentacle does not roll
to hit. Tentacle and Grappled target make opposed
strength checks. If the tentacle wins, the target is
pulled through the opening and into the black void
beyond.

82

The Minds Mansion Nightmare

3rd level Enchantment 5th-level illusion
Casting Time: 1 action Casting Time: 1 minute
Range: Special Range: Special
Components: V, S Components: V, S, M (a handful of blackened sand)
Duration: Special Duration: 8 hours

You entrap the target within an illusionary mansion within This spell shapes a creature’s dreams. Choose a creature
their own mind unless they succeed on a wisdom saving known to you as the target of this spell. The target must be on
throw. The mansion has 1 room for each point of intelligence the same plane of existence as you. Creatures that don’t
the target possesses. To escape, the character must succeed sleep, such as elves, can’t be affected by this spell. You, or a
an intelligence save (DC = 5 plus number of rooms). If failed, willing creature you touch, enters a trance state, acting to
the save can be attempted again once each minute. While focus the nightmare. For each hour you spend focusing the
trapped, the target can spend 10 minutes searching a room nightmare, the creature must make a Sanity save. If you
for clues in order to gain +1 to the intelligence save to escape. spend more than 4 hours focusing the nightmare then further
saves are made with disadvantage.
While trapped, the targets body falls prone and is
considered to be unconsious for the duration. The focus can shape the environment of the dream,
creating landscapes, objects, and other images, choosing to
Sharing the Secret pry into the deepest fears of the creature in order to spark its
fear.
The focus can emerge from the trance at any time,
3rd level Necromancy ending the effect of the spell early. If the target is awake when
Casting Time: 1 reaction you cast the spell, the focus knows it, and can either end the
Range: 60 feet trance (and the spell) or wait for the target to fall asleep, at
Components: V which point the focus appears in the target’s dreams. The
Duration: Instantaneous focus appears monstrous and terrifying to the target. If the
focus ends the spell early, echoes of nightmarish monstrosity
Your mind lashes out in response to being targeted by a spawn a terror that lasts the duration of the target’s sleep and
magical attack. You make a contested Sanity save against the prevents the target from gaining any benefit from that rest. In
attacker. You have advantage in the contest. The loser takes addition, when the target wakes up, for each failed save, it
6d6 psychic damage, loses 1d4 points of sanity (which takes takes 1d6+5 psychic damage and 1 point of Sanity
returns after 24 hours), and rolls short term madness. damage (which returns after 24 hours). If you have a body
part, lock of hair, clipping from a nail, or similar portion of the
Dark Compulsion target’s body, the target makes its saving throw with
disadvantage.
4th-level enchantment
Casting Time: 1 action The Stars Align
Range: 30 feet
Components: V 9rd level Conjuration
Duration: Concentration, up to 1 minute Casting Time: 8 hours (minus 1 hour for each additional

Creatures within range that can hear you must make a caster, minimum 1 hour)
Sanity saving throw. A target automatically succeeds on this Range: Special
saving throw if it can’t be charmed. On a failed save, a target Components: V, Special
is affected by this spell. Duration: Special

Until the spell ends, you can use a bonus action on each of You cry out in R'lyehian and command that the stars
your turns to designate one effect of your choice from the themselves obey. During the ritual, make a Sanity save every
short term madness table. Each affected target suffers from 10 minutes. Consult with DM for resulting effects.
this choice until its turn. On the creatures turn it can make
another Sanity save to try to end the effect. On a failure, the As the ritual ends, the stars align themselves in a way
creature continues to be affected. which serves as a boon for the Great Old Ones. During the
alignment, additional effects will begin to occur, prophecies
may come to pass, and the great old ones may awaken from
their timeless slumber.

DM Guidance: Discovering, let alone casting of this spell,
should most certainly be an adventure in its own right. This
spell can be used to enact large scale, lasting change upon a
world, in ways which a player may not expect. It is advised
that if a player is allowed to learn this spell, the DM should
have contingencies in place for reacting to it.

83

Spells of the First Emperor • Whenever a creature casts a spell of 8th level or lower, or is
subjected to any type of elemental damage (like a dragon’s
Armor of the First Emperor breath), within 500 feet of you, you may use your reaction
to order an orb to absorb that spell or elemental attack and
10th-level Conjuration prevent it from damaging and affecting anything. The orb
Casting Time: 1 Action that absorb a spell or attack returns to place above your
Range: Self head but it glows brighter, indicating it is currently holding
Components: V, S, M (a set of full plate armor made from a spell or elemental attack.

indestructible metals worth at least 100,000 gold, which • As an action you can order an orb that is currently
the spell consumes) absorbing a spell or attack to release its contents. Once
Duration: Until dispelled released you can choose to let it deal 10d10 force damage,
★ History shows that there are no invincible armies. heal up to 10d10 hit points, cast the 8th level spell that was
This spell was once a part of an even stronger spell of the absorbed, or release the elemental damage absorbed.
12th level but it has long been split into many parts to
suppress its legendary power. It is rumored to be able to • You gain truesight up to 60 feet.
reach that level once more if one manages to fuse all the • You gain proficiency in Perception, or if you’re already
missing spells.
You manifest heavenly golden plate armor with multiple gems proficient in it, your proficiency bonus is doubled for any
and designs adorning it. You gain the following benefits check you make with it.
when you're wearing the Armor of the First Emperor In the process of casting this spell, other than the spell
• Your AC becomes 25 if it wasn't already higher. component, you must sacrifice 1 legendary item that
• Once a day, you can use an action to become immune to adorns the head, such as a helmet.
spells of 8th level or lower for 1 minute. This spell is one of the ingredients used to recreate the 12th-
• You gain immunity to force damage. Level spell 'The First Emperor's Authority.' '
• Your melee attacks deal an additional 4d12 force damage.
• You gain magic resistance, which gives you have advantage Regalia of The First Emperor
on saving throws against spells and other magical effects.
• You count as three times larger in terms of size when 10th-level Conjuration
determining your carrying capacity and the weight you can Casting Time: 1 action
push, drag, or lift. Range: Self
• Your Strength becomes 26 if it wasn't already higher. This Components: V, S, M (an assortment of ten beautifully
has no effects if your Strength is already 26.
In the process of casting this spell, other than the spell crafted jewelry each worth 10,000 gold totalling to 100,000
component, you must sacrifice 1 legendary item that gold, which the spell consumes)
adorns the body, such as armor. Duration: Until dispelled
This spell is one of the ingredients used to recreate the 12th- ★ All eyes look to us.
Level spell 'The First Emperor's Authority.' ' This spell was once a part of an even stronger spell of the
12th level but it has long been split into many parts to
Crown of the First Emperor suppress its legendary power. It is rumored to be able to
reach that level once more if one manages to fuse all the
10th-level Conjuration missing spells.
Casting Time: 1 action You enchant your ten beautifully crafted jewelry with the
Range: Self powerful magic the First Emperor created, embedding his
Components: V, S, M (a platinum crown adorned with 13 of will into every part. You gain the following benefits when
you're wearing the Regalia of The First Emperor:
the rarest gems ever, worth at least a total of 100,000 gold, • You can choose up to 10 5th level spells that you already
which the spell consumes) know and bind them to the regalia. Each bonded spell can
Duration: Until dispelled be used once a day. You do not need to maintain
★ You need not follow, but you must witness. concentration on the spells. At the start of the day, you can
This spell was once a part of an even stronger spell of the choose to switch out any spell you've bonded with the
12th level but it has long been split into many parts to regalia. The spells use your spell DC.
suppress its legendary power. It is rumored to be able to • When you would be reduced to 0 hit points, you can use
reach that level once more if one manages to fuse all the your reaction to use the power in one of your regalia, losing
missing spells. the ability to cast the spell but instead be reduced to 1 hp.
You create 15 starlike orbs of golden flame that adorn your • Once a day and as an action you can immediately cast 3
head as a crown. You gain the following benefits when the spells in one turn that the regalia currently has binded.
golden starlike crown is around your head: • You have proficiency on your Charisma based ability checks
• You know the location of any creature with the power to and if you’re already proficient in it, your proficiency bonus
cast spells if they are within 10 miles of you. If a spell is is doubled with it.
cast within 10 miles of you, you know everything about that In the process of casting this spell, other than the spell
spell and know where it was cast and what it was targeting. component, you must sacrifice 6 very rare items that
• You radiate bright light up to 120 feet and dim light an adorns the body, such as trinkets.
additional 120 feet. You can turn this feature on and off as This spell is one of the ingredients used to recreate the 12th-
a bonus action. Level spell 'The First Emperor's Authority.' '

84

The First Emperor's Mantle First Emperor's Authority

10th-level Conjuration 12th-level enchantment
Casting Time: 1 action Casting Time: 1 Action
Range: Self Range: Plane
Components: V, S, M (a beautiful royal mantle made from Components: V, S, M (all Components of the Spells 'Armor

the most expensive and rare magical materials, worth at of the First Emperor', 'Crown of the First Emperor',
least a total of 100,000 gold, which the spell consumes) 'Regalia of the First Emperor', & 'The First Emperor's
Duration: Until dispelled Mantle'.
★ For emperors, it's all about how you carry yourself. Duration: Instantaneous
This spell was once a part of an even stronger spell of the ★ You are older than any god, any primordial and all the
12th level but it has long been split into many parts to realms were young when you were a monarch.
suppress its legendary power. It is rumored to be able to You take on the rights, responsibilities and authority of the
reach that level once more if one manages to fuse all the first ruler of the mortals in existence.
missing spells. You are now an extremely powerful being but with all your
You manifest a heavenly royal mantle that covers your whole power, you now have the responsibility to protect your
body and acts as your noble clothing. You gain the kingdom which appears in any plane you choose. There
following benefits when you're wearing the First Emperor's can only be one emperor per plane.
Mantle: The effects of the spells you cast to create the First
• You gain a flying speed of 60 feet. Emperor's Authority become permanent and can no longer
• You project an aura that immediately dispels any 8th level be dispelled.
illusion spell that's within 60 feet of you. While you are within your plane, you can cast 'Hope' at will. It
• You gain immunity to being charmed. can only be used in the protection of your plane.
• Your Charisma becomes 24 if it wasn't already higher. This
has no effects if your Charisma is already 24.
• When an area of effect attack such as a dragon's breath is
cast towards you, you can use your reaction to absorb it
and redirect it towards another area using your spell DC.
In addition, You can only use this ability 3 times a day. This
ability only works against 8th level spells and below.
• You can cast the shield spell as an at-will spell.
• You can cast the command spell as an at-will spell,

except that it works on undead and constructs.
• You can cast the dominate person spell thrice a day.
In the process of casting this spell, other than the spell
component, you must sacrifice 1 legendary item that
adorns the body, such as armor.
This spell is one of the ingredients used to recreate the

12th-Level spell 'The First Emperor's Authority.' '





























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