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The (not really) Complete Tome of Spells

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Published by chitphil, 2019-12-16 19:00:50

The (not really) Complete Tome of Spells

The (not really) Complete Tome of Spells

The

(Not Really)

Complete
Tome of Spells

(updated)

1

Introduction

Like many other people who are enjoying D&D5e, I WANT MOAR SPELLS NOW!!11!, so I
decided to convert them. I first looked through some 3.x edition spells (no, I never got into 4e)
but then decided, the hell with it. I went to my bookshelf and grabbed all four volumes of the

Wizard’s Spell Compendium and the three volumes of the Priest’s Spell Compendium, all from
AD&D Second Edition, which have been sitting there gathering dust for nearly two decades. I

figured that I might as well get some use out of them, and anyway, everyone else is going to
convert things from later editions, and 5e has kinda the same sort of feel 2e. And then I got to

work.

I have obviously not converted every spell in those books. There were a lot of spells that were
basically duplicates of each other (how many spells that turn your arms into snakes does any
one system really need?), a lot of spells that were very campaign-specific (no Spelljammer = no
need for spells that affect the phlogiston) or involved mechanics that are no longer used (such
as spells that are now metamagic, or how enchantment spells were originally used to, well,
enchant items), and a lot of spells that were, quite frankly, pretty stupid (do you really need a
spell that makes a friendly animal sleepy?). I just picked the ones I liked. My tastes are all over

the place, so hopefully there’s a spell for every purpose.

Many of these spells have been changed a bit from their original state. I felt that many of them
were too powerful, or not nearly powerful enough for their level (for instance, there were

some spells listed as 3rd, 4th, even 5th level that in 5e would be just a 1st-level spell now—and
vice versa), did weird things that weren’t necessary and just made the spell unnecessarily
complicated, or could be better expressed as a variant of another spell; others spells simply
needed to be altered to work well in 5e.

Many thanks to all you lovely folks at /r/rdndnext for corrections and suggestions.

Questions? Comments? Adorable cat picture you want to share?
Email me at [email protected].

Enjoy!

Disclaimer

The Wizard’s Spell Compendium Volumes I-IV and the Priest’s Spell Compendium Volumes I-III and everything in
them are © TSR, Inc., and Wizards of the Coast, and have been updated without permission. No violation of
copywrite is intended or implied. Everything here belongs to you, WotC. I would have asked permission but I
was afraid the NO-SASE Ogre would eat my request. WotC has them trained, you know. Sneaky, sneaky WoTC.

2

Bard Spells Ray of Fatigue Hiding Place
Special Effects Instant Audience
0th-Level Spells (Cantrips) Kiss of Torment
Alter Instrument 2nd-Level Spells Memory Read
Blacksteet Agra’s Ambush Mirage
Candletrick Bliss Music of the Spheres
Copy Call Society Otto’s Drums
Darsson’s Cooling Breeze Circle of Privacy Searing Song
Disarm Cook Shout
Distraction Create Campsite Siren Song
Empathy Detect Charm Talon’s Skitmaster
Fiery Eyes Echoes Talon’s Soundmaster
Flashpuff Exorcism
Handcandle Fire Arrows 5th-Level Spells
Haunting Immurk’s Distraction Battletide
Hold Portal Intensify Sensation Chromatic Blade
Legerdemain Mistaken Missive Glyph of Revealing
Liquid Orb Moon Rune Lorloveim’s Creeping Shadow
Odeen’s Magic Cloud Otto’s Soothing Vibrations Love Charm
Odeen’s Magic Tailor Prisma’s Handy Mirror Moonbow
Rainshield Seal Mouth Scapegoat
Secret Signs Whispers Shadow Blink
Smoke Shape Zone of Deception Shadow Play
Sustain Fire Shadowcat
Talon’s Waterproof 3rd-Level Spells Trick
Thump Amanuensis
Warning Shout Animal Trick 6th-Level Spells
Boon of Fortune Laughing Water
1st-Level Spells Castigate Major Curse
Alert Vigil Comfort Skylight Blade
Arrowflight Conceal Item Spectral Beast
Assess Value Farspeaker Starharp
Augment Artistry Fool’s Speech Wail of the Banshee
Banish Dazzle Helping Hand
Calder’s Starry Sky Impenetrable Falsehood 7th-Level Spells
Color Isolde’s Answer Endless Dance
Compass Know Customs Gullship
Dancing Fire Merchant’s Glamer Mass Dominate
Diction Mystic Rope Nymph’s Beauty
Elonia’s Glamer Singing Stone Power Word Sleep
Erase Song of Compulsion
Exterminate 8th-Level Spells
Filth’s Bane 4th-Level Spells Call of Despair
Fire Truth Animate Flame Disbelief
Hair Everfull Quiver Power Word Blind
Otto’s Chime of Release Fire Charm
Fool’s Gold

3

9th-Level Spells Sacred Guardian Shape Wood
Breath of Life Secret Page Spring
Harp of War Spirit Mask Sunbolt

Cleric Spells 2nd-Level Spells 4th-Level Spells
Agra’s Ambush Adamantine Mace
0th-Level Spells (Cantrips) Ancestral Blessing Barrier Reaver
Bloodbridge Bliss Blessed Forgetfulness
Call Upon Faith Call Society Chant
Candletrick Death Recall Control Temperature
Copy Decastave Depress Resistance
Death Prayer Detect Charm Dimensional Anchor
Empathy Elude Blow Favor of the Flying Horse
Handcandle Exorcism Fire Charm
Hold Portal Favor of Good Luck Guardian Weapon
Liquid Orb Favor of Ill Luck Guardian Seal
Orison Favor of Serendipity Hurl Thunderbolt
Pain Fireproof Ilyykur’s Mantle
Phantom Plow Firestaff Invisibility Purge
Rainshield Moon Rune Iron Maiden
Ritual Strength Nap Log to Lizard
Sustain Fire Preservation Mass Protection from Evil and
Thump Prismal’s Handy Mirror
Revenance Good
1st-Level Spells Skull Watch Music of the Spheres
Alert Vigil Thunderball Return to Earth
Assess Value Zone of Deception Sacred Strike
Beneficence Sticks to Snakes
Calder’s Starry Sky 3rd-Level Spells Vision Stone
Dancing Fire Amanuensis Wing Gifting
Death Candle Amulet
Detect Harmony Anesthesia 5th-Level Spells
Diction Astral Awareness Ballant’s Stonestrength
Ease Labor Castigate Bestow Enchantment
Erase Comfort Blessed Abundance
Exterminate Curse Tablet Cloud of Purification
Favor of the Earth Enervation Cloud of Putrefaction
Fertility Farspeaker Draw Upon Holy Might
Filth’s Bane Favor of Amelioration False Vision
Fire Truth Fire Aura Favor of the Ocean Winds
First Strike Helping Hand Fireward
Hair Holy Flail Impending Permission
Idea Know Customs Metal Shape
Protective Amulet Lightning Rod Oathbinding
Ray of Fatigue Nchaser’s Glowing Globe Pillar of Borogar
Nightscar Possess
Resist Turning Rary’s Replay
Resist Magic

4

Sarcophagus of Death Quench the Spirit Blood Bond
Scapegoat Screen Calder’s Starry Sky
Telepathic Broadcast Simbul’s Skeletal Deliquescence Compass
Throbbing Bones Smite Dancing Fire
Storm Death Candle
6th-Level Spells Succor Detect Harmony
Conjure Divine Minion Vaporize Drawmij’s Breath of Life
Horn of Plenty Ease Labor
Imbue with Purpose 9th-Level Spells False Tracks
Ironwood Ancient Curse Favor of the Earth
Laughing Water Breath of Death Fertility
Major Curse Breath of Life Fist of Stone
Mass Protection from Energy Call Gift of Speech
Obedience Death Pact Hail of Stone
Obold’s Brightness Power Word Banish Magical Tether
Prophecy Rising Colossus Protective Amulet
Spirit of Flame Skip Day Reed Staff
Transmute Bone to Steel Sacred Guardian
True Name Druid Spells Sea Sight
Segojan’s Armor
7th-Level Spells 0th-Level Spells (Cantrips) Sharptooth
Ballant’s Stonesplit Allergy Field Spirit Mask
Bolt of Glory Bloodbridge Swim
Cyclone Chariot Call Upon Faith Weapon of the Earth
Glassteel Darsson’s Cooling Breeze
Hovering Road Death Prayer 2nd-Level Spells
Legal Thoughts Disarm Ancestral Blessing
Pool of Deeds Erik’s Quills Banish Blight
Right of Might Hailstone Beastmask
Seal of Destiny Handfang Call Society
Seven-Eyes Leaf into Dagger Circle of Privacy
Soul Anchor Liquid Orb Cook
Sphere of Adaptation Nature Call Create Campsite
Tenfold Ironguard Rainshield Decastave
Touch of the Styx Ritual Strength Detect Charm
Secret Signs Drawmij’s Scent Mask
8th-Level Spells Smoke Shape Drawmij’s Swift Mount
Airboat Sustain Fire Drenal’s Stone Flame
Chariot of Sustarre Exorcism
Circle of Blindness 1st-Level Spells Fang Fist
Crown of Angels Adhesion Fireproof
Divine Truth Alert Vigil Grassdart
Lightning Storm Animal Animosity Ground Trace
Longevity Banish Dazzle Hurl Rock
Magic Susceptibility Beneficence Moon Rune
Mass Contagion Preservation
Power Word Blind Sap

5

Scent of Vengeance Mordenkainen’s Defense 7th-Level Spells
See Through Other Eyes Against Lycanthropes Amorphous Blob
Shark Bolt Ballant’s Stonesplit
Splinter Wood Needlestorm Conjure Beast Spirits
Thunderball Pit Intensify Nature
Wolfjaws Sargasso Nymph’s Beauty
Wyvern Watch Shape Wood Pool of Deeds
Shellskin Power Word Sleep
3rd-Level Spells Speak with Water Unburn
Amulet Sticks to Snakes
Anesthesia Sunbolt 8th-Level Spells
Animal Trick Wing Gifting Airboat
Blossom Chariot of Sustarre
Comfort 5th-Level Spells Divine Truth
Dig Animal Transfer Heartseeker
Doomhound Ballant’s Stonestrength Lightning Storm
Drought Blessed Abundance Longevity
Entomb Converse Storm
Favor of Amelioration Fireward
Hibernation Frce Shapechange 9th-Level Spells
Javelin Lizard Limbs Ancient Curse
Lightning Rod Nature’s Charm Ivy Siege
Mass Jump Oathbinding Renew Deposit
Mordenkainan’s Defense Rising Rot
Shadowcat Paladin Spells
Against Beasts Stone Tell
Mordenkainen’s Defense Tame Animal 1st-Level Spells
Thornwrack Alert Vigil
Against Slime Wingbind Beneficence
Mystic Rope Blood Bond
Nectar 6th-Level Spells Compass
Restore Earth Age Animal Death Candle
Sand Sword Animate Blood Filth’s Bane
Seeking Arrow of Bone Fire Truth
Snapdragon Channel Flame First Strike
Spring Curse of Lycanthropy Fist of Stone
Earthmaw Hair
4th-Level Spells Horn of Plenty Laeral’s Cutting Hand
Adamantine Mace Imbue with Purpose Sacred Guardian
Alter Path Laughing Water Weapon of the Earth
Animate Flame Lightning Curtain
Chilling Scythe Mass Protection from Energy 2nd-Level Spells
Control Temperature Scalesnare Ancestal Blessing
Control Vapor Skylight Blade Call Society
Favor of the Flying Horse Spectral Beast Death Recall
Fire Charm Web of Shadows
Log to Lizard
Mirage 6

Detect Charm Banish Dazzle Javelin
Drawmij’s Swift Mount Blood Bond Mordenkainen’s Defense
Exorcism Calder’s Starry Sky
Favor of Good Luck Drawmij’s Breath of Life Against Beasts
Scent of Vengeance Drawmij’s Light Step Mordenkainen’s Defense
Weapon Shift False Tracks
First Strike Against Slime
3rd-Level Spells Reed Staff Seeking
Castigate Sharptooth Weapon Return
Dragon Breath Weapon of the Earth
Favor of Amelioration 4th-Level Spells
Holy Symbol 2nd-Level Spells Alter Path
Mass Protection from Evil and Alter Luck Control Vapor
Ancestral Blessing Everfull Quiver
Good Beastmask Ice Blade
Nightscar Call Society Mordenkainen’s Defense
Phantom Arms and Armor Circle of Privacy
Ray of Paralysis Cook Against Lycanthropes
Sand Sword Create Campsite Pit
Decastave Watching Shadow
4th-Level Spells Drawmij’s Scent Mask
Bands of Sirellyn Drawmij’s Swift Mount 5th-Level Spells
Barrier Reaver Elude Blow Blessed Abundance
Chant Fang Fist Electric Bow
Dimensional Anchor Favor of Serendipity Favor of the Ocean Winds
Favor of the Flying Horse Fire Arrows Force Shapechange
Guardian Seal Firestaff Moonbow
Ice Blade Ground Trace Oathbinding
Invisibility Purge Hurl Rock Tame Animal
Nap
5th-Level Spells Scent of Vengeance Sorcerer Spells
Battletide Snare
Blessed Abundance Splinter Wood 0th-Level Spells (Cantrips)
Chromatic Blade Tenser’s Hunting Hawk Bloodbridge
Draw Upon Holy Might Venomous Blade Deepen Shadows
Force Shapechange Weapon Shift Disarm
Oathbinding Wolfjaws Empathy
Resist Magic Fiery Eyes
3rd-Level Spells Flashpuff
Ranger Spells Amulet Hailstone
Anesthesia Handcandle
1st-Level Spells Animal Trick Liquid Orb
Adhesion Archer’s Redoubt Odeen’s Magic Cloud
Alert Vigil Bearhug Pain
Animal Animosity Boon of Fortune Rainshield
Arrow Flight Comfort Ritual Strength
Dig Scatterspray
Smoke Shape

7

Special Effects Ray of Paralysis Poison
Talon’s Waterproof Read Object Spectral Beast
Warning Shout Scalding Spout Spirit of Flame
Shadow Dance Wail of the Banshee
1st-Level Spells Whip of Flame
Color 7th-Level Spells
Creeping Darkness 4th Level Spells Acid Storm
Dancing Fire Bands of Sirellyn Ballant’s Stonesplit
Elonia’s Glamer Barrier Reaver Biting Shadow
Exterminate Burning Blood Conjure Beast Spirits
Fist of Stone Control Temperature Cyclone Chariot
Frost Fingers Depress Resistance Duo-Dimension
Idea Dimensional Anchor Gullship
Ladder Drawmij’s Instant Exit Prismal’s Pictograph
Laeral’s Cutting Hand Enervation Right of Might
Magical Tether Hurl Thunderbolt
Ray of Fatigue Ice Blade 8th-Level Spells
Ilyykur’s Mantle Call of Despair
2nd-Level Spells Kiss of Torment Disbelief
Agra’s Ambush Pit Glass Storm
Body Blades Rusting Grasp Gunther’s Kaleidoscopic Strike
Drenal’s Stone Flame Shout Hornung’s Random Dispatcher
Echoes Sunbolt Laeral’s Invisible Blade
Fiery Fists Watching Shadow Magic Susceptibility
Firestaff Wing Gifting Vaporize
Frostfire
Hurl Rock 5th-Level Spells 9th-Level Spells
Intensify Sensation Age Object Black Blade of Disaster
Prismal’s Handy Mirror Animal Transfer Body Link
See Through Other Eyes Bestow Enchantment Crystalbrittle
Sinister Surroundings Channel Flame Energy Drain
Skyhook Chromatic Blade Heart Call
Thunderball Lorloveim’s Creeping Shadow Skip Day
Wyvern Watch Magnetism
Love Charm Warlock Spells
3rd-Level Spells Rain of Blood
Acid Lash Resist Magic 0th-Level Spells (Cantrips)
Darkbolt Sand Shroud Candletrick
Dig Shadow Blink Copy
Dire Charm Shandaril’s Tracer Deepen Shadows
Dragon Breath Telepathic Broadcast Disarm
Fire Aura Distraction
Frost Whip 6th-Level Spells Empathy
Mass Animate Blood Fiery Eyes
Mass Jump Catching Chain
Mystic Rope Nerve Dance
Nystul’s Radiant Baton Obold’s Brightness

8

Flashpuff Exorcism Kiss of Torment
Handcandle Favor of Good Luck Memory Read
Handfang Favor of Ill Luck Sacred Strike
Hold Portal Firestaff Shadowstrike
Liquid Orb Frostfire Shout
Pain Ground Trace Simulate Skill
Rainshield Intensify Sensation Siren Song
Ritual Strength Moon Rune
Scatterspray Prismal’s Handy Mirror 5th-Level Spells
Secret Signs Seal Mouth Bestow Enchantment
Smoke Shape See Through Other Eyes Break Limb
Talon’s Waterproof Sinister Surroundings Converse
Skyhook False Vision
1st-Level Spells Splinter Wood Lorloveim’s Creeping Shadow
Adhesion Whispers Magnetism
Augment Artistry Oathbinding
Beneficence 3rd-Level Spells Pillar of Borogar
Bloodbridge Amanuensis Possess
Calder’s Starry Sky Amulet Rary’s Replay
Color Astral Awareness Resist Magic
Compass Curse Tablet Sand Shroud
Creeping Darkness Darkbolt Sarcophagus of Death
Diction Dragon Breath Scapegoat
Elonia’s Glamer Fool’s Speech Shadow Play
Erase Ilyykyr’s Mantle Shadowcat
Exterminate Isolde’s Answer Shandaril’s Tracer
Fire Truth Nchaser’s Glowing Globe Telepathic Broadcast
Gift of Speech Ray of Paralysis Throbbing Bones
Hair Read Object Trick
Idea Seeking
Ladder Sunscorch 6th-Level Spells
Laeral’s Cutting Hand Venomdust Arrow of Bone
Protective Amulet Earthmaw
Ray of Fatigue 4th Level Spells Imbue with Purpose
Sea Sight Bands of Sirellyn Poison
Secret Page Chilling Scythe Scalesnare
Special Effects Create Darkenbeast Skylight Blade
Spirit Mask Cursed Image Spectral Beast
Depress Resistance Tattoo of Power
2nd-Level Spells Dimensional Anchor Tentacles
Agra’s Ambush Drawmij’s Instant Exit Tentacle of Withering
Ancestral Blessing Enervation True Name
Bliss Fire Charm Wail of the Banshee
Death Recall Glassee
Decastave Guardian Seal 7th-Level Spells
Detect Charm Hiding Place Amorphous Blob
Echoes Invisibility Purge Ballant’s Stonesplit

9

Biting Shadow Haunting Call Society
Hovering Road Hold Portal Cook
Prismal’s Pictograph Liquid Orb Death Recall
Soul Anchor Odeen’s Magic Tailor Decastave
Sphere of Adaptation Pain Deeppockets
Tenfold Ironguard Rainshield Drawmij’s Swift Mount
Scatterspray Drenal’s Stone Flame
8th-Level Spells Secret Signs Elude Blow
Call of Despair Smoke Shape Fiery Fists
Divine Truth Squeaking Floor Fireproof
Heart of Stone Warning Shout Firestaff
Hornung’s Random Dispatcher Hurl Rock
Laeral’s Invisible Blade 1st-Level Spells Immurk’s Distraction
Lightning Storm Adhesion Intensify Sensation
Longevity Assess Value Leomund’s Trap
Magic Susceptibility Blood Bond Mistaken Missive
Quench the Spirit Calder’s Starry Sky Moon Rune
Storm Color Prismal’s Handy Mirror
Vaporize Creeping Darkness Seal Mouth
Dancing Fire See Through Other Eyes
9th-Level Spells Detect Metals and Minerals Shark Bolt
Ancient Curse Detect Secret Passages and Por- Sinister Surroundings
Bad Medicine Skull Watch
Body Link tals Skyhook
Call Diction Splinter Wood
Chain Madness Drawmij’s Breath of Life Thunderball
Death Pact Drawmij’s Light Step Venomous Blade
Heart Call Erase Whispers
Skip Day Exterminate Wolfjaws
Filth’s Bane Wyvern Watch
Wizard Spells Fire Truth
Fist of Stone 3rd-Level Spells
0th-Level Spells (Cantrips) Frost Fingers Acid Lash
Bigby’s Bookworm Bane Hair Amanuensis
Blacksteel Idea Amulet
Bloodbridge Ladder Astral Awareness
Candletrick Laeral’s Cutting Hand Curse Tablet
Copy Magical Tether Darkbolt
Darsson’s Cooling Breeze Protective Amulet Dig
Deepen Shadows Ray of Fatigue Dire Charm
Disarm Secret Page Doomhound
Fiery Eyes Special Effects Dragon Breath
Flashpuff Encrypt
Handcandle 2nd-Level Spells Entomb
Handfang Agra’s Ambush Farspeaker
Bigby’s Dexterous Digits Fire Aura
Bliss Fool’s Speech
Body Blades

10

Frost Whip Dimensional Anchor Possess
Helping Hand Drawmij’s Instant Exit Rain of Blood
Impenetrable Falsehood Enervation Rary’s Replay
Isolde’s Answer Fire Charm Resist Magic
Know Customs Fool’s Gold Sand Shroud
Mass Glassee Scapegoat
Mass Jump Guardian Seal Shandaril’s Tracer
Merchant’s Glamer Ice Blade Tasirin’s Haunted Sleep
Mordenkainen’s Defense Ilyykur’s Mantle Telepathic Broadcast
Invisibility Purge
Against Beasts Lightning Shield 6th-Level Spells
Mordenkainen’s Defense Mass Protection From Evil and Animate Blood
Catching Chain
Against Slime Good Channel Flame
Mystic Rope Memory Read Dead Man’s Eyes
Nchaser’s Glowing Globe Mirage of Despair Distort
Nightscar Mordenkainen’s Defense Dusts of Death
Nystul’s Radiant Baton Earthmaw
Otiluke’s Orb of Containment Against Lycanthropes Graft
Phantom Arms and Armor Nystul’s Blacklight Burst Imbue with Purpose
Ray of Paralysis Pit Ironwood
Read Object Projected Magnification Lightning Curtain
Restore Earth Rastor’s Mystical Spy Mass Protection from Energy
Scalding Spout Rusting Grasp Nerve Dance
Seek Teleporter Shadow Strike Obedience
Shadow Dance Simulate Skill Poison
Shoondal’s Seeking Sleepwalking Scalesnare
Sunscorch Vision Stone Skylight Blade
Teleport Object Watching Shadow Spirit of Flame
Thief’s Lament Wing Gifting Tattoo of Power
Venomdust Tentacles
Whip of Flame 5th-Level Spells Tentacles of Withering
Age Object True Name
4th Level Spells Animal Transfer Web of Shadows
Agitate Wounds Ballant’s Stonestrength
Alter Path Bestow Enchantment 7th-Level Spells
Animate Flame Break Limb Acid Storm
Bands of Sirellyn Chromatic Blade Amorphous Blob
Barrier Reaver Cloud of Purification Ballant’s Stonesplit
Bigby’s Force Sculpture Cloud of Putrification Biting Shadow
Bone Seize Deathmaster’s Vial Corpse Host
Burning Blood False Vision Duo-Dimension
Control Temperature Glyph of Revealing Flame Harvest
Control Vapor Hard Water Glassteel
Create Darkenbeast Impending Permission Hovering Road
Cursed Image Love Charm Legal Thoughts
Darsson’s Potion Magnetism Mass Dominate Person
Depress Resistance Metal Shape
Despair Nature’s Charm

11

Mindkiller Mage Tunnel
Otiluke’s Siege Sphere Power Word Banish
Power Word Sleep Rising Colossus
Prismal’s Pictograph Skip Day
Rain of Terror Skycastle
Right of Might Timelessness
Seven-Eyes
Sphere of Adaptation
Suffocate
Timed Stasis
Unburn

8th-Level Spells
Alter Beast
Disbelief
Evolve
Glass of Storm
Gunther’s Kaleidoscopic Strike
Heart of Stone
Hornung’s Random Dispatcher
Khelben’s Blackstaff
Laeral’s Invisible Blade
Lifeblend
Lightning Storm
Longevity
Magic Susceptibility
Otiluke’s Fire and Ice
Power Word Blind
Sand Gems
Simbul’s Skeletal Deliquescence
Storm
Succor
Vaporize
Year Stealing

9th-Level Spells
Black Blade of Disaster
Body Link
Breath of Death
Breath of Life
Call
Chain Madness
Crystalbrittle
Elminsters Effulgent Epuration
Energy Drain
Estate Transference
Heart Call

12

Acid Lash Duration: 1 minute
You transform your own cudgel, mace,
3rd-level evocation
Casting Time: 1 action staff, or other bludgeoning weapon into one
Range: Self made of pure elemental adamantine. It does
Components: V, S, M (three drops of an acid- an additional 2d12 bludgeoning damage on a
ic liquid) successful hit and acts as a magical weapon.
Duration: 1 minute
Adhesion
You create a ten-foot long, vividly-
purple, glowing line of magical force, which 1st-level transmutation (ritual)
you can use as a whip. You use your spell Casting Time: 1 action
attack modifier to attack. On a hit, it does Range: Touch
2d10 acid damage. If it does at least 15 points Components: V, S, M (a pinch of powdered
of damage, and if the target is wearing ar- horse’s hoof)
mor, the armor’s AC is permanently reduced Duration: 1 hour
by one level of effectiveness. If it is reduced
to AC 10, it is destroyed. You bring together two solid, inanimate
objects, which become stuck together. It re-
Acid Storm quires a DC 15 Strength (Athletics) ability
check to pry the two objects apart or a dispel
7th-level evocation magic spell.
Casting Time: 1 action
Range: 150 feet At Higher Levels. When you cast this
Components: V, S spell with a 3rd-level spell slot, you increase
Duration: 1 minute the ability check DC to 20. When you cast
this spell with a 6th-level spell slot, you in-
A storm made of gelatinous, acidic drop- crease the ability check DC to 25.
lets appears in a location you choose within
range. The area of the storm consists of up to Age Animal
ten 10-foot cubes, which you can arrange as
you wish. Each cube must have at least once 6th-level transmutation (ritual)
face adjacent to the face of another cube. Casting Time: 1 hour
Each creature in the area must make a Dex- Range: Touch
terity saving throw. It takes 4d10 acid dam- Components: V, S
age on a failed save, or half as much damage Duration: Concentration, up to 1 minute
on a successful one, each round that the crea-
ture ends its turn in the storm and for one This spell ages any beast or monstrosity
round afterwards. with an Intelligence of 4 or less, at a rate of
one year per round you concentrate.
Adamantine Mace
Age Object
4th-level transmutation
Casting Time: 1 action 5th-level transmutation
Range: Touch Casting Time: 1 action
Components: V, S, M (a sprinkle of diamond Range: 30 feet
powder) Components: V, S, M (a flask of seawater
and a piece of coal)
Duration: Instantaneous

13

You instantly age an item by up to 100 Once this spell has been triggered, it
years. The actual effect depends on the na- ends.
ture of the item—iron and steel will rust and
corrode, masonry will crack and weaken, Airboat
wood will rot away to nothing, and so on.
8th-level transmutation (ritual)
Agitate Wounds Casting Time: 1 action
Range: 5 miles
4th-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 12 hours
Range: 60 feet
Components: V, S, M (a pinch of salt) You must be outside to cast this spell.
Duration: Instantaneous You point to a cloud, which immediately
descends towards you and changes shape
You choose one creature that you see until it becomes a ship made of clouds. The
within range that has recently been injured exact shape depends on your whims—it can
by an edged weapon (the creature must not look like a caravel, dragon-galley, rowboat,
be at full hit points). This spell will cause etc.
bound wounds to reopen and unbound
wounds to bleed profusely. The target takes You and up to eight other creatures of
2d6 damage and must make a Constitution your choice may board the airboat, which
saving throw. On a success, the target takes flies at a speed of 100 feet under your tele-
no more damage. On a failure, the target pathic command.
takes another 1d4 damage each round until
the wound is treated. You are considered to have proficiency
with the airboat. The airboat has an AC of 13
Agra’s Ambush and 20 hit points.

2nd-level abjuration At Higher Levels. When cast with a 9th-
Casting Time: 1 action level spell slot, you may bring up to sixteen
Range: Touch other creatures onboard with you.
Components: V, S, M (roughly-ground glass,
which must be sprinkled in a circle around Alert Vigil
the recipient)
Duration: 1 hour 1st-level enchantment
Casting Time: 1 minute
You provide protection for yourself or Range: Touch
one willing creature against unwanted men- Components: V, S
tal intrusion. The trap will be triggered if a Duration: 6 hours
protected creature be affected by a spell or
effect that would sense its emotions, read its You or one willing creature of your
thoughts, or put the charmed condition on it. choice is kept wide awake and alert for the
The attacker must make a Wisdom saving spell’s duration, allowing them to stand
throw. The attacker takes 3d10 psychic dam- guard without fear of falling asleep. The
age on a failed saving throw, or half as much creature will not suffer any exhaustion due
damage on a successful one. to missed sleep. In addition, the creature has
advantage on Wisdom (Perception) checks
made while on guard.

14

A creature may not have this spell cast on Alter Instrument
it another time until it has had a long rest.
Transmutation cantrip
Allergy Field Casting Time: 1 action
Range: Touch
Transmutation cantrip Components: V, S
Casting Time: 1 action Duration: 10 minutes
Range: 60 feet
Components: V, S, M (a pinch of ragweed) You may transform one musical instru-
Duration: 1 minute ment into another one of similar size (up to
50% larger or smaller) with which you are
You indicate a point within range. All familiar. It remains in this shape for as long
creatures within 10 feet of that point must as you are touching it. If you put it down, it
make a Constitution at advantage saving reverts to its normal shape.
throw or be incapacitated for the next minute
due to uncontrollable sneezing. At the be- The spell’s duration increases to 1 hour
ginning of its turn, a creature may make a when you reach 5th level and 3 hours when
Constitution saving throw, ending the effect you reach 11th level.
on a success. A creature who is immune to
being poisoned cannot be affected by this Alter Path
spell.
4th-level transmutation
Alter Beast Casting Time: 1 action
Range: Self (10-foot line)
8th-level transmutation (ritual) Components: V, S, M (a knife blade, the
Casting Time: 10 minutes straw from a broom, and a handful of peb-
Range: Touch bles)
Components: V, S, M (two strands of gold Duration: Concentration, up to 1 hour
twisted together to form a double helix)
Duration: Instantaneous When you cast this spell, you pick one of
the following options:
You may sculpt part of a living being’s
body as you wish. For instance, you could ♦ Clear Path. The road ahead of you to
change paws into hands, make a quadruped a distance of ten feet is cleared of debris as
walk upright, enlarge a creature’s brain, and you walk, providing you with a easy path.
so on. The creature may make a Constitution
saving throw to resist. On a success, you ♦ Clutter Path. The road behind you is
make the changes you want. On a failure, strewed with debris to a distance of ten feet,
you make the changes you want and the turning the path behind you into difficult
creature also takes 3d6 necrotic damage as its terrain.
body is painfully rearranged.
Only relatively light debris, such as light
The changes you make are permanent branches and gravel, is moved. Large obsta-
and might be passed down to any offspring cles such as fallen trees are unaffected.
it may have.
Amanuensis

3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet

15

Components: V, S, M (a quill pen and some- make an Intelligence saving throw or be at
thing to write on) disadvantage on attack rolls against the
Duration: Concentration, up to 1 hour wearer.

You animate a quill pen to precisely du- Anesthesia
plicate any form of nonmagical writing you
see. 3rd-level enchantment (ritual)
Casting Time: 1 action
Amorphous Blob Range: Touch
Components: V, S, M (a petal from a lotus
7th-level transmutation (ritual) flower)
Casting Time: 10 minutes Duration: Concentration, up to 1 hour
Range: Touch
Components: V, S, M (a glass orb or bottle You render one living creature you can
filled with a specially-prepared, viscous flu- touch unconscious and insensate. The target
id) creature may attempt a Constitution saving
Duration: 24 hours throw, ending this effect on a success. Un-
dead, constructs, and creatures that are im-
You prepare a special fluid inside of a mune to being charmed or unconscious are
glass orb, a process that takes ten minutes. immune to this spell.
At any time in the next 24 hours, you may
break the orb, releasing the blob within. The Upon waking up, the creature has disad-
blob has the same attributes as the ochre jelly vantage on all rolls for 1 minute.
(Monster Manual pg.243). At the end of the 24
hours, if the blob has not been released, the Ancestral Blessing
fluid breaks down and becomes useless.
2nd-level necromancy (ritual)
The blob has no ability to discern friend Casting Time: 1 minute
from foe and will attack indiscriminately. Range: 30 feet
Components: V, S, M (a dozen grains of any
Amulet cereal or grain and a thimble filled with
wine)
3rd-level abjuration (ritual) Duration: Special
Casting Time: 1 hour
Range: Touch You call upon your ancestor spirits for
Components: V, S, M (any object worth at advice or protection. You may ask it to com-
least 5 gp and a relic of the creature to be plete one task for you:
affected)
Duration: 1 month ♦ Oracle. You ask the spirit a question,
which it answers to the best of its ability. It
You create a token that repels one specific will not lie to you, but it may not know the
creature that is feared by many. You must answer.
provide either the creature’s name or a de-
scription of the creature (such as “the vam- ♦ Blessing. The spirit blesses you. For
pire Ebon Thuthane” or “the giant one-eyed the next 24 hours, you have advantage on
boar that destroyed hamlet of Marswick”). one saving throw of your choice.
When the person who wears the token con-
fronts this creature in melee combat, it must ♦ Guardianship. The spirit will guard
your home or workspace. It will alert you
instantly if there are any intruders, no matter

16

where you are (as long as you are on the This spell can be broken by remove curse
same plane), but it cannot fight or otherwise cast by a priest of the same god the target
interfere. It will remain for one month before offended. It can also be removed if the target
departing. fixes the damage it caused and dedicates it-
self to serving that god.
Ancient Curse
Animal Animosity
9th-level abjuration
Casting Time: 1 minute 1st-level enchantment
Range: Touch Casting Time: 1 action
Components: V Range: 60 feet
Duration: Permanent Components: V, S
Duration: 24 hours
You touch an altar, shrine, icon, the gate
of a cemetery, or other object that is dedicat- One creature you can see within range
ed to your god. If this object is desecrated, must make a Wisdom saving throw or de-
then this spell is triggered and the person or velop a hateful aura beasts can sense. All
people who committed the desecration is beasts with an Intelligence of 4 or lower who
cursed. The curse can take any form; the fol- come within 30 feet of the target will become
lowing are the more common: angry with that target and may attempt to
attack it.
♦ Choose one ability score. While curs-
ed, the target’s score is reduced by 1d4 and At Higher Levels. When you cast this spell
the target has disadvantage on ability checks using a spell slot of 2nd level or higher, you
and saving throws made with that ability can affect one additional creature for each
score. slot level above 1st.

♦ The target is haunted by poltergeist Animal Transfer
(Monster Manual, pg,27.)
5th-level necromancy
♦ The target is haunted by ill luck. It has Casting Time: 1 minute
disadvantage three times per day on any im- Range: 100 feet
portant roll (DM’s discretion). Components: V, S
Duration: Concentration, up to 1 hour
♦ The target is prone to mishap. A roll
of 1-5 counts as a critical failure. You transfer your mind into the body of a
beast, who may make a Charisma saving
♦ The target gains a degenerative dis- throw. You gain full control of the beast’s
ease. Every month, one of its attributes is body and senses. You retain your mental
reduced by 1 and its hit point total is reduced abilities, but cannot cast spells while in this
by 1d6. form, and you have the physical abilities of
the creature you have taken over. Your body
♦ The target is easily injured. All attacks is comatose during this time; the animal’s
made against the target do an extra 1d6 mind is suppressed.
damage.
If the animal dies while you are control-
♦ The target is cursed with poverty. ling it, your mind instantly returns to your
Within 24 hours of gaining 10 gp or more, or own body. You suffer 3d6 psychic damage
gaining property worth 10 gp or more, the
target will lose half of it.

The affects are not instantaneous but de-
velop over the course of months to a year.

17

and must make a DC 15 Wisdom saving droplet has hit, causing 3d10 acid damage
throw. On a failure, you suffer from a form and 3d10 necrotic damage.
of insanity for an hour where you believe
you are that animal and you act accordingly. Animate Flame

Animal Trick 4th-level evocation
Casting Time: 1 action
3rd-level enchantment Range: 300 feet
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Duration: 1 minute You animate a Medium-size nonmagical
flame, causing it leave its source of fuel and
You choose one beast you can see and move in your direct with a speed of 30 feet. It
that can hear you and get it to perform one does not require fuel during this time.
trick for you. As long as the trick is within
that creature’s physical capabilities, it will The animated fire causes 1d10 fire dam-
perform the trick to the best of its ability. The age to any creature it touches and it automat-
animal is unlikely to understand abstract ically ignites combustible material.
reasoning and must have your request
spelled out in detail. Archer’s Redoubt

Animate Blood 3rd-level evocation
Casting Time: 1 action
6th-level necromancy Range: Touch
Casting Time: 1 action Components: V, S, M (a bit of metal from a
Range: 150 feet shield)
Components: V, S, M (6 drops of your blood) Duration: 10 minutes
Duration: 10 minutes
You create an immovable, nearly invisible
You animate your own blood, creating six barrier around yourself or one willing crea-
tiny, droplet-shaped constructs; these drop- ture. This barrier is solid save for an “arrow
lets are blood-red and have small black eyes. slit” and grants the target AC 18. The target
Each of these droplets has AC 14, 2 hp, a may fire a bow or crossbow through the slit
speed of 60, Stealth +10, and the ability to and may mentally command the slit to move,
long-jump 20 feet and high-jump 10 feet. thus allowing the target to fire in any direc-
Any droplet that moves more than 150 feet tion.
away from you becomes inert.
Arrow of Bone
You are mentally linked to each of the
droplets and may switch your perception to 6th-level necromancy
one of the creatures in order to use their Casting Time: 1 action
senses as your own by using your action. Range: Touch
Components: V, S, M (a powdered sliver of
You may also use your action to direct bone mixed with acid or the blood of an acid-
one of the droplets to attack, using your spell ic creature, which is used to make the ink)
attack modifier. If your attack succeeds, the Duration: 1 minute

18

You paint runes of dire power on one not take into consideration local conditions
missile or thrown weapon and it turns into that may drive the price up or down.
chilling bone. You may then throw or fire the
missile yourself or give it to a companion to Astral Awareness
use.
3rd-level divination
This missile does normal weapon dam- Casting Time: 1 action
age, plus 10d10 necrotic damage, plus the Range: Self (30-foot radius)
target must make a Constitution saving Components: V, S
throw or be poisoned for 1 minute. Creatures Duration: 6 hours
that are immune to necrotic damage or poi-
son are immune to this spell and only take This spell grants you awareness of nearby
normal damage from the missile. movement on the Astral or Ethereal plane.
Should any creature or “natural” phenomena
If the sliver of bone you use comes from a from those planes approach you, this spell
close blood relative of the target (sibling, will alert you.
parent, or child), then the person who is fir-
ing or throwing the missile has advantage on Augment Artistry
the attack.
1st-level transmutation
Arrowflight Casting Time: 1 action
Range: Touch
1st-level transmutation Components: V, S, M (a scroll bearing a
Casting Time: 1 action piece of epic poetry)
Range: Touch Duration: 24 hours
Components: V, S, M (a bit of down from a
flying bird) You or a willing target gains proficiency
Duration: Concentration, up to 1 minute with one form of artisan’s tools. If the target
already has proficiency in the desired tools,
You touch a bow or crossbow. For the then that target may use double its proficien-
duration of this spell, the range for this cy bonus.
weapon is doubled.
At Higher Levels. If you cast this spell
At Higher Levels. When you cast this with a 4th-level or higher spell slot, the target
spell using a spell slot of 2nd level or higher, gains triple its proficiency bonus.
you may affect one additional bow or cross-
bow for each slot level above 1st. Bad Medicine

Assess Value 9th-level enchantment
Casting Time: 1 action
1st-level divination (ritual) Range: 400 feet
Casting Time: 1 action Components: V, S, M (a bundle of indige-
Range: Touch nous herbs, the claw of an eagle, and the
Components: V, S venom of a poisonous snake)
Duration: Instantaneous Duration: Permanent

You touch an item and instantly know its You pick a point within range. All crea-
fair market value, to within 10%. This does tures within a 100-foot radius of that point
are cursed, unless a Wisdom saving throw is

19

made. On a success, the curse fails to take Ballant’s Stonestrength
hold. On a failure, all creatures within that
radius are at disadvantage for all attack rolls, 5th-level abjuration
saving throws, and ability checks. You may Casting Time: 1 action
dismiss this spell at any time. This spell can Range: 60 feet
also be countered by a remove curse or similar Components: V, S, M (a small granite wedge
spell, but each affected creature must be tar- and a pinch of powdered iron)
geted separately. Duration: Instantaneous

Ballant’s Stonesplit You provide magical strength to a stone
structure by providing it with temporary hit
7th-level evocation points equal to its regular hit points.
Casting Time: 1 action
Range: Touch Optionally, this completely heals any
Components: V, S, M (a diamond-tipped stone-based creature, such as a gargoyle or a
chisel worth 500 gp, which is consumed in stone golem, or can be used to repair any
the casting) damaged stone object (that has lost no more
Duration: Instantaneous than 3/4 of its hit points), such as a wall or
statue.
You channel the power of extreme magi-
cal force and strike a Large or smaller rock or Banish Blight
object (or portion of an object) made primari-
ly of stone, such as a stone wall. When you 2nd-level transmutation (ritual)
touch the stone, brilliant magical light flares Casting Time: 1 action
out and a huge glowing crack grows in the Range: Touch
rock. At the end of your next turn, the rock Components: V, S
crumbles into rubble. Duration: Instantaneous

At any point between your casting the You touch a single normal plant of Huge
spell and the end of your next turn, this spell size or smaller and this spell wipes out all
can be countered by dispel magic or a similar diseases in that plant permanently, restores
effect, preventing the rock from crumbling. any withered or shriveled fruit or leaves, and
if you desire, causes it to produce new leaves
If cast on a creature made from stone, or flowers. It does not restore heavily dam-
such as a stone-based earth elemental (a gar- aged or destroyed plants.
goyle) or a stone golem, the creature may
make a Constitution saving throw. The crea- Bands of Sirellyn
ture suffers 10d10 force damage on a failed
saving throw, or half as much damage on a 4th-level conjuration
successful one. Casting Time: 1 action
Range: 100 feet
At Higher Levels. This spell can affect a Components: V, S, M (three miniature inter-
Huge object and do 11d10 damage if cast locked bands of silver)
with an 8th-level spell slot, and can affect a Duration: Concentration, up to 10 minutes
Gargantuan object and do 14d10 damage if
cast with a 9th-level spell slot. You conjure a number of shining metal
bands which encircle and capture a Huge or
smaller target of your choice within range.
The target may make a Dexterity saving

20

throw to avoid capture. The escape DC is equals 10 + the spell’s level. On a successful
equal to 8 + twice your spell attack modifier. check, a hole appears.

At Higher Levels. If you cast this using a Until the end of your next turn, you and
5th-level or higher spell slot, the target has other creatures may walk through the hole,
disadvantage on both the saving throw and cast spells through it, attack through it, and
the escape roll. so on.

Banish Dazzle At the end of your next turn, the hole
closes, inflicting 4d6 force damage on any
1st-level abjuration creature still in the hole and shunting the
Casting Time: 1 action creature either inside or outside the wall
Range: Touch (50% chance of either).
Components: V, S, M (a shard of glass or any
clear stone) Battletide
Duration: 1 minute
5th-level transmutation
You or one willing creature you touch Casting Time: 1 action
becomes immune to being blinded by light, Range: Self (20-foot radius)
can see through nonmagical mirages and Components: V, S, M (a piece of human hair
optical illusions, and has advantage on sav- as long as your hand)
ing throws against spells that create visual Duration: Concentration, up to 1 minute
illusions or cause blindness through light,
color, or flame, such as blinding smite, color All creatures within 20 feet of you must
spray, or holy aura. This also keeps creatures make a Wisdom saving throw. A creature
with the Sunlight Sensitivity trait from tak- has its speed reduced by half, its initiative is
ing disadvantage on attack rolls and Wisdom at -2, and its AC is reduced by -1 on a failure;
(Perception) checks that rely on sight. It does on a success, they are not affected by the
not protect creatures with Sunlight Hyper- spell. In addition, you gain +2 to AC, you
sensitivity, however. gain advantage on Dexterity saving throws,
and gain an extra action each round.

Barrier Reaver Bearhug

4th-level transmutation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Self
Components: V, S, M (a small metal key) Components: V, S, M (a bit of bear fur)
Duration: 1 round Duration: 1 minute

You can force an opening in one magical You gain the ability to bear hug a crea-
barrier within range, including spells such ture within one size category of you. If you
antimagic field, prismatic wall, wall of fire, wall successfully make an unarmed attack, you
of stone, and so on. You automatically open a can grapple that creature (escape DC is equal
hole in any barrier created through a spell of to your spell save DC). As long as the grap-
4th level or lower. For a barrier created with ple remains in effect, that target is restrained.
a higher-level spell, make an ability check At the start of each of your turns, you may
using your spellcasting ability. The DC

21

constrict, doing 2d8 + your Strength modifier if you are casting the spell with a 7th-level or
in bludgeoning damage. higher spell slot.

Beastmask ♦ The target is in pain. It has disad-
vantage on all Dexterity skill checks its speed
2nd-level illusion is reduced by 10 feet.
Casting Time: 1 action
Range: Touch ♦ The target exudes an aura of antipa-
Components: V, S, M (a wooden mask thy, causing creatures to have hostile feelings
carved to look like the animal) towards it. While cursed, the target has dis-
Duration: 12 hours advantage on Deception and Persuasion skill
checks.
You or one willing creature is made to
look, feel, sound, and smell exactly like a ♦ The creature is either deafened or
particular species of beast or monstrosity blinded.
that has an Intelligence of 4 or lower—but
only to other members of that species. Mem- ♦ The creature gains a deadly touch.
bers of closely related species are also fooled; Everything it touches takes 1d10 damage of a
for instance, a dog mask will also fool wolves type of your choice. It cannot turn off this
and death dogs, and a bear mask will also ability.
fool giant bears and owlbears. This spell does
not give you any ability to communicate ♦ The target develops an obviously su-
with that animal, however. pernatural and disturbing (and often ironic)
physical trait. The creature may grow a pig’s
Beneficence noise, pure black eyes, have its hair turn into
serpents, smell like sulfur, and so on. While
1st-level evocation cursed, the target has disadvantage on De-
Casting Time: 1 action ception and Persuasion skill checks.
Range: Self
Components: V ♦ The creature becomes insatiable.
Duration: Concentration, up to 1 hour Whenever food or drink is present, the crea-
ture must make a Wisdom saving throw or
You surround yourself with an aura of stop whatever it is doing in order to eat or
mystical wisdom and holy, causing those drink.
who see you to believe you to be a holy per-
son of virtue and kindness. For the duration, ♦ Whenever the creature encounters a
you gain proficiency and advantage in the particular substance, it becomes incredibly
skills Deception, Insight, Intimidation, and nauseated. It must make a Constitution sav-
Persuasion when attempting to illicit positive ing throw or become incapacitated for 1d6
reactions towards you or your church. rounds due to vomiting and dry heaves.

Bestow Curse Bestow Enchantment

These are new variants of the spell bestow 5th-level evocation
curse that appears in the Player’s Handbook, Casting Time: 1 round
pg.218. Most of these variants are useful only Range: Touch
Components: V
Duration: Instantaneous

You give another willing creature a spell
with a range of Self. That creature is then

22

able to control and benefit from that spell as The hands perform various tasks for you,
if she had cast it herself. which you must decide upon when casting
the spell.
Bigby’s Bookworm Bane
Fantastic Fencers. The hands are created
Evocation cantrip holding long blades made of force. They at-
Casting Time: 1 action tack using your spell attack modifier, and
Range: 60 feet can attack two different targets at once. On a
Components: V, S, M (a child-sized glove) hit, the target takes 1d8 force damage.
Duration: 10 minutes
You may choose that the fencers do non-
You create a Tiny hand out of shimmer- lethal damage instead, to use as a fencing
ing, translucent force. This hand immediate- partner. At the end of this version of the
ly seeks out and destroys bookworms and spell, all damage taken vanishes.
other creatures that eat paper and glue. The
bookworm bane has a Strength of 6 (-2) and a Feeling Fingers. The hands have a
Dexterity of 12 (+1), so it can open books to Strength and Dexterity of 8 (-1) but otherwise
seek out insects living inside. When it finds functions of an unseen servant. It also has an
an intrusive creature of no larger than Tiny amazingly sensitive sense of touch: it has
size, it automatically hits, doing 1 point of Perception 14 (+2) and has advantage on all
damage, which is more than enough to au- Perception checks, allowing it to detect mi-
tomatically squish a bookworm, roach, nute cracks and openings. You can choose to
mouse, etc. The hand has 4 hit points and use your action to treat the hands as a sensor
will not attack anything larger than Tiny, and feel through them.
cannot defend itself, and can perform no
other actions. Pugnacious Pugilist. The hands are
clenched and covered with bandages, as if
Bigby’s Dexterous Digits they belong to a boxer. They attack using
your spell attack modifier. On a hit, the tar-
2nd-level evocation get takes 1d8 bludgeoning damage.
Casting Time: 1 action
Range: 60 feet You may choose that the pugilists do
Components: V, S, M (a pair of gloves nonlethal damage instead, to use as a boxing
stitched with your name and studded with partner. At the end of this version of the
gems worth at least 500 gp) spell, all damage taken vanishes.
Duration: 1 minute
Silencing Hand. The hands fly towards a
You create a pair of Tiny hands made of target you choose within range that you can
shimmering, translucent force in an unoccu- see and clamp themselves tightly over the
pied space that you can see within range. creature’s mouth, using your spell attack
modifier to grapple the creature. While
The hands are objects that have AC 15 grappling a creature, the hands cannot be
and 5 hit points. If all of the hands created by pulled away. The hands take only half the
your spell are destroyed the spell ends. damage dealt to them and the creature grap-
When you cast the spell and as a bonus ac- pled by the hands take the other half. While
tion on your subsequent turns, you can move grappled, the creature is incapable of speak-
the hands up to 30 feet. ing and is at a disadvantage to all ranged
attacks.

23

Strangling Grip. The hands fly towards a Biting Shadow
Small- or Medium-sized target you choose
within range that you can see and grab onto 7th-level evocation
its throat, using your spell attack modifier to Casting Time: 1 action
attack. On a hit, it does 2d4 bludgeoning Range: 90 feet
damage and the target is grappled (escape Components: V, S
DC is your Spell Save DC). Until this grapple Duration: 1 minute
ends, the target can’t breathe.
You create a smoky cloud whose area
Bigby’s Force Sculpture consists of up to ten 10-foot cubes, which you
can arrange as you wish. Each cube must
4th-level evocation have at least one face adjacent to the face of
Casting Time: 1 action another cube. When casting this spell, and as
Range: 100 feet a bonus action on each of your turns after-
Components: V, S, M (a lump of clay with wards, you may move the cloud 30 feet. It is
diamond dust in it) capable of moving through a crack 1 inch
Duration: Concentration, up to 1 hour wide without squeezing. This cloud is lined
with dark mouths which are filled with
You create a visible plane of shimmering gleaming black teeth. Each living or undead
force that you can shape in any form you creature in the area must make a Dexterity
wish. The object you create must be fairly saving throw. A creature takes 10d6 piercing
rigid, have no moving parts, and cannot pos- damage on a failed saving throw, or half as
sess finely-detailed features and cannot be much on a successful one.
larger than 10 cubic feet. If you create a
weapon with it, it does 1d8 + your Strength Black Blade of Disaster
modified bludgeoning damage.
9th-level conjuration
The force sculpture is an object that has Casting Time: 1 action
AC 15 and 15 hit points. When you cast the Range: 30 feet
spell and as a bonus action on subsequent Components: V, S
turns, you can move the sculpture up to 30 Duration: Concentration, up to 1 minute
feet.
You create a magical, weightless, black
At Higher Levels. When cast with a 6th- blade-shaped planer rift about 3 feet long.
or 7th-level spell slot, you can make a more The blade strikes at any creature that you can
complex sculpture. The item can have large, see within its range, using your spell attack
moving parts or have an edge or point, but it modifier and with advantage on the roll.
must still be rigid and cannot be larger than
50 cubic feet. It has AC 18 and has 20 hit A creature hit by the blade must make a
points. Constitution saving throw. The creature
takes 15d10 necrotic damage on a failed sav-
When cast with an 8th- or 9th-level spell ing throw, or half as much on a successful
slot, the sculpture can be very complex, con- one. The blade can pass through any magical
tain small moving parts, and be very flexible. barrier, save an antimagic fiend. The blade
It can be any size up to 100 cubic feet. cannot be harmed by physical attacks, but
dispel magic and antimagic effects can affect
it.

24

Blacksteel magically-induced or altered memories. You
cannot use this spell on yourself.
Transmutation cantrip
Casting Time: 1 action Bliss
Range: Touch
Components: V, S 2nd-level enchantment
Duration: 10 minutes Casting Time: 1 action
Range: 30 feet
One weapon you touch becomes com- Components: S
pletely matte-black and utterly silent—it Duration: 1 minute
makes no noise when being drawn, when
striking someone even if it hits armor, or You choose one creature within range
when dropped. you can see. That creature must make a Wis-
dom saving throw or fall into a trance of in-
Blessed Abundance tense pleasure; for the duration of the spell,
the creature is incapacitated.
5th-level conjuration
Casting Time: 1 action Blood Bond
Range: Touch
Components: V, S 1st-level necromancy (ritual)
Duration: Permanent Casting Time: 1 minute
Range: Touch
You can duplicate up to 2 pounds of ani- Components: V, S, M (a length of red silk
mal or vegetable matter. You hold the object ribbon)
you wish to duplicate in your hands while Duration: 10 minutes
you cast this spell. Magical items, minerals,
and living creatures cannot be affected by You link the health of two creatures to-
this spell. gether. Any damage one creature takes is
split evenly between the two.
At Higher Levels. When you cast this
spell with a slot of 6th level or higher, you Bloodbridge
can duplicate up to 2 additional pounds per
spell slot above 5th. Necromancy cantrip
Casting Time: 1 action
Blessed Forgetfulness Range: Touch
Components: V, S, M (two golden needles)
4th-level enchantment (ritual) Duration: Instantaneous
Casting Time: 1 action
Range: Touch You touch two creatures and draw blood
Components: V, S, M (a few drops of holy out from one (the “donor”), channel it
water) through yourself, and infuse it into the other
Duration: Instantaneous (the “recipient”). This causes the donor to
lose hit points equal to 1d6 + your
You touch a willing creature and remove spellcasting ability modifier and the recipient
one terrible memory it has. This can negate to gain that number of hit points. The donor
the effect of a failed fear or sanity check or does not need to be willing and may make a
simply remove a horrible memory that has Dexterity saving throw to evade your grasp.
no actual game effect. This has no effect on This spell has no effect on undead, con-

25

structs, plants, and other creatures that lack Body Link
blood.
9th-level necromancy
Blossom Casting Time: 1 action
Range: Self
3rd-level transmutation (ritual) Components: V, S, M (a small amount of tree
Casting Time: 3 hours sap and a pearl worth 500 gp, which is con-
Range: self (300-foot radius) sumed in the casting)
Components: V, S, M (an ear of grain and a Duration: 1 hour
gallon of water)
Duration: Instantaneous You can prevent your own death by de-
capitation or dismemberment. Your body
You spend three hours meditating and parts become linked so that even if they are
the area around you becomes much more separated from the rest of your body, you
verdant and fertile than it was before. If the still in control of them. A severed arm can
land was dry, it becomes moist. If the land still write and even wield weapons. A sev-
was waterlogged and swampy, the water ered leg can still hop around. A severed head
drains away to reveal fresh loam. can still think, talk, and even eat, although
the rest of the body will become inert. If the
This spell cannot, in and of itself, over- severed body part is held against the stump
come truly bad conditions such as that during the spell’s duration, the two parts
caused by a long and terrible drought, but it will instantly fuse together.
can help to improve conditions somewhat.
This does not prevent you from taking
A particular plot of land can only be af- damage from the dismemberment of from
fected by this spell once per season, and the other damage, nor does it prevent you from
effects last until the end of the current grow- being killed from methods other than dis-
ing season. memberment.

Body Blades Bone Seize

2nd-level transmutation 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 50 feet
Components: V, S, M (two sharp pieces of Components: V, S
metal) and a shard of bone. Duration: 1 minute
Duration: 1 minute
You choose one target within range that
Dagger-like growths grow out of your you can see that has bones. If the target is
body, passing harmlessly through any cloth- alive or undead, it must make a Constitution
ing or armor you wear. You gain +1 AC. If saving throw. On a failure, you gain control
you grapple anyone or are grappled, you do of that target’s bones. You can automatically
2d4 + your spellcasting ability bonus in take control of a corpse. You can make the
piercing damage. target walk, lay or sit down, or sit or stand
up. You cannot make the creature speak,
The growths are metallic-looking but are fight, cast spells, etc.
not made of metal and cannot be affected by
spells that affect metal.

26

Bolt of Glory Components: V, S, M (a broken animal bone)
Duration: Until healed
7th-level evocation
Casting Time: 1 action You touch a creature’s limb. The creature
Range: 60 feet must make a Constitution saving throw. The
Components: V, S, M (a small amber rod creature’s bone breaks and it takes 2d10 force
bound with bronze) damage on a failed saving throw; on a suc-
Duration: Instantaneous cess, it takes the damage but its limb doesn’t
break.
You fire a burst of energy from the Posi-
tive plane at one target you can see within Depending on the limb, it takes one to six
range. That creature must make a Constitu- months to heal naturally. A lesser restoration
tion saving throw. The creature takes 10d10 spell or any healing spell of 4th level or
radiant damage on a failed saving throw, or higher will heal it immediately.
half as much on a successful one. Celestials
are not affected by this spell and fiends and Breath of Death
undead are at disadvantage on the saving
throw. 9th-level necromancy (ritual)
Casting Time: 10 minutes
Boon of Fortune Range: Self (500 foot radius)
Components: V, S, M (a handful of mummy
3rd-level transmutation dust)
Casting Time: 1 action Duration: Instantaneous
Range: Touch
Components: V, S, M (a four-leaf clover or a You exhale a foul-smelling breath which
piece of amber) turns into a breeze that radiates outward.
Duration: Concentration, up to 1 minute This causes all creatures within range to
make a Constitution saving throw or contract
You or one willing creature you touch a nonmagical, often-fatal disease (Dungeon
gains good luck. You may choose from one Master’s Guide, pg. 256).
of the following ways:
Breath of Life
♦ Sudden Knowledge. The target gains
proficiency in up to six types of tools and 9th-level abjuration (ritual)
weapons it did not already know how to use. Casting Time: 10 minutes
Range: Self (500 foot radius)
♦ Hidden Strengths. Choose two attrib- Components: V, S, M (a cone on incense that
utes. The target has advantage on all ability has had a bless spell cast on it)
checks and saving throws based on that at- Duration: Instantaneous
tribute for the duration.
You exhale a sweet-smelling breath
♦ Amazing Luck. Three times in the next which turns into a breeze that radiates out-
24 hours, if the target fails a saving throw, it ward. This cures all creatures within range of
may choose to succeed instead. a single nonmagical disease you name when
casting the spell. This has no effect on magi-
Break Limb cal diseases or curses. It also does not protect
against re-infection.
5th-level necromancy
Casting Time: 1 action
Range: Touch

27

Burning Blood choose to accept or reject it. If the target ac-
cepts, it is instantly teleported to any safe
4th-level necromancy location within 30 feet of you.
Casting Time: 1 action
Range: 60 feet Call of Despair
Components: V, S, M (a drop of blood and a
punch of saltpeter) 8th-level enchantment
Duration: 1 minute Casting Time: 1 action
Range: Self (150-foot radius)
You cause the open, bleeding wounds of Components: V, S, M (a small brass gong)
one target you can see within range to burst Duration: 10 minutes
into blood-red flame. The target must make a
Constitution saving throw each round. The All creatures who are not your allies
creature takes 3d8 fire damage on a failed within range must make a Wisdom saving
saving throw, or half as much damage on a throw or become frightened for 1 minute.
successful one. The target can repeat the saving throw at the
end of each of its turns, ending the effect on
At Higher Levels. When you cast this spell itself on a success. Creatures who failed their
using a spell slot of 5th level or higher, the saving throws will also have disadvantage
damage increases by 1d8 for each slot level on all saving throws, ability checks, and ini-
above 4th. tiative rolls for the remainder of the spell’s
duration.
Calder’s Starry Sky
Call Society
1st-level illusion (ritual)
Casting Time: 1 minute 2nd-level illusion
Range: 30 feet Casting Time: 1 action
Components: V, S, M (an unblemished silver Range: 1 mile
mirror) Components: V, S, M (a badge, letter, or oth-
Duration: 3 hours er symbol of membership, which is not con-
sumed but must be on your person while
A completely accurate starmap of the lo- casting this spell).
cal sky is projected upwards from the mirror. Duration: Instantaneous
It can be used to study the sky or, if cast out-
side, the aid in navigation during the day or You point in a direction and cast this spell
on overcast nights. to alert other members of an organization
you belong to, such as a Mages’ Guild, that
Call you require aid. The spell will travel in that
direction. If it passes within 1 mile of a fel-
9th-level conjuration (ritual) low member of your organization, it will di-
Casting Time: 1 action vert to meet that creature and alert him or
Range: Special her as to your plight, giving that person a
Components: V, S, M (a miniature wax stat- rough estimate of your location and a brief
ue of the target) image of your situation. If it hits the end of
Duration: Instantaneous its range without locating a fellow member,
the spell will dissipate.
You call a specific intelligent by name. If
that target is on the same plane as you, then
it becomes aware of your call and may

28

This spell does not compel the recipient ing roll or suffer an effect, depending on its
to aid you, but members of your organiza- alignment:
tion are likely to be willing to help.
♦ If the creature is of the same align-
At Higher Levels. When you cast this spell ment as you, it is deafened for 1 minute.
using a spell slot of 3rd level or higher, the
range increases by one mile for every two ♦ If the creature’s alignment differs
slot levels above the 2nd. from yours on one axis (lawful-chaotic, etc.),
it takes 1d10 force damage on a failed saving
Call Upon Faith throw, or half as much damage on a success-
ful one.
Evocation cantrip
Casting Time: 1 action ♦ If the creature’s alignment differs
Range: Self from you on both axes, it takes 3d10 force
Components: V, S damage on a failed saving throw, or half as
Duration: 1 round much on a successful one.

You call upon your god to bless you. If Catching Chain
you have been true to faith (as determined
by the DM) you may make one roll in your 6th-level evocation
next round at advantage. Casting Time: 1 action
Range: 60 feet
Candletrick Components: V, S, M (three joined links of
chain made from very pure metal)
Transmutation cantrip Duration: 1 minute
Casting Time: 1 action
Range: Touch You call forth a chain made of pure, shin-
Components: S ing energy, target a creature you can see
Duration: 1 hour within range, and make a ranged spell at-
tack. On a hit, the chain coils around that
You light a candle, torch, or lantern. For target. The target is not restrained by the
the duration of the spell, this flame cannot be chain, but has disadvantage on all attack and
extinguished by normal means, although it damage rolls, ability checks, and saving
can be extinguished if placed underwater, throws, and reduces speed by 10 feet.
deprived of oxygen, or through magical
means. Otherwise, if the flame is snuffed out, The chain is an object that has AC 20 and
it will automatically relight itself. hit points equal to your hit point maximum.
If it drops to 0 hit points, the spell ends. The
Castigate spell can be modified to have one of two dif-
ferent effects.
3rd-level evocation
Casting Time: 1 action ♦ Howling Chain. The chain is blood-
Range: Self (20-foot radius) red and constantly emits an ominous, howl-
Components: V, S ing chant. It beats against its trapped target,
Duration: Instantaneous using your spell modifier to attack. On a hit,
it deal 3d8 bludgeoning damage.
You deliver a blasting rebuke to your
foes. The creature must make a Wisdom sav- ♦ Sighing Chain. The chain glows white-
blue and constantly sighs, whispers, and
hums. If the trapped creature attempts to
pull at it, the chain tightens, inflicting 3d10

29

bludgeoning damage. If someone tries to Channel Flame
pull at the chain or remove it from the
trapped creature, it inflicts 2d10 bludgeoning 6th-level evocation
damage to both creatures. Casting Time: 1 action
Range: Self (60-yard cone)
Chain Madness Components: V, S, M (a burning fire)
Duration: Concentration, up to 10 minutes.
9th-level enchantment
Casting Time: 1 action You stand within 30 feet of mundane
Range: 100 feet flames at least the size of a Large bonfire and
Components: V, S, M (a piece of brain matter channel that fire into a deadly attack. The fire
from a mind flayer) travels through you and becomes a 60-foot
Duration: Until dispelled cone. All creatures in that cone must make a
Dexterity saving through. A creature takes
You pick a creature within range that you 4d6 fire damage on a failed save, or half as
can see and that has an Intelligence of 5 or much on a successful one. Each round, you
higher. Over the next 48 hours, that creature may change your facing so that you attack a
will begin showing the effects of insanity: the different area.
DM can roll first on the short-term insanity
table, then the long-term table, then the in- This spell lasts for 10 minutes, or as long
definite-length table (Dungeon Master’s Guide, as the fire you are channeling from continues
p.258) to determine the individual effects. to burn.

After one week, the creature must make a Chant
Wisdom saving throw. On a success, the
creature regains sanity. On a failure, it takes 4th-level abjuration
3d6 psychic damage and its hit point total is Casting Time: 1 round
reduced by that amount, and it remains in- Range: Self (30-foot radius)
sane for another week. At the end of that Components: V, S
week, it must make another saving throw. Duration: Concentration, up to 1 minute
This continues until the creature succeeds a
saving throw or its hit point total is reduced You call upon your deity to grant you
to 0 hit points (at which case it dies). and your allies special favor and to curse
your foes.
After this creature has been infected for 6
hours, it has the potential to spread the mad- As long as you continue to recite the holy
ness through physical, skin-to-skin contact. writ, your allies that are within range gain +1
Each creature it touches must make a Wis- to attack and damage, +1 to AC, and 2d4
dom saving throw or contract the madness. temporary hit points, while your enemies
If these secondary victims touch another have their hit point totals reduced by 2d4. If
creature, they have the potential to pass on that reduces their hit point totals to 0, they
the madness as well, but the tertiary (and fall unconscious.
later) victims have advantage on their saving
throw. This spell continues for as long as you
chant, up to 1 minute. If you take damage,
you must make a Constitution saving throw
(DC equal to 10 or half the damage you take,
whichever is higher) to be able to continue
chanting. Likewise, if you are silenced

30

through magical or mundane means, this Chilling Scythe
spell ends.
4th-level necromancy
Chariot of Sustarre Casting Time: 1 action
Range: Self
8th-level conjuration (ritual) Components: V, S, M (a fragment of bone)
Casting Time: 10 minutes Duration: 1 minute
Range: 30 feet
Components: V, S, M (a piece of wood, two You create an oversized but weightless
holly berries, and a burning torch) scythe made of glowing, blue-black force.
Duration: 12 hours You may choose to wield it or give it to
someone else to wield. The scythe does 2d8 +
You summon a chariot pulled by two the wielder’s Strength modifier in slashing
great horses, all of which is alight with ele- damage, plus 1d8 necrotic damage. If the
mental fire; the chariot appears in a clap of target is undead it takes an additional 4d8
thunder and cloud of smoke. necrotic damage, even if it is normally im-
mune or resistant to necrotic damage, and it
You and up to seven allies may ride in must make a Strength saving throw or be
the chariot. All creatures other than yourself knocked prone. The scythe is a two-handed
who are not immune to fire take 1d8 fire weapon with reach.
damage each round they end while in the
chariot, or are within 5 feet of the chariot, Chromatic Blade
unless they are physically touching you. A
successful Dexterity saving throw will halve 5th-level evocation
the damage they take from this. Casting Time: 1 action
Range: Self
The chariot can move on the ground with Components: V, S, M (a dagger set with
a speed of 50, or fly with a speed of 100. You gems of seven colors, worth at least 100 gp)
control the chariot through verbal com- Duration: 1 minute
mands.
You create a magical blade of shimmer-
The chariot and horses are physical ob- ing, weightless force that constantly changes
jects. The horses have the same attributes as hue. You may choose to wield the blade or
war horses (Monster Manual, p.340), save that give it to an ally. The blade inflicts 4d8 force
they have AC 16, are immune to fire, light- damage. When the wielder rolls a 20, the
ning, and radiant damage, vulnerable to blade inflicts an additional 2d8 damage.
cold, take 1 point of cold damage for every Then the wielder rolls another d20. If you
gallon of water splashed on them or for eve- roll a 20, you lop off one of the target’s limbs.
ry 5 feet they must move through in water,
and each of their attacks does an additional At Higher Levels. When you cast this spell
2d6 fire damage. The chariot has AC 16 and using a spell slot of 6th level or higher, the
50 hit points, and has the same immunities damage increases by 1d8 for each slot level
and vulnerabilities as the horses. If the chari- above 5th.
ot or the horses are reduced to 0 hit points,
the spell ends. Circle of Blindness

8th-level transmutation
Casting Time: 1 action

31

Range: 300 feet cloud moves with the prevailing wind and a
Components: V, S magical wind quickly disperses it. The cloud
Duration: 1 hour is heavier than air and will sink to the
ground rather than float away. The cloud
You create an immobile circle with a 30- lasts for one minute before vanishing, but the
foor-radius to delay and confuse enemies. effects are permanent.
Within the area of effect, all creatures be-
come blinded and deafened and lose Filth, garbage, excrement, and small, non-
tremorsense. It also suppresses divination magical vermin such as insects, normal rats
spells that enhance or produce additional and mice, etc., are transformed into an equal
senses, such as arcane eye, clairvoyance, detect quantity of pure water.
magic, see invisibility, and so on. It does not
affect either truesight or the spell true seeing, Cloud of Putrefaction
however. An affected creature that leaves the
area regains its sight and hearing. 5th-level transmutation
Casting Time: 1 action
At Higher Levels. If cast with a 9th-level Range: 30 feet
spell slot, the circle’s radius increases to 50 Components: V, S
feet. Duration: Permanent

Circle of Privacy You create a billowy cloud colored like an
old bruise that fills a 20-foot cube anywhere
2nd-level illusion (ritual) within range. This cloud moves with the
Casting Time: 1 action prevailing wind and a magical wind quickly
Range: Self (20-foot diameter radius) disperses it. The cloud is heavier than air and
Components: V, S, M (hair from a skunk, a will sink to the ground rather than float
mouse’s whisker, and a pound of salt) away. The cloud lasts for one minute before
Duration: 8 hours vanishing, but the effects are permanent.

This spell allows you to discourage pred- The cloud transmutes pure water into
ators and trespassers from disturbing a filth, excrement, and garbage, and magically
campsite. You spring salt in a circle around generates flies, and turns small animals into
your camp while you cast this spell. For the rats and roaches.
duration, sounds and scents generated with-
in the circle are muted. All Perception checks Color
made to find you or your food using hearing
or smell are at disadvantage. 1st-level illusion (ritual)
Casting Time: Special
Cloud of Purification Range: Touch
Components: V, S
5th-level transmutation Duration: Permanent
Casting Time: 1 action
Range: 30 feet You may permanently change the color of
Components: V, S cloth, leather, or any other inanimate object.
Duration: Permanent The time it takes to color the item varies on
the complexity of the color: changing the en-
You create a billowy white cloud that fills tire item to a single color takes 1 action, but
a 20-foot cube anywhere within range. This patterns or variations of color require you to

32

trace the design you wish on the item with Components: V, S, M (a handful of any kind
your finger while picturing the colors you of gemstone dust)
desire, a process that may take several Duration: 1 hour
minutes.
You render a single item of Medium-size
Comfort or smaller completely undetectable when
you hide it on your person. Only the spell
3rd-level abjuration true seeing will reveal its existence.
Casting Time: 1 action
Range: 30 feet Conjure Beast Spirits
Components: V, S
Duration: 1 hour 7th-level conjuration
Casting Time: 1 action
You sing a pleasant song and all allies Range: 60 feet
within range will cease feeling nonmagically- Components: V, S
caused pain, heat, cold, hunger, thirst, or ex- Duration: Concentration, up to 1 hour
haustion. This spell does not negate normal
damage, but affected creatures have ad- You summon a minor spirit that takes the
vantage on all saving throws against magical form of either a ghostly or elemental animal.
effects that cause pain, negatively affect emo- Choose one of the following options for what
tions (such as by causing fright), or that appears:
cause hunger, thirst, or exhaustion.
♦ One beast of challenge rating 4 or
Compass lower

1st-level divination (ritual) ♦ Two beasts of challenge rating 3 or
Casting Time: 1 action lower
Range: Touch
Components: V, S, M (a brass bowl filled ♦ Four beasts of challenge rating 2 or
with water, an iron needle, and a cork) lower
Duration: 1 week
Depending on what sort of spirit you
You use the pin, cork, and brass bowl to summon, it has one of the following tem-
make a simple compass. However, instead of plates:
pointing to magnetic north, the needle points
to a direction of choice, such as your home ♦ Flame-Beast. The flame-beast is re-
port or your destination (if you previously sistant to bludgeoning, piercing, and slash-
knew what it was). ing damage from nonmagical weapons, and
is immune to fire damage, and being grap-
The spell ends if the water is drained pled, paralyzed, restrained, or unconscious.
from the bowl or the cork or needle is re- It can move through a space as narrow as 1
moved. inch without squeezing. Its attacks do fire
damage. Any creature that touches the
Conceal Item flame-beast or hits it with a melee attack
while within 5 feet of it takes 1d10 fire dam-
3rd-level illusion age. It takes 1d6 damage if splashed by at
Casting Time: 1 action least one gallon of water.
Range: Touch
♦ Ghost-Beast. The ghost-beast has re-
sistance to bludgeoning, piercing, and slash-
ing damage from nonmagical weapons, and
is immune to necrotic and poison damage

33

and to being charmed, frightened, grappled, ions. Roll initiative for the summoned crea-
paralyzed, poisoned, restrained, or uncon- tures as a group, which has its own turns.
scious. It has truesight to 100 feet. It can They obey any verbal commands that you
move through other creatures and objects as issue to them (no action required by you). If
if they were difficult terrain. It takes 1d10 you don’t issue any commands to them, they
force damage if it ends its turn inside an ob- defend themselves from hostile creatures,
ject. The creature’s attacks do necrotic dam- but otherwise take no actions.
age.
The DM has the creatures’ statistics.
♦ Stone-Beast. The stone-beast can bur- At Higher Levels. When you cast this spell
row at a speed of 30 feet, is resistant to using a higher-level spell slot, you choose
bludgeoning, piercing, and slashing damage one of the summoning options above, and
from nonmagical weapons, and is immune to more creatures appear: twice as many with a
poison damage, bludgeoning damage from 8th-level slot or three times as many with a
magical weapons, and to being petrified, 9th-level spell slot.
poisoned, or unconscious. Its AC becomes 16
(natural armor). Conjure Divine Minion

♦ Wave-Beast. The wave-beast can 6th-level conjuration
swim at a speed of 60 feet, is resistant to Casting Time: 1 action
bludgeoning, piercing, and slashing damage Range: 60 feet
from nonmagical weapons, and is immune to Components: V, S
acid damage and bludgeoning damage from Duration: Concentration, up to 1 hour
magical weapons, and to being poisoned,
grappled, paralyzed, restrained, or uncon- You summon a celestial (if you worship a
scious. It can enter a hostile creature’s space good or neutral deity) or fiend (if you wor-
and stop there, and can move through a ship an evil deity) that takes the form of an
space as narrow as 1 inch without squeezing. animal. Choose one of the following options
If it is struck my cold damage, its movement for what appears:
is reduced to 20 feet.
♦ One beast of challenge rating 3 or
♦ Wind-Beast. The air-beast can fly at a lower
speed of 60 feet, is resistant to bludgeoning,
piercing, and slashing damage from ♦ Two beasts of challenge rating 2 or
nonmagical weapons, and is immune to cold lower
and lightning damage, and to being poi-
soned, grappled, paralyzed, restrained, or ♦ Four beasts of challenge rating 1 or
unconscious. It can enter a hostile creature’s lower
space and stop there, and can move through
a space as narrow as 1 inch without squeez- Depending on what sort of minion you
ing. summon, it has one of the following tem-
plates:
Each beast is considered to be undead
(ghost-beast) or elemental (the others), and it ♦ Celestial. The creature has resistance
disappears when it drops to 0 hit points or to radiant damage and damage from bludg-
when the spell ends. The summoned crea- eoning, piercing, and slashing damage from
tures are friendly to you and your compan- nonmagical weapons, and is immune to be-
ing charmed or frightened. Its attacks are
magical and deal an additional 2d8 radiant
damage. It has advantage on saving throws
against spells and other magical effects.

34

♦ Fiendish. The creature has resistance cannot cause the creature damage through
to necrotic or fire damage and damage from this spell.
bludgeoning, piercing, and slashing damage
from nonmagical weapons, and is immune to Converse
being charmed or frightened. Its attacks are
magical and deal an additional 2d8 necrotic 5th-level divination
or fire damage. It has advantage on saving Casting Time: 1 action
throws against spells and other magical ef- Range: 30 feet
fects. Components: V, S
Duration: Special
Control Temperature
You choose a single natural object or crea-
4th-level evocation ture, such as a tree, stream, boulder, a bird,
Casting Time: 1 action etc., and mentally commune with that ob-
Range: Self (10-foot radius sphere) ject’s spirit.
Components: V, S, M (a strip of willow bark
or raspberry leaves) The DM secretly rolls 2d6 plus your
Duration: 1 hour spellcasting ability modifier to determine
how many questions you may ask. When
You lower or raise the air temperature by you ask that number of questions, or 24
up to 50° F. You also gain resistance to area- hours have passed, the spell ends. The spirit
effect attacks that cause cold or fire damage. will answer as truthfully as it can, but may
be limited in knowledge.
At Higher Levels. When you cast this
spell with a 5th-level or higher spell slot, you At Higher Levels. When you cast this
can lower or raise the air temperature by an spell with a 7th- or 8th- level spell slot, the
additional 10° F for each slot level above 4th. GM rolls 3d6 plus your spellcasting ability
modifier. When you cast this spell with a
Control Vapor 9th-level spell slot, the GM rolls 4d6 plus
your spellcasting ability modifier.
4th-level transmutation
Casting Time: 1 action Cook
Range: 100 feet
Components: V, S, M (a bean or pea) 2nd-level transmutation (ritual)
Duration: 1 minute Casting Time: 1 action
Range: 10 feet
You pick a point within range that con- Components: V, S, M (enough food for two
tains mist of any sort, even magically-created meals, a pinch of tinder, and a small dab of
mists. You can control all mists within a 30- sulfur)
foot radius sphere of that point. You may Duration: Instantaneous
move it as you will, with a speed of 40 feet,
hold it still, or split it multiple smaller This automatically transforms prepared
clouds, and so on. but raw ingredients into a delicious meal for
two, regardless of the quality of the ingredi-
If the mist is actually an intelligent being ents. This spell cannot be used on living be-
such as a vampire in mist-form, that creature ings or plant matter that has not been picked.
must make a Charisma saving throw. You This also removes natural toxins and harm-
ful agents from the food.

35

At Higher Levels. When you cast this spell still linked to your body, and you may use
using a spell slot of 3rd level or higher, you your action to transfer your senses to your
can prepare food for two additional people original body.
for each spell slot above 2nd level. You must
provide ingredients for the additional meals. If your host body drops to 0 hit points for
whatever reason, or the link between your
Copy host body and your real body is abruptly
severed (such as by a dispel magic or antimagic
Transmutation cantrip field), you must make a DC 16 Constitution
Casting Time: 1 action saving throw. On a failure, the shock of the
Range: Touch destruction of the link was too great your
Components: V, S own body immediately drops to 0 hit points
Duration: Instantaneous as well. You may choose to end the link be-
tween the two at any time and return to your
You hold a blank sheet of paper, a book own body without harm.
with empty pages, or another similar materi-
al over a document and this spell produces a Create Campsite
perfect copy. Each casting of this spell will
duplicate a standard 8 inch ×10 inch quarto 2nd-level conjuration (ritual)
size. Casting Time: 1 action
Range: Self (30-foot radius)
Attempts to copy magical text of any sort Components: V, S, M (a bit of string, a bit of
will automatically fail. wood, and a drop of water)
Duration: 10 minutes
Corpse Host
You create a squadron of tiny unseen
7th-level necromancy (ritual) servants that create a campsite for you and
Casting Time: 10 minutes your companions—they will clear the land of
Range: Touch debris, set up tents and bedrolls, start a fire,
Components: V, S fetch water, and even begin cooking (they
Duration: 1 week are not particularly good cooks, however).
They cannot create the materials needed for
You or one person you touch may trans- the campsite; they can only use what is
fer your soul to temporarily animate a fresh available to them in the immediate area and
humanoid corpse (dead for less than 1 day). what you and your companions have
The corpse will not decay during this time, brought. These servants have no other abili-
but will still look recently dead. ties.

While in the corpse, you may move and Create Darkenbeast
act through it, and you can use your class
abilities normally. You retain your Intelli- 4th-level transmutation
gence, Wisdom, and Charisma but you have Casting Time: 1 minute
the Strength, Constitution, and Dexterity of Range: 30 feet
the host’s, as well as its original hit points. Components: V, S, M (dried wyvern’s blood)
You use the corpse’s senses as your own. Duration: Permanent
Your own body is paralyzed and does not
need to eat or drink, and must remain within
5 miles of your host body. However, you are

36

You transform one mammalian beast of one target. Hit: 5 (1d4+3) slashing.
CR 1 or lower into a darkenbeast. You can
only cast this spell when you and your target Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
creature are not in sunlight one target. Hit: 7 (1d8+3) piercing.

At Higher Levels. When you cast this spell Creeping Darkness
using a spell slot of 5th level or higher, you
can create one additional darkenbeast per 1st-level illusion (ritual)
spell slot above 4th level. Casting Time: 1 action
Range: 300 feet
DARKENBEAST Components: V, S, M (a whisker from a
black cat and a tiny bottle of smoke)
Medium monstrosity, neutral evil Duration: Concentration, up to 10 minutes
Armor Class: 14 (natural armor)
Hit Points: 45 (6d8+18) You create an Large, amorphous cloud of
Speed: 5 ft., fly 40 ft. inky darkness. When you cast this spell and
as a bonus action each round, you can move
STR DEX CON INT WIS CHA the cloud 20 feet. The cloud can enter a hos-
16 (+3) 15 (+2) 16 (+3) 5 (-3) 11 (+0) 5 (-3) tile creature’s space and stop there, and it can
Saving Throws: Constitution +5 move through a space as narrow as 1 inch
Damage Vulnerabilities: radiant wide without squeezing. All creatures within
Condition Immunities: blinded, charmed, deaf- the cloud may make a Wisdom saving throw
ened, exhaustion, frightened, stunned or are blinded and deafened for as long as
Skills: Perception +4 they remain in it.
Senses: darkvision 60 ft., passive Perception 14
Languages: — Crown of Angels
Challenge: 3 (700 XP)
Magic Resistance. The darkenbeast has ad- 8th-level evocation
vantage on saving throws against spells and oth- Casting Time: 1 action
er magical effects. Range: Touch
Components: V, S, M (an opal worth at least
Spell Imprinting. Each darkenbeast may have a 200 gp and a circlet or crown made of a ma-
single spell imprinted on it, which it can cast, terial appropriate to your deity; the opal is
once per day, without need for material compo- shattered during the casting but the circlet is
nents. This spell may be of any level and has a not)
25% chance of failure. Whether the spell is cast Duration: 1 minute
successfully or not, the darkenbeast immediately
bursts into purple flame and dies, reverting to its You place a circlet on your head or the
true form. head of an ally and the circlet begins to glow.
The circlet takes one of three forms:
Sunlight Hypersensitivity: The darkenbeast takes
20 radiant damage when it starts its turn in sun- ♦ Crown of Brilliance. Your circlet
light. While in sunlight, it has disadvantage on glows with blazing golden light. If in battle,
attack rolls and ability checks. your opponents in melee combat must make
a Constitution saving throw or be blinded for
ACTIONS 1 minute. Even if the save is successful, the
opponent will be at disadvantage to attack
Multiattack. The darkenbeast may make two
claw and one bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,

37

you due to the brilliant light emanating from You touch a metal object of , whether as
you. soft as gold or as hard as adamantite, to be-
come permanently as fragile as glass. You
Creatures that have the trait Sunlight can affect up to 1,000 pounds of metal. If the
Sensitivity or Sunlight Hypersensitivity must object is being held or worn by a creature,
make an additional Constitution saving that creature may make a Charisma saving
throw, at disadvantage if they failed the first throw to negate this spell. If the item is mag-
one. If they fail, they are also frightened of ical, the creature has advantage on that roll.
you for 1 minute. The effects of this spell cannot be reversed by
anything short of a wish.
Finally, undead and fiends take 2d6 radi-
ant damage each time they end their turn Curse of Lycanthropy
within 10 feet of you.
6th-level transmutation
♦ Crown of Flames. Your circlet erupts Casting Time: 1 action
with holy fire. All aberrations, fey, fiends, Range: Touch
and undead with evil alignment within 10 Components: V, S, M (a drop of blood from a
feet of you must make a Dexterity saving true lycanthrope)
throw. A creature takes 4d8 fire damage and Duration: Instantaneous
4d8 radiant damage on a failed saving throw,
or half as much on a successful one. You touch a humanoid and turn it into an
infected lycanthrope. The target may make a
♦ Crown of Glory. Your circlet glows Constitution saving throw to avoid this spell.
with beautiful rainbow light, inspiring awe The exact species of lycanthrope depends on
in lesser creatures. All creatures with 50 or the nature and temperament of your target.
fewer hit points that are within 30 feet of you
are automatically incapacitated for 1 minute. If your target fails its saving throw, then
Creatures with 50-100 hit points may make a on the next full moon, it will transform each
Wisdom saving throw or be incapacitate for night of the three nights of the full moon. On
1 minute. Creatures with more than 100 hit the day after the third night, the subject may
points are immune. make another saving throw, with disad-
vantage unless the target failed to kill any-
Furthermore, when you speak, your thing during those three nights.
words form a suggestion, as per the spell. All
creatures who are within 30 feet of you who This spell continues until the target suc-
are incapacitated must make a Wisdom sav- ceeds at three saving throws, although these
ing throw or be charmed by you for up to 8 saves do not need to be consecutive. A re-
hours and will follow your suggestion to the move curse allows for an additional saving
best of its ability, provided that the sugges- throw, or grants advantage on a monthly
tion is reasonable and non-dangerous. saving throw. A greater restoration removes
this curse immediately.
Crystalbrittle
Curse Tablet
9th-level transmutation
Casting Time: 1 action 3rd-level necromancy (ritual)
Range: Touch Casting Time: 10 minutes
Components: V, S Range: 30 feet
Duration: Instantaneous

38

Components: V, S, M (a lead tablet) ♦ Immobilization. You hold the effigy
Duration: 1 week tightly. The target becomes paralyzed. The
escape DC is equal to your spell save DC.
You inscribe your victim’s name on a lead
tablet, invoke the spirits of the dead, and ♦ Wounding. You stab or pummel the
place the tablet in an occupied tomb. effigy. The target may attempt to avoid tak-
ing damage by making a Constitution saving
Each midnight thereafter, your victim throw. The target takes 3d10 force damage
must succeed at a Wisdom saving throw. on a failed saving throw, or half as much
Failure means the subject suffers horrifying damage on a successful one.
nightmares of his own death. When the tar-
get wakes up, he will have taken a level of If you incorporate a bit of hair, skin,
exhaustion that cannot be removed until he blood, nail clipping, etc., your target is at
gets an undisturbed night’s rest. He will also disadvantage on his attempts to escape and
take 1d10 psychic damage. The levels of ex- his saving throw.
haustion are cumulative. If the target suc-
ceeds on the saving throw, he is unaffected Cyclone Chariot
that night.
7th-level conjuration
If your target succeeds at three saving Casting Time: 1 action
throws in a row, the curse is broken and the Range: Self
spell ends. If the curse tablet, which radiates Components: V, S
both magic and evil, is found and destroyed, Duration: Concentration, up to 10 minutes
this also breaks the curse, but it will inflict
1d10 psychic damage to the target as well. You call forth a whirlwind of great
strength, which forms beneath your feet in
Because the curse is laid upon the tablet the shape of a chariot. It is capable of carry-
and not directly on the target, a remove curse ing you and up to eight other creatures of
spell will not end the curse. It will, however, your choice and can fly at a speed of 120 feet
give the target advantage on the next night’s as high as 20 feet above the ground. You con-
saving throw. trol the chariot’s horizontal and vertical
movements mentally. You can cross rivers,
At Higher Levels. When you cast this spell chasms, and so forth, floating level with the
using a spell slot of 4th level or higher, the last solid surface it touched until reaching
spell lasts an additional two days per spell solid ground again, at which point you can
slot above 3rd level. alter its altitude.

Cursed Image Any nonmagical missile lighter than a
boulder aimed at the chariot is blown aside.
4th-level necromancy (ritual) Melee attacks aimed in or out of the chariot
Casting Time: 1 hour are at disadvantage; melee attacks from one
Range: 1 mile rider to another are unaffected. The chariot
Components: V, S, M (a clay image) itself is immune to physical attack.
Duration: Concentration, up to 1 minute
The chariot can be used as a weapon by
You create a small effigy out of clay that ramming it into a target. Each creature of
resembles your target. You must know this Large size or smaller that is outside of the
target’s appearance and his general wherea- chariot and that touches the chariot must
bouts. You may then choose of the following make a Strength saving throw at disad-
actions to take:

39

vantage. On a failure, the creature takes 8d10 on another target. In addition, at the start of
bludgeoning damage and is flung in a ran- each of the target’s turns, the darkbolt squeez-
dom direction and knocked prone. If the tar- es, causing an additional 3d8 bludgeoning
get hit a solid object, such as a wall or floor, damage.
it takes 1d6 bludgeoning damage for every
10 feet it was thrown. Darsson’s Cooling Breeze

Dancing Fire Evocation cantrip
Casting Time: 1 action
1st-level evocation Range: Touch
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: 6 hours
Components: V
Duration: 1 minute This produces a pleasant breeze that
moves clockwise at approximately 4 miles
You create a flashing, leaping, 12-foot- per hour (roughly the speed of a ceiling fan).
long arc of flame in midair. It moves with a You may choose to place the effect on an ob-
speed of 10 feet, leaping from its point of ject (including a willing target) or at a specif-
origin to a destination you choose upon cast- ic point in midair. This cantrip’s primary
ing the spell, until the spell expires or it the function is its use as air conditioning.
arc comes into contact with a solid barrier it
cannot burn through. Darsson’s Potion

The flames inflicts 3d4 fire damage to 4th-level transmutation
anything it touches and sets flammable ob- Casting Time: 1 minute
jects on fire. Range: Touch
Components: V, S, M (a vial of clean water)
Darkbolt Duration: 1 hour

3rd-level evocation You cast this spell on a vial of water, and
Casting Time: 1 action then immediately cast another spell on the
Range: Self vial. The second spell must be of 3rd level or
Components: V, S, M (a dead worm or a lower and must have a range of Self or
piece of octopus or squid tentacle) Touch. Rather than take effect immediately,
Duration: 1 minute the second spell is absorbed into the water,
creating a temporary “potion.” This potion
You create a whip made out of a black, lasts for 1 hour before both spells go inert.
rubbery tentacle. This whip has a reach of 30
feet and attacks with your spell attack modi- Dead Man’s Eyes
fier. If it misses, it quickly slithers back to
you and can be used again the following 6th-level necromancy
round. Casting Time: 1 round
Range: Self
On a hit, the whip inflicts 3d8 bludgeon- Components: S, M (two eyeball-sized glass
ing damage and wraps around the target, marbles the same color as your own eyes)
grappling it (escape DC is equal to your spell Duration: Concentration, up to 1 minute
save DC). Until this grapple ends, the target
is restrained and you cannot use the darkbolt

40

Your eyes become pure black and the pu- Duration: Until triggered
pils reshape themselves into white skulls. You make a pact with your deity or pa-
Each round, you may choose one humanoid,
giant, beast, or monstrosity within 30 feet tron to protect the life on a single target of
that you can see and that can see your eyes your choice. This pact ensures that the target
and force it to make a Wisdom saving throw. will survive an untimely death. You must
On a failed save, a creature suffers an effect cast this spell in an area which has been sanc-
based on its current hit points: tified to your deity, and you must perma-
nently sacrifice 10 hit points.
♦ 50 hit points or fewer: 4d6 necrotic
damage. Should that target die due to combat,
spell, or accident, the target’s remains are
♦ 30 hit points or fewer: 8d6 necrotic instantly transported back to the sanctuary
damage and become blinded for 1 minute. where you cast this spell and the creature
will be brought back to life, whole and in-
♦ 10 hit points or fewer: 10d10 necrotic tact—any missing limbs will be restored and
damage and become blinded permanently. all conditions and enchantments will be re-
moved. Furthermore, all but 10 of the crea-
If the saving throw fails by 5 or more, the ture’s hit points will be restored; those hit
creature is instantly slain. points will be permanently lost as a sacrifice.

Death Candle Death Prayer

1st-level divination (ritual) Abjuration cantrip
Casting Time: 1 minute Casting Time: 1 minute
Range: Special Range: Touch
Components: V, S, M (a candle) Components: V, S
Duration: Special Duration: 10 days

You give a willing creature; while casting You pray over a corpse, reducing the like-
this spell, that creature must light the candle. lihood that it will rise as an undead. If the
creature was doomed to rise as undead due
From then on, the candle will burn con- to the way it was killed (such as being
tinuously without using any fuel for as long drained by a vampire), or someone casts a
as the creature who lit it is alive. If that crea- spell such as animate dead on the corpse, it
ture is ever near death or contracts a fatal will only have a 50% chance of success. This
illness, the candle will gutter and dim, but it spell provides protection once before dissi-
will only go out when that creature dies. The pating.
candle cannot be extinguished except by
magical means. If the creature dies and is Death Recall
brought back to life, it does not reignite the
candle. 2nd-level divination (ritual)
Casting Time: 1 round
Death Pact Range: Touch
Components: V, S, M (a fragment from a
9th-level evocation (ritual) shattered mirror)
Casting Time: 10 minutes Duration: Concentration, up to 10 minutes
Range: Touch
Components: V, S, M (seven drops of holy or
unholy water)

41

You touch a corpse and go into a trance, damage and 1d4 radiant damage. The oppo-
wherein you relive the final ten minutes of nent’s hit point maximum is reduced by an
the subject’s life, seeing it from its own per- amount equal to the amount of radiant dam-
spective. You must remain in physical con- age taken, and you regain hit points equal to
tact with the corpse the entire time. If you are that amount. The reduction lasts until your
interrupted at any point during this spell, it opponent finishes a short or long rest. The
ends and you cannot cast it again on that opponent dies if this effect reduces its hit
corpse. point maximum to 0.

Deathmaster’s Vial Deepen Shadows

5th-level necromancy (ritual) Illusion cantrip
Casting Time: 1 minute Casting Time: 1 minute
Range: Touch Range: 30 feet
Components: V, S, M (a vial filled with liq- Components: S
uid from the boiled remains of a ghoul worth Duration: 1 hour
50 gp).
Duration: 1 week Over the course of a minute, the shadows
in one 10 foot × 10 foot or smaller area grow
You create an evil fluid and seal it in a larger, deeper, and more concealing. A room
specially-prepared jar. The liquid will remain that is brightly lit becomes dimly lit. The
potent for 1 week, but will go bad within a change is so gradual that it requires a DC 16
hour of being directly exposed to sunlight or Wisdom (Insight) check to notice it.
a spell that does radiant damage.
The size of the area that can be affected
You may throw the vial at a target within increases when you reach 5th level (20×20),
30 feet, using your spell attack modifier. On 11th level (50×50), and 17th level (100×100).
a hit, the vial shatters and the target must
make a Constitution saving throw. The target Deeppockets
takes 6d6 necrotic damage and be paralyzed
for 10 minutes on a failed saving throw, or 2nd-level transmutation (ritual)
half as much damage and be paralyzed for 1 Casting Time: 10 minutes
minute on a successful one. Range: Touch
Components: V, S, M (a tiny golden needle
Decastave worth at least 5 gp that is consumed in the
casting, and a strip of fine cloth twisted into
2nd-level evocation a Möbius strip)
Casting Time: 1 action Duration: 1 day
Range: Self
Components: V, S, M (a sliver of wood) You touch a pocket that has been sewn
Duration: 1 minute into an existing garment and turn it into an
extradimensionally large container. It can
You hold a sliver of wood and cast this hold up to 100 pounds of objects but weighs
spell, and the wood turns into a pole of no more than 10 pounds. The objects must fit
shimmering magical force. This pole can be into the mouth of the pocket.
used as a quarterstaff and acts as a magical
weapon. On a hit, the staff does 2d6 force When the spell expires, the objects sud-
denly pour out of the pocket. You can also

42

command the objects to pour out in the same charm, such as suggestion). This spell does
manner at any time. not reveal what sort of charm the target is
under or who placed the charm on that per-
Depress Resistance son. You can examine one person per round.

4th-level transmutation Detect Harmony
Casting Time: 1 action
Range: 60 feet 1st-level divination (ritual)
Components: V, S, M (a broken iron rod) Casting Time: 1 round
Duration: Concentration, up to 10 minutes Range: Self (60-foot radius sphere)
Components: V, S, M (a scroll on which
You target one creature you can see with- prayers have been written in exotic inks
in range. If that creature has the trait Magic worth at least 10 gp)
Resistance but succumbs to this spell, it loses Duration: Instantaneous
that trait for the duration.
You gain understanding of the balance of
Despair good, evil, law, and chaos in the immediate
area. The answers are vague (“there is more
4th-level enchantment evil than good here” or “there is much ran-
Casting Time: 1 action domness and chaos here”) and do not reveal
Range: Self (30-foot cone) the exact nature or cause of the imbalance.
Components: V, S
Duration: Concentration, up to 1 minute Detect Metals and Minerals

Each creature in a 30-foot cone must suc- 1st-level divination (ritual)
ceed on a Wisdom saving throw or lapse into Casting Time: 1 action
despondent depression as they realize the Range: Self
hopelessness and folly of their beliefs. An Components: V, S, M (a small magnet, a vial
affected creature will sit down and brood or of weak acid, and a small sample of the de-
start crying uncontrollably. An affected crea- sired material)
ture may make a new saving throw at the Duration: Concentration, up to 10 minutes.
start of each of its turns, but at disadvantage.
On a successful save, the spell ends for that For the duration, you sense the presence
creature. of a single type of ore or mineral deposit
within 60 feet of you.
Detect Charm
Detect Secret Passages and Portals
2nd-level divination
Casting Time: 1 action 1st-level divination
Range: 60 feet Casting Time: 1 action
Components: V, S, M (the crushed petals of a Range: Self
bleeding-heart flower) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute

You look into the eyes of a target and can For the duration, you can sense the pres-
see if that creature is under a magical charm ence of secret doors, compartments, and so
or under any similar spell (a spell that does on that have been deliberately constructed to
not function if the target is immune to escape detection within 10 feet of you.

43

Diction Dimensional Anchor

1st-level evocation (ritual) 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (10 feet radius) Range: 60 feet
Components: V, M (a pint of vinegar) Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes

While this spell is active, any words you A green ray shoots out from your out-
or anyone within ten feet of you magically stretched hand and strikes one creature you
appear on a blank piece of paper in the lan- can see within range. Make a ranged spell
guage in which they were spoken. Spells attack to hit. On a hit, the creature is envel-
with verbal components that are cast during oped in a shimmering emerald field and is
that time cannot be recorded; the spell will unable to move extradimensionally. This
continue but simply skip the time when the prevents the creature from using spells such
spell was cast or record a row of asterisks. as arcane gate, dimension door, misty step, plane
Command words for magical items, howev- shift, or teleport. It also prevents creatures
er, can be recorded. from using natural abilities like a blink dog’s
or balor’s teleportation.
Dig
Dire Charm
3rd-level evocation (ritual)
Casting Time: 1 action 3rd-level enchantment
Range: 100 feet Casting Time: 1 action
Components: V, S, M (a miniature shovel Range: 200 feet
and bucket, which are consumed by the Components: V, S
spell) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You magically infect a living creature
This spell digs a hole 5 feet wide and 5 with murderous impulses, unless that crea-
feet deep in one round. In each subsequent ture makes a successful Wisdom saving
round, you can choose to make the hole wid- throw. If the saving throw fails, that creature
er by five feet or deeper by five feet. You will instantly go berserk, similar to a barbar-
may dig through earth, sand, mud, or loose ian’s rage, and will instantly seek to destroy
gravel, but not through solid rock or large, everyone around, friend and foe alike. The
compacted stones. creature will not attack you unless you attack
it first.
This spell can also be used to inflict dam-
age against earth elementals and constructs While raging, the creature has advantage
made of earth or clay. The target earth ele- on Strength checks and Strength saving
mental must make a Constitution saving throws, does bonus damage equal to your
throw. The target takes 4d10 force damage spell attack modifier when making an attack
on a failed saving throw, or half as much that uses Strength, and has resistance to
damage on a successful one. bludgeoning, piercing, and slashing damage.

At Higher Levels. When you cast this The creature cannot cast spells or use
spell with a 5th-level or higher spell slot, you missile attacks while raging. At the end of
may dig through rock.

44

the rage, the creature will take a level of ex- ♦ Armor.* You improve its natural armor
haustion. class by one level.

Disarm ♦ Attack.* You give the creature one form
of attack (grapple, constrict, bite, smother)
Evocation cantrip that it didn’t have previously
Casting Time: 1 action
Range: 30 feet ♦ Breathing. You give the creature the
Components: V, S ability to breathe air, water, or both.
Duration: Instantaneous
♦ Diet. You change its diet (herbivore to
You create a minor telekinetic burst and carnivore).
aim it at a weapon or other object held in a
target’s hand. The target must make a Dex- ♦ Energy Attack.* You give it a poisonous
terity saving throw, with advantage, or drop bite, fiery breath, acidic spittle, etc., that does
the weapon. no more than 1d8 damage per hit die it has.

Disbelief ♦ Extremities. You add claws, teeth, or
beak; hooves, add spikes to its tail or down
8th-level enchantment its back; give it horns; give it functional
Casting Time: 1 action hands, etc., or enlarge extremities it already
Range: Self has.
Components: V, S
Duration: Concentration, up to 1 minute ♦ Heads.* You add an extra head.
♦ Hide. You change the creature’s color-
You convince yourself that as many as ation or the type of covering (skin, fur, feath-
four objects or creatures or Huge size or ers, scales, etc.) it has into a different type.
smaller simply do not exist. Creatures you This does not alter its AC.
don’t believe in cannot harm or hinder you ♦ Limbs.* You add a pair of limbs of a
and you can pass right through them as if tail, turn a pair of limbs into functional
they were difficult terrain (you take 1d10 wings or vice versa, turn a normal tail pre-
force damage if you end your turn inside a hensile, increase or decrease one type of
creature that doesn’t exist). Likewise, you movement by 25%, or give the creature the
cannot take action against a creature or ob- ability to swim, burrow, leap, or walk, if it
ject you don’t believe in. couldn’t do so previously.
♦ Magic Resistance.* You give the crea-
Distort Life ture magic resistance.
♦ Mighty.* You improve two of its at-
6h-level transmutation (ritual) tributes by +2 each.
Casting Time: 1 hour ♦ Morality.* You breed it to have a
Range: Touch strong inclination to good, evil, chaos, or
Components: V, S, M (a silver model of the law.
creature in question worth 200 gp) ♦ Resistances.* You give the creature
Duration: Instantaneous resistance to one type of damage.
♦ Senses. You give the creature keen
You touch a pregnant humanoid, giant, senses (up to two senses), darkvision, or
beast, or monstrosity and alter its fetus in tremorsense.
one of the following ways. ♦ Size. You increase or decrease the
creature’s adult size by one size category.

45

♦ Vigorous.* You improve its hit dice by you reach 5th level, and 12 when you reach
25%. 17th level.

After choosing what change you want to Divine Truth
make, the GM will roll 1d20 for each off-
spring it has. If you are attempting to change 8th-level divination
a trait marked by an asterisk, the GM rolls at Casting Time: 10 minutes
disadvantage. Range: Self
Components: V, S
d20 Result Duration: 1 round
1-5 Failure. The creature is horribly defec-
tive or mutated in some way. It may be You ask your god, patron, or the universe
6-9 stillborn, it might die shortly after birth, at large a question and make a DC 18
10-18 or it might survive to adulthood—in spellcasting ability check. On a success, you
19-20 which case it will always breed true, and learn the utter truth of the matter. This can-
it may have gained unforseen abilities. not be a question about the future; it can only
Failure. There is a 50% chance that it will concern something that has happened or is
pass on the trait to its offspring, howev- currently happening.
er.
Success. There is a 50% chance that it Doomhound
will not pass the trait on to its offspring,
however. 3rd-level illusion
Complete success. The creature will al- Casting Time: 1 action
ways breed true. Range: 30 feet
Components: V, S
At Higher Levels. When you cast this Duration: Until dispelled
spell with a 9th-level spell slot, the GM al-
ways rolls with advantage. You create a shadowy mastiff with glow-
ing eyes, visible and audible only to you and
Distraction the target of the spell. Upon first seeing the
hound, the target must make a Wisdom sav-
Enchantment cantrip ing throw at disadvantage. On a success, the
Casting Time: 1 action hound disappears. On a failure, the creature
Range: 30 feet is frightened for 10 minutes.
Components: S, M
Duration: 1 round Thereafter, the target is relentless stalked
by the hound. It never comes closer than 10
One creature you can see must make a feet or farther than 300 feet from the target,
Wisdom saving throw or become incapaci- but it fills the target with an unshakable
tated for one round, too preoccupied by its premonition of death. While haunted by the
own thoughts or too distracted by shiny hound, the target is at disadvantage on all
things to notice any movement, sound, or saving throws to avoid being frightened. The
smell around them. Creatures with an Intel- hound, despite its fear-inspiring appearance,
ligence of 1 or that are immune to being cannot attack and cannot be attacked.
charmed are unaffected by this spell.
This curse can be broken by casting a re-
The number of people you can affect in- move curse or wish spell, if the target rolls
creases to 3 when you reach 5th level, 6 when natural twenties on both dice when saving

46

against being frightened, or if you use your Drawmij’s Breath of Life
action to dismiss the spell.
1st-level transmutation
Dragon Breath Casting Time: 1 bonus action
Range: 100 feet
3rd-level evocation Components: V
Casting Time: 1 action Duration: Instantaneous
Range: Self (30-foot cone)
Components: V, S, M (a dragon’s tooth) You endow yourself and up eight other
Duration: Instantaneous allies with the ability to hold your breath for
twice as long as normal.
You breathe a 30-foot cone of dangerous
energy, just like a dragon’s breath weapon, Drawmij’s Instant Exit
doing acid, cold, fire, lightning, necrotic, or
poison damage. Each creature in the area 4th-level conjuration
must make a Dexterity saving throw, taking Casting Time: 1 action
5d10 damage on a failed save or half as much Range: 10 feet
damage on a successful one. Components: V, S, M (a miniature silver
door decorated worth 500 gp)
At Higher Levels. When you cast this spell Duration: 1 round
using a spell slot of 4th level or higher, the
spell does an additional 1d10 damage per You open an extradimensional door in a
spell slot above 3rd level. wall or other flat surface that remains open
for one round. When the door closes, you
Draw Upon Holy Might and anyone else who passed through the
door are teleported to a completely random
5th-level evocation location within 250 yards. You will be let out
Casting Time: 1 action at ground level, but there is no guarantee
Range: Self that you will be placed somewhere safe.
Components: V, S, M (a vial of holy water
blessed by a senior priest of your faith) Drawmij’s Light Step
Duration: Concentration, up to 1 minute
1st-level transmutation
You cast this spell and your body shud- Casting Time: 1 action
ders and glows with holy (or unholy) radi- Range: Touch
ance as you become a vessel for your god’s Components: V, S, M (a bit of cat fur and a
power. duck feather)
Duration: 1 minute
While this spell is in effect, you may in-
crease your Strength, Dexterity, or Charisma You or one willing creature you touch is
by 1d4 + your spellcasting ability modifier. granted a the ability to walk at a normal pace
This may increase your attribute above 20. without leaving tracks or disturbing the
You also gain 15 temporary hit points and +1 ground below the it. The creature can also
to your AC. walk across relatively calm fluids at normal
speed.
When the spell ends and your god’s pres-
ence leaves, you gain 3 levels of exhaustion.

47

Drawmij’s Scent Mask the flame. When the spell expires, the stone
reverts to flame. If the stone is shattered, it
2nd-level illusion extinguishes the flame.
Casting Time: 1 action
Range: Touch Drought
Components: V, S, M (a scentless flower)
Duration: 30 minutes 3rd-level transmutation (ritual)
Casting Time: 1 hour
One creature you touch is rendered scent- Range: Self (300-foot radius)
less and cannot be tracked by smell. Components: V, S, M (a dried rat)
Duration: Instantaneous
This spell can be cast on a creature that
attacks through scent, such as a skunk or You spend an hour meditating and the
troglodyte. That creature may make a Consti- area around you becomes much drier than
tution saving throw. On a failure, it cannot before. If the land was wet and swampy, the
use this attack. water drains away. If it was a field or forest,
the ground withers to dust and the vegeta-
Drawmij’s Swift Mount tion begins to die within a few days.

2nd-level transmutation This spell doesn’t work if cast on an area
Casting Time: 1 action with more than a foot of standing water.
Range: Touch
Components: V, S, M (a hare’s foot or a bit of A particular plot of land can only be af-
cheetah’s fur) fected by this spell once per season, and the
Duration: 6 hours effects last until the end of the current grow-
ing season.
You touch a trained riding beast or mon-
strosity that has an Intelligence of 5 or less, Druidcraft
and its movement is doubled for the dura-
tion of the spell. If you overload the animal, These are new variants of the spell druidcraft
it automatically cancels this spell. When this that appears in the Player’s Handbook, pg.236
spell expires, the beast gains four levels of
exhaustion. ♦ You perfectly mimic one animal or
bird call.
Drenal’s Stone Flame
♦ You place a magical mark on an object
2nd-level transmutation such as a rock or tree to mark a path or tell a
Casting Time: 1 action message such as “danger: beasts” or “fresh
Range: 30 feet water.” This mark is very subtle and causes
Components: V, S, M (a fix of fine sand and no harm whatsoever, and lasts until you dis-
sugar, which is thrown in the air) pel it.
Duration: 10 minutes
♦ You instantly make an unripe fruit
You point at an open flame no larger than ripen.
a torch, and the flame turns into a cool but
brightly-glowing orange stone in the shape ♦ You command one beast of CR 0. The
of the flame. It can then be picked up and command must be of no more than two
carried without harm, although it remains words (“sit,” “attack him”).
attached to the torch if that was the source of
♦ You heal a Tiny plant.

48

Duo-Dimension Components: V, S, M (a tooth from a carni-
vore)
7th-level transmutation Duration: 1 minute
Casting Time: 1 action
Range: Self A 10-foot wide maw on a short, serpen-
Components: V, S, M (a likeness of yourself tine neck springs out of the ground at attacks
carved out of flat ivory, worth at least 500 gp, one creature within 10 feet of it. It uses your
which is passed through a strip of parchment spell attack modifier to attack. On a hit, it
twisted into a Möbius strip) does 6d6 piercing damage and swallows the
Duration: Concentration, up to 10 minutes creature, if it Large-sized or smaller. Then it
sinks back into the ground and vanishes,
You become completely two- leaving the creature it swallowed trapped in
dimensional, having height and width with the ground.
no depth. You are completely invisible when
turned sideways and can slip through the While swallowed, the creature is blinded
thinnest of cracks. While you are two- and restrained and takes 3d6 bludgeoning
dimensional, you take double damage from damage each round until the spell ends or it
piercing and slashing weapons. is freed from the outside. The creature also
has no air and must hold its breath.
For the duration of the spell, your third
dimension exists on the Astral Plane. You Ease Labor
cannot see or interact with anything on the
Astral Plane, but creatures there can see and 1st-level transmutation (ritual)
interact with you, including attacking you. Casting Time: 1 action
You take normal damage from such attacks. Range: Touch
Components: V, S, M
Dusts of Death Duration: Special

6th-level transmutation You touch a female creature in labor and
Casting Time: 1 action ease the pain she is feeling for as long as you
Range: Touch remain in physical contact with her.
Components: V, S M (a pinch of sand)
Duration: 1 hour Echoes

You turn a pinch of sand into an incredi- 2nd-level illusion
bly toxic poison. If introduced into food and Casting Time: 1 action
drink and then consumed, the target must Range: 100 feet
make a Constitution saving throw. The target Components: V, S, M (a tiny tin gong or
takes 10d10 poison damage on a failed save, cymbal)
or half as much damage on a successful one, Duration: 1 minute
and if still alive, is poisoned for 1 day.
You pick one creature you can see within
Earthmaw range. For that creature, every sound is am-
plified and reverberates with distressing
6th-level transmutation loudness. While this spell is in effect, the
Casting Time: 1 action creature cannot use the Perception skill to
Range: 100 feet hear noises, has disadvantage on all attack
rolls and ability checks, and the creature

49

must make a Wisdom saving throw. The feet of the target will absorb the magic. It will
creature takes 2d6 thunder damage on a then wink out of existence, taking the spell
failed saving throw, or half as much damage energy with it.
on a successful one.
The spheres do not negate hostile magic
Electric Bow that was already in the area, nor do they ab-
sorb magic from non-hostile damaging spells
5th-level evocation (such as a wall of fire). The spheres do not
Casting Time: 1 action negate the use of magic items, unless the
Range: Self item uses a charge to cast a spell—it will ab-
Components: V, S, M (the tail feathers of a sorb a magic missile cast by a wand of magic
quail, tied together with a bowstring) missiles but will not protect someone from
Duration: Concentration, up to 10 minutes the necrotic damage inflicted by a sword of life
stealing.
You create a bow or crossbow (your
choice) made of shimmering, solid electricity, Elonia’s Glamer
and 20 matching missiles. You are consid-
ered to have proficiency in using this weap- 1st-level illusion
on, if you did not already. If any creature Casting Time: 1 action
other than you touches the bow, that crea- Range: Touch
ture takes 1d4 lightning damage. Components: V, S, M (a pinch of ruby dust
and a pinch of chalk dust)
You can only fire the missiles created by Duration: 3 hours
the spell with this bow. These missiles, re-
gardless of whether it is an arrow or a quar- You subtly change the appearance of
rel, have a range of 120/500 and do 2d10 + yourself or one other humanoid, making that
your spell attack modifier in lightning dam- person more or less attractive. This does not
age. make that person look like someone else.
Rather, for the positive version, makes the
The bow lasts for as long as you concen- target’s eyes appear to sparkle, their skin
trate on it or until you run out of missiles. clearer and smoother, their teeth straighter
and whiter, and their hair thicker and more
Elminster’s Effulgent Epuration lustrous; or for the negative version, makes
the person seem lackluster and unkempt. An
9th-level abjuration unwilling target may make a Wisdom saving
Casting Time: 1 action throw to resist.
Range: 90 feet
Components: V, S While the positive version of this spell is
Duration: 1 hour active, the target has advantage on all Cha-
risma ability checks designed to illicit a posi-
You create a dozen floating silver tive reaction. While the negative version of
spheres, each of which has the ability to ab- this spell is active, the target has disad-
sorb a single offensive spell. When you cre- vantage on all Charisma ability checks.
ate them, and on subsequent rounds, you
may use a bonus action to move the group of
spheres up to 60 feet.

When a hostile spell is aimed at you or
another creature, one sphere that is within 10

50


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