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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

on a failed roll, or half as much damage on a You turn a handful of sand into 2d4 cut
successful one. and polished gemstones. Roll d20 to deter-
mine the type and value. The transformation
Sacred Guardian is permanent and the gemstones continue to
radiate magic.
1st-level abjuration (ritual)
Casting Time: 1 action d20 Gemstone.
Range: Touch 1-4 White agate or tiger eye (10 gp)
Components: V, S, M (a rose petal) 5-8
Duration: 24 hours 9-12 Chalcedony or citrine (50 gp)
13-14
You touch a willing creature. For the Moonstone or sardonyx (50 gp)
spell’s duration, if that creature is ever in 15-16
danger, you are mentally warned and given Amber or coral (100 gp)
a mental image of the situation. This works 17-19
no matter how far away that creature is, but 19 Red or red-brown garnet, spinel, or
will not inform you of its location. 20 tourmaline (100 gp)

Sacred Strike Topaz (500 gp)

4th-level necromancy Fire opal or yellow sapphire (1,000 gp)
Casting Time: 1 action
Range: Self Jacinth or ruby (5,000 gp)
Components: V, S, M (two drops of unholy
water and one of your hairs) Sand Shroud
Duration: 1 minute
5th-level evocation
You create a whip of magical force that is Casting Time: 1 action
always silent. It has a range of 10 feet and Range: 30 feet
you use your spell attack modifier to strike. Components: V, S, M (a lump of dried mud
On a hit, it inflicts 2d8 + your spellcasting or clay, which is crumbled during the cast-
ability modifier in force damage and 1d8 ing)
necromantic damage. If the target is a living Duration: Instantaneous
creature, it must also make a Constitution
saving throw. If it fails, you heal a number of Sand or loose soil or gravel opens up un-
hit points equal to the necromantic damage der an non-living, inanimate object that is
inflicted and the target is wracked by terrible Large-sized or smaller and swallows it up
pains. The target is at disadvantage to all instantly, burying it to a depth of 60 feet. The
rolls on the following round. ground above it looks completely undis-
turbed.
Sand Gems
You may also cast this spell on an undead
8th-level transmutation (ritual) or construct. The creature may make a Dex-
Casting Time: 1 minute terity saving throw to avoid being buried. If
Range: Touch it fails its roll, it is buried, but can dig its way
Components: V, S, M (a handful of sand) out eventually.
Duration: Permanent
Sand Sword

3rd-level transmutation
Casting Time: 1 action

101

Range: Self outside, it is a physical object that has AC 20
Components: V, S, M (a pound of sand or and hit points equal to your hit point maxi-
dry dirt) mum. If it drops to 0 hit points, the spell
Duration: Concentration, up to 1 minute ends.

The sand or dirt you hold becomes a Sargasso
sword of a type of your choice. You may use
the sword or give it to someone else to use. It 4th-level transmutation
deals damage as normal weapon of that type. Casting Time: 1 action
However, it is immune to spells that affect Range: 300 feet
metal. Components: V, S, M (a small amount of
seaweed and live brine shrimp)
Sap Duration: Concentration, up to 1 hour

2nd-level conjuration You choose a point within range. The ar-
Casting Time: 1 action ea within a 100 foot radius of that point be-
Range: 30 feet comes choked with seaweed, turning it into
Components: V, S, M (a drop of tree sap) difficult terrain for both ships and swimmers
Duration: 1 minute for the duration of the spell.

You choose a point within range. Every- Scalding Spout
thing within a 10-foot radius of that point is
covered in sticky tree sap. 3rd-level evocation
Casting Time: 1 action
The area becomes difficult terrain. In or- Range: 100 feet
der to perform any action that is not purely Components: V, S, M (an ounce of fresh wa-
mental or vocal in nature requires a DC 10 ter)
Dexterity ability check first. Creatures in the Duration: Instantaneous
area lose their Dexterity bonus to AC.
Winged creatures cannot fly. A creature un- You hold of your hand and a gout of boil-
der the effects of a freedom of movement spell ing water shoots forth at a target you choose
is unaffected by this spell. within range. Make a ranged spell attack to
hit. On a hit, you inflict 3d10 bludgeoning
Sarcophagus of Death damage and 2d10 fire damage to the target.

5th-level evocation At Higher Levels. When you cast this
Casting Time: 1 action spell using a spell slot of 4th level or higher,
Range: 60 feet the spell does an additional 1d10 fire or
Components: V, S, M (a fragment of a sar- bludgeoning damage, your choice, for each
cophagus) slot level above 2nd.
Duration: 10 minutes
Scalesnare
A coffin-shaped rectangle of force forms
around one target you can see within range. 6th-level transmutation
That target must make a Dexterity saving Casting Time: 1 action
throw to avoid being trapped inside. Range: 30 feet
Components: V, S, M (a live snake)
The sarcophagus is completely airtight Duration: 1 day
and cannot be broken from the inside. On the

102

You throw a snake at a target. Make a so, all creatures within 20 feet must make a
ranged spell attack to hit. On a hit, the snake Dexterity saving throw or take 1 to 1d4
turns into a magical, grappling tentacle that points of either bludgeoning or piercing
restrains the target (escape DC equal to your damage, depending on the weight and type
spell save DC). of item that is scattered.

The snake is an object with AC 15, hit Scent of Vengeance
points equal to your hit point total; if it drops
to 0 hit points, the spell ends. The snake is 2nd-level transmutation (ritual)
immune to bludgeoning, piercing, and slash- Casting Time: 1 action
ing damage from nonmagical weapons. Range: Self
Components: V, S, M (a token once pos-
Scapegoat sessed by the quarry)
Duration: 1 week
5th-level enchantment
Casting Time: 1 action You gain the ability to unerringly track
Range: Touch any living creature that has directly caused
Components: V, S, M (goat hair and a small injury or insult to you or to an allied crea-
stone) ture, by that creature’s smell. This spell does
Duration: Concentration, up to 10 minutes not work on celestials, elementals, fiends, or
undead.
You touch the target, who must make a
Charisma saving throw. On a failure, all oth- You may only cast this spell at the site of
er creatures within 20 feet of the target that the insult or injury. You can follow the scent
have an Intelligence of at least 5 believe that even if the quarry swims or flies. The only
the target is responsible for whatever trou- way to throw you off the trail is to use tele-
bles are plaguing them. They are allowed to portation magic, although you can pick up
make an Intelligence saving throw to come to the trail again from the other side of the tele-
their senses. This saving throw is at disad- port.
vantage if they already have reason to dislike
or distrust the target. Screen

Scatterspray 8th-level illusion (ritual)
Casting Time: 1 minute
Evocation cantrip Range: Self (30-foot radius sphere)
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: 8 hours
Components: V, S
Duration: Instantaneous You protect an area from divination,
much the same as a nondetection spell, and at
You point to any group of small, unse- the same time create a programmed illusion of
cured items (each of which may be no larger sight and sound that is detected by anyone
than a hen’s egg), within range, which must using divination magic to spy on that area.
be piled together in an area of no more than You determine the contents of the illusion,
1 square foot, and cause them to fly off in all but once you set it, you can’t change the illu-
directions. The DM must decide if the items sion.
are hard or sharp enough to cause damage. If

103

Sea Sight Components: V
Duration: Instantaneous
1st-level divination
Casting Time: 1 action You sing a deadly song. This can have
Range: Touch one of two different effects:
Components: V, S
Duration: Concentration, up to 1 minute ♦ You shout the song. It forms a line of
solid air aimed at one target within 60 feet.
You or one willing target you choose can That creature may make a Dexterity saving
see through water to a range of 100 feet, no throw. It takes 4d10 bludgeoning damage on
matter how dark or murky it is, as if it was a failed saving throw, or half as much dam-
crystal clear. This works whether the target is age on a successful one.
already in the water or on land looking in.
♦ You touch a creature, and the song’s
Seal of Destiny vibrations melt the creature’s flesh. You use
your spell attack modifier to hit. On a hit,
7th-level abjuration (ritual) this inflicts 5d10 acid damage.
Casting Time: 10 minutes
Range: 100 feet Although this is a dangerous song, deaf-
Components: V, M (1 ounce of your blood) ness does not protect against it.
Duration: Permanent
Secret Page
You seal a creature or object against any
sort of divination that would reveal its desti- 1st-level transmutation (ritual)
ny, fate, or role in epic events. Casting Time: 1 minute
Range: Touch
Seal Mouth Components: V, S, M (powdered herring
scales and the essence of a will o’wisp)
2nd-level enchantment Duration: Permanent
Casting Time: 1 action
Range: 30 feet You touch a piece of paper or a page in a
Components: V, S book that has writing on it, and the writing
Duration: 1 hour changes to something completely different,
of your choice. You may speak a command
You target a creature within range that is word to see the original text. A true seeing
capable of speech. That creature must make a spell will reveal the original text.
Wisdom saving throw. On a failure, that
creature cannot say anything insulting, criti- Secret Signs
cal, or otherwise defamatory or disparaging
about you—if the target tries, its lips seal Divination cantrip
shut. You can end this spell at any time, and Casting Time: 1 action
a remove curse is also effective. Range: Self
Components: S
Searing Song Duration: 1 round

4th-level evocation You make a particular gesture, place an
Casting Time: 1 action object in a certain way, or give someone a
Range: Special meaningful look and convey a single thought
or idea of up to 10 words in length to one

104

recipient within 30 feet of you who can see At Higher Levels. When you cast this
you. spell with a 3rd-level or higher spell slot, you
may enchant one additional missile for every
See Through Other Eyes spell slot above 2nd.

2nd-level divination Segojan’s Armor
Casting Time: 1 action
Range: 400 feet 1st-level abjuration (ritual)
Components: V, S Casting Time: 1 minute
Duration: Concentration, up to 1 minute Range: Touch
Components: V, S, M (an armful of grasses
You can look through the eyes of any liv- and roots)
ing creature within range. You do not have Duration: 12 hours
to see the creature in order to choose it; you
merely have to know where it is. You have You gather together an armful of grasses
no ability to control the creature, nor can you and roots which are magically woven to-
hear through its ears. gether into a suit of armor. This armor pro-
vides AC 14 + the wearer’s Dexterity bonus.
Seek Teleporter
Seven-Eyes
3rd-level divination
Casting Time: 1 reaction, which you take 7th-level abjuration
when someone you can see has teleported Casting Time: 1 action
away. Range: Self
Range: Self Components: V, S, M (seven gemstones
Components: V, S worth at least 50 gp, on which bless has been
Duration: Instantaneous cast; these gems are not consumed by the
casting)
You discern the destination of another Duration: Concentration, up to 1 minute
individual who used spells such as teleport,
dimension door, or arcane gate. You conjure seven magical orbs that float
about your head in a ring five feet in diame-
Seeking ter. For the duration, you have advantage on
all Wisdom (Perception) ability checks that
3rd-level evocation rely on sight, you gain 360°-vision, and you
Casting Time: 1 action gain truesight with a range of 60 feet.
Range: Touch
Components: V, S Each eye has two additional abilities:
Duration: 10 minutes First, you can use your action to use one eye
can cast a spell as if you were using a 7th-
You touch an arrow, slingstone, handaxe, level spell slot. Secondly, the eyes can protect
or other object that is fired or thrown at a you from an attack, without you needing to
target. This object then will invariably hit the use an action. Each eye can only be used
first creature it is aimed at, even traveling once to either attack or defend once, after
around corners to get to its target and past its which it vanishes. The seven eyes are as fol-
normal range. It cannot pass through solid lows:
obstructions.

105

♦ Eye of the Mind. If you are attacked You gain the ability enter a shadow and
by a spell that would charm or paralyze you, move from inside it to inside another shad-
you can choose to have the eye absorb that ow within 60 feet. Both shadows must be at
spell. You can also use the eye to cast charm least the same size as you. You must use 5
person. feet of movement to enter a shadow. You can
use this transportation ability once per round
♦ Eye of the Sword. If you are attacked for the duration.
by a physical melee or ranged weapon, you
can choose to have the eye take the blow it- Shadow Dance
self. You can also have the eye cast magic mis-
sile. 3rd-level transmutation
Casting Time: 1 action
♦ Eye of the Mage. If you are attacked Range: Touch
by a spell that inflicts acid, cold, fire, force, or Components: V, S, M (a cobweb that has
lightning damage, you can choose to have been touched by moonlight)
the eye absorb that spell. You can also use Duration: 1 minute
the eye to cast lightning bolt.
You or one creature you touch is trans-
♦ Eye of Venom. If you are attacked by formed into a translucent, insubstantial
anything that inflicts poison damage or the shadow.
poisoned condition, you can choose to have
the eye absorb the poison. You can also use In this form, the creature can move
the eye to cast poison spray, using your level through a space as narrow as 1 inch wide
to determine the damage. without squeezing, has resistance to bludg-
eoning, piercing, and slashing damage from
♦ Eye of the Soul. If you are attacked by nonmagical weapons, has advantage on Dex-
anything that inflicts necrotic damage, you terity (Stealth) ability checks, can take the
can choose to have the eye absorb the dam- Hide action as a bonus action when in dim
age. You can also use the eye to cast inflict light or darkness, can levitate up to 100 feet,
wounds. and is immune to falling damage. Finally, the
creature can move through other creatures
♦ Eye of Artifice. If you are attacked by and objects as if they were difficult terrain,
an affect from a rod, staff, wand, or ring, you and takes 1d10 force damage if it ends its
can choose to have the eye absorb the dam- turn inside an object.
age. You can also use the eye to cast dispel
magic. Shadow Play

♦ Eye of Stone. If you are attacked by an 5th-level divination (ritual)
effect that can petrify you, you can choose to Casting Time: 1 minute
have the eye absorb the effect. You can also Range: 30 feet
use the eye to cast hold person. Components: V, S, M (a candle)
Duration: Concentration, up to 3 hours
Shadow Blink
You place a lit candle in the middle of a
5th-level conjuration room that is no larger than 30 feet by 30 feet,
Casting Time: 1 action and cast this spell. The shadows projected by
Range: 200 feet the candle transform into the shadows of the
Components: V, S
Duration: Concentration, up to 1 minute

106

room’s previous occupants, which them si- Shadowstrike
lently act out the events of those creatures.
This spell does not replay the actions of un- 4th-level evocation
dead, constructs, celestials, or fiends. Casting Time: 1 action
Range: Self
At Higher Levels. When you cast this Components: V, S
spell with a 6th-level or higher spell slot, the Duration: 1 round
shadows will speak in whispering tones, re-
peating the words that the room’s previous You gain the ability to harm a creature by
occupants said. striking at its shadow. The shadow is treated
as if it has AC 8 + the creature’s Dexterity
Shadowcat modifier.

5th-level illusion Shandaril’s Tracer
Casting Time: 1 action
Range: 30 feet 5th-level divination
Components: V, S, M (a black pearl worth at Casting Time: 1 action
least 100 gp and a cat’s claw) Range: Touch
Duration: Concentration, up to 1 hour Components: V, S, M
Duration: Permanent
You create a cat made of semi-solid shad-
ow. You have full telepathic control over it You place an invisible rune on a single
and can use your action to see, hear, and inanimate object. Thereafter, you can concen-
speak through it. While seeing through the trate for a minute and learn direction and
cat’s eyes, you have darkvision to 60 feet. distance to that object, even if it’s on another
plane; you can also tell if the object is han-
The cat is an object that has AC 15, a dled by another creature. If the rune is dis-
speed of 40, hit points equal to your hit point pelled or the item is destroyed, you will be
maximum, and has immunity to bludgeon- instantly alerted.
ing, piercing, and slashing damage from
nonmagical weapons. If it drops to 0 hit The rune will be revealed if a detect magic
points, the spell ends. It can move through a or true seeing spell is cast on the item. If this
space as narrow as 1 inch wide without happens, you will be instantly alerted. Final-
squeezing, has the Stealth skill using your ly, an object with this spell on it acts as an
proficiency bonus and has advantage on “associated object” for purposes of teleporta-
Dexterity (Stealth) ability checks, can take the tion.
Hide action as a bonus action when in dim
light or darkness. Finally, the cat can move Shape Wood
through other creatures and objects as if they
were difficult terrain, and takes 1d10 force 3rd-level transmutation
damage if it ends its turn inside an object. Casting Time: 1 action
The cat cannot attack but otherwise has the Range: Touch
attributes of a normal cat (Monster Manual, Components: V, S, M (a handful of sawdust)
pg. 320). Duration: Instantaneous

You touch a wooden object of Medium
size and form it into any shape that suits
your purpose. The object you create can have

107

up to two hinges and a latch, but finer detail Range: Touch
isn’t possible. Components: V
Duration: 1 minute
Shark Bolt
One willing creature’s skin is altered to
2nd-level evocation become a chitinous substance that grants AC
Casting Time: 1 action 16 and provides resistance to piercing attacks
Range: 300 feet from nonmagical weapons.
Components: V, S, M (a pinch of salt, three
shark’s teeth, and an ounce of water. Shoondal’s Seeking
Duration: Concentration, up to 1 minute
3rd-level divination
You create a three-foot long, glowing Casting Time: 1 action
amber-brown shark out of magical force. The Range: Self (20-foot radius)
shark swims with a speed of 60 and attacks Components: V, S, M (a key, which is con-
one target you can see within range. It uses sumed by the spell)
your spell attack modifier to attack and on a Duration: 1 round
hit, it inflicts 2d6 piercing damage. It will
continue to attack the chosen target for as You cast this spell and all locks, fasten-
long as you concentrate on it; you may use a ings, bolts, clasps, and so on within range are
bonus action to redirect it to attack a differ- illuminated in brilliant gold. In addition, all
ent creature. keys are illuminated as well If any of the re-
vealed devices are enchanted, they glow ru-
The shark is an object that has AC 16 and by instead. This spell is blocked by 1 foot of
20 hit points. If it drops to 0 hit points, the stone, 1 inch of common metal, a thin sheet
spell ends. of lead, or 3 feet of wood or dirt.

At Higher Levels. When you cast this Shout
spell with a slot of 3rd level or higher, you
create one additional shark per spell slot 4th-level evocation
above 2nd level. Casting Time: 1 action
Range: Self (30-foot cone)
Sharptooth Components: V, M (a drop of honey, a drop
of citric acid, and a small cone made from
1st-level transmutation horn)
Casting Time: 1 action Duration: Instantaneous
Range: Touch
Components: V You shout, releasing an ear-splitting
Duration: 1 minute noise. Each creature in a 30-foot cone must
make a Constitution saving throw. A crea-
This spell can only be cast upon a crea- ture takes 5d10 thunder damage on a failed
ture with a bite attack. For the duration, one saving throw, or half as much damage on a
creature you touch deals +1 damage with its successful one, and is deafened for 10
bite attack. minutes. A creature made of inorganic mate-
rial such as stone, crystal, or metal has dis-
Shellskin advantage on this saving throw.

4th-level transmutation
Casting Time: 1 action

108

All objects and structures take double Singing Stone
damage.
3rd-level transmutation
At Higher Levels. When you cast this Casting Time: 1 action
spell using a spell slot of 5th level or higher, Range: Touch
the damage increases by 1d10 for each slot Components: V, S, M (a small metal chime)
level about 4th. Duration: Permanent

Simbul’s Skeletal Deliquescence You hum, sing, or play a short tune or
recite a poem (one that can be sung in less
8th-level transmutation than a minute) into a stone. Thereafter,
Casting Time: 1 action whenever if the stone is sharply tapped or
Range: Touch completely immersed in water, it plays the
Components: V, S tune; if it remains immersed, it will repeat it
Duration: 1 week every ten minutes.

You touch a living creature, which must The stone will capture music from no one
make a Constitution saving throw. If the sav- other than yourself.
ing throw fails, all of the creature’s bones
turn to jelly for the duration. Sinister Surroundings

The boneless creature can breathe, speak, 2nd-level illusion
and perceive, but its move is reduced to 5 Casting Time: 1 minute
feet and it can perform no other actions. The Range: Self (2-mile radius)
creature also gains resistance to bludgeoning Components: V, S
weapons but vulnerability to piercing weap- Duration: 1 month
ons.
The land within the radius around you
When the spell expires, the creature’s becomes grim and dismal-feeling for the du-
bones grow back to normal. ration. The area’s appearance is not masked
in anyway; it merely becomes foreboding
At Higher Levels. When you cast this and gloomy. Non-evil creatures are at disad-
spell with a 9th-level spell slot, the duration vantage when saving against being fright-
increases to 1 month. ened while in this area.

Simulate Skill Siren Song

4th-level necromancy 4th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 300 feet
Components: V, S, M (a magnet and a piece Components: V, S, M (a large conch shell
of mirror) and a pint of water)
Duration: 24 hours Duration: Concentration, up to 10 minutes

You touch a corpse that has been dead for You choose one humanoid target within
no less than 12 hours. For the spell’s dura- range that you can see. That target hears
tion, you gain proficiency with all skills, haunting, beautiful music and must make a
tools, and weapons that were known to that Wisdom saving throw or become over-
creature in life. You use your own proficien- whelmed with the need to find the source.
cy modifier when using the stolen skills.

109

As the music is illusory, it has no actual away; at the same time, you are telepathical-
source and so the target will wander aimless- ly alerted.
ly.
Once placed, the skull does not move and
The target will ignore all distractions and cannot see behind it, so it can be sneaked up
will attempt to walk through any obstacle upon and moved from behind.
that isn’t an obvious danger. If the target’s
companions keep him from finding the If you have multiple skull watches, you
source of the music, the target will fight cannot tell which one has been triggered
them. simply through the mental alert.

Skip Day Skycastle

9th-level evocation 9th-level transmutation (ritual)
Casting Time: 1 action Casting Time: 10 minutes
Range: Self (10-foot radius) Range: Touch
Components: V, S Components: V, S, M (a richly-appointed
Duration: Instantaneous chair, sofa, or other form of seating worth at
least 10,000 gp)
You and up to 8 others within range are Duration: Permanent
instantly transported 24 hours into the fu-
ture. Unwilling people may make a Charis- You place a special seat in the center of a
ma saving throw to resist. To outsiders, it building of no more than 1 million square
appears that you simply disappear. feet (a castle and environs; approximately 23
acres) and remain seated in it the entire time
You appear in the exact spot you disap- you cast this spell. Prior to casting this spell,
peared in. If there is something in that spot, you must also walk every inch of the build-
you appear within 5 feet of it. There is no ing, over and over again, for an entire month.
guarantee that this area will be any safer
than the one you left. This spell causes the building and its im-
mediate surroundings to rise into the air.
Skull Watch When you sit in the chair, you may move the
building upwards to a maximum height of
2nd-level necromancy 1,500 feet, or have it fly at a speed of 10 feet.
Casting Time: 1 action
Range: Touch If this spell is successfully dispelled, the
Components: V, S, M (the skull of a human- building will float gently downwards for 30
oid) seconds and then plummet the rest of the
Duration: 1 day way. If it falls more than 200 feet, the castle is
destroyed and everything inside and under-
You cast this spell while holding a hu- neath it is killed.
manoid’s skull, then let go. The skull contin-
ues to float in mid-air, facing the same direc- Skyhook
tion you had originally pointed. The skull
has truesight out to 90 feet and is blind be- 2nd-level evocation
yond that. If any creature enters its field of Casting Time: 1 action
vision within 90 feet, it releases a piercing Range: 100 feet
shriek that can be heard up to a quarter-mile Components: V, S, M (a metal fishhook)
Duration: 1 hour

110

You create a solid hook of force that hov- Sleepwalking
ers immovably in midair. You may choose to
make the hook visible or invisible to every- 4th-level enchantment
one else but you. Casting Time: 1 minute
Range: 100 feet
The hook can support up to 30 tons of Components: V, S, M (the crushed petal of a
weight and can be used as a handhold or as blue lotus flower and a drop of honey)
the base of a pulley system. It is too small to Duration: Concentration, up to 1 hour
be stood on, but it can hold the ropes that
hold a platform. The hook cannot be harmed, You target one sleeping creature within
although flying creatures that collide with it range; you do not have to see the creature for
take 1d8 bludgeoning damage. this spell to work, but you do need to know
that it’s there. You plant a magical sugges-
Skylight Blade tion in that creature’s mind (identical to the
type made when you cast suggestion). Crea-
6th-level evocation tures that can’t be charmed are immune to
Casting Time: 1 action this effect; likewise, creatures asleep due to
Range: Self magic cannot be affected. You must word the
Components: V, S suggestion in such a manner to make it
Duration: Concentration, up to 1 minute sound reasonable. The creature may make a
Wisdom saving throw to resist. If you or an
You create a silent, weightless, magical ally are also using the spell dream on the tar-
four-foot-long sword made out of moonlight get, the target has disadvantage on the sav-
or sunlight, your choice. Only you may use ing throw.
it, and it cannot be dropped. You use your
spell attack modifier to hit. On a hit, it does Smite
2d8 + your spellcasting attribute modifier in
radiant damage. Against undead, it does 8th-level evocation
2d12 + twice your spellcasting attribute mod- Casting Time: 1 action
ifier in radiant damage. This weapon does Range: 30 feet
not leave visible wounds, except on undead; Components: V, S
with them, their substance visibly boils away Duration: Instantaneous
at the weapon’s touch.
You pick any point within range and
If you use a moonlight blade, this spell does shout out your god’s wrath. All creatures
2d12 + twice your spellcasting attribute mod- within 20 feet of that point must make a
ifier in radiant damage to shapechangers as Constitution saving throw; you may choose
well as undead. to exempt your allies, if they are in that area.
The affected creatures are smote by an in-
If you use a sunlight blade, anyone hit by tense, obviously divine light.
this sword must make a Constitution saving
throw or be blinded for 1 minute. A creature takes 12d6 lightning damage
and is blinded and poisoned for 24 hours on
In addition, on a successful hit, the target a failed saving throw, or half as much dam-
must make a saving throw using its age and is blinded and poisoned for 1 hour
spellcasting ability modifier or lose the abil- on a successful one.
ity to cast spells the following round. If the
target does not have the ability to cast spells,
this has no effect.

111

Smoke Shape Duration: Until triggered
You create a snare or simple trap that is
Transmutation cantrip
Casting Time: 1 action almost completely undetectable without the
Range: Touch use of magic. In order to locate it, a searcher
Components: V, S would need to make an Intelligence (Insight)
Duration: Concentration, up to 1 minute check with a DC of 25.

You may shape masses of smoke, mist, or At Higher Levels. When you cast this
fog into any shape you want, although you spell with a 5th-level or higher spell slot, the
will be incapable of fine detail. Once you DC increases to 30.
have created the desired shape, you may
give it a gentle push or blow hard on it, pro- Song of Compulsion
pelling it in one direction with a speed of 30
feet. You can only affect a cloud of smoke up 3rd-level enchantment
to Large sized. A strong wind will rapidly Casting Time: 1 action
dissipate the shape. Range: 60 feet
Components: V
Snapdragon Duration: Concentration, up to 1 hour

3rd-level transmutation You start singing a well-known and
Casting Time: 1 action mindless travelling song that has many vers-
Range: 100 feet es. All living creatures within range that can
Components: V, S, M (a snapdragon blos- hear and understand you must make a Wis-
som) dom saving throw or begin singing along.
Duration: 1 minute Neither you nor singing creatures are unable
to take offensive actions, cast spells, or using
You pick a point within range. All flower- any magic items (unless they would help
ing plants within 20 feet of that point tempo- with the song). A creature may make a new
rarily awaken and become carnivorous. A saving throw, at disadvantage, every minute,
creature that ends its turn within that area to end this effect.
must make a Dexterity saving throw. The
creature takes 4d6 piercing damage on a Soul Anchor
failed saving throw, or half as much on a
successful one. 7th-level enchantment
Casting Time: 1 action
The animated flowers also spit pollen. Range: Touch
This causes disabling sneezing and choking Components: V, S
while in that area. All creatures have their Duration: Permanent
movement reduced to 10 feet.
You tie the target’s life force to a particu-
Snare lar building, an estate, or another place with
a clearly-defined border, unless the target
3rd-level transmutation succeeds at a Wisdom saving throw. While
Casting Time: 1 action this spell is in effect, the target cannot leave
Range: Touch that place unless you or the building’s owner
Components: V, S, M (a snakeskin and a sin- (if that is not also the target) grant permis-
ew from a large animal)

112

sion, or a dispel magic or remove curse spell is Spectral Beast
successfully cast on the target.
6th-level illusion
If the target attempts to leave, the area Casting Time: 1 action
outside the border becomes difficult terrain, Range: Self
and the target takes 1d10 force damage each Components: V, S, M (a bit of tooth, fur,
time it ends its turn outside the designated scale, or other body part from the creature
place. you wish to create)
Duration: 1 minute
Speak with Water
You create a slightly glowing, ghostly
4th-level transmutation beast or monstrosity that has a challenge rat-
Casting Time: 1 action ing 6 or lower that erupts from your chest
Range: Self (30-foot radius) and bounds towards a target. The creature is
Components: V, S translucent and utterly silent.
Duration: 10 minutes
You must use your action to direct its
You imbue a body of water (or Medium- attack; without direction, it will simply stand
to Large-sized section of water) with limited listlessly. It cannot be charmed, frightened,
sentience and the ability to communicate incapacitated, paralyzed, petrified, stunned,
with you. You can question the water as to or being rendered unconscious, and it is im-
the events in the spell’s area within the past mune to exhaustion. It cannot cast spells or
day, gaining information about creatures and use innate spellcasting. It otherwise identical
objects that have entered the water or drunk to a normal creature of its type.
from it.
Sphere of Adaptation
Special Effects
7th-level abjuration
1st-level transmutation (ritual) Casting Time: 1 action
Casting Time: 1 action Range: Touch (20-foot radius)
Range: Self (10-foot cube) Components: V, S
Components: V, S, M (a represented of the Duration: 24 hours
desired effect)
Duration: Permanent A glistening, transparent globe forms
around one creature you touch and moves
You create a physical effect of a visual, with that creature. Other creatures may re-
auditory, olfactory, gustatory, or tactile na- main within the sphere as well if they stay
ture in a 10-foot cube. This effect can take close to the target.
nearly any form but cannot be harmful or
debilitating. For instance, you can create The globe contains a self-renewing sup-
haunting music that plays on repeat or when ply of air and allows no inanimate objects in
a creature enters the area, the scent of pine (it does not prevent undead or constructs
trees or lemons in a room, make the floor or from entering). Creatures within the sphere
walls feel spongy, or so on. are immune to gasses and respiratory attacks
and can breathe underwater or even in a
vacuum.

113

At Higher Levels. If you cast this spell a 9th-level spell slot, you increase the range
with a 8th-level or higher spell slot, the dura- to 20 miles.
tion increases to 1 week.
Splinter Wood
Spirit Mask
2nd-level transmutation
1st-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Self Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You cause a wooden object, including
You catch a minor spirit and wrap a part trees, of Medium-size or smaller to violently
of your soul around it and let it go. While explode. All creatures within 30 feet must
under the effects of this spell, all attempts to make a Dexterity saving throw. A creature
use a divination spell on you are misdirected takes 3d6 piercing damage on a failed saving
to the spirit instead. throw, or half as much on a successful one. If
the wooden object is held by a creature (such
Spirit of Flame as a spear or quarterstaff), the creature who
is holding it may not attempt to make a sav-
6th-level conjuration ing throw to avoid damage, but must make a
Casting Time: 1 action Constitution saving throw or be blinded for 1
Range: Self minute due to flying splinters (if the creature
Components: V, S is wearing something over its eyes, such as a
Duration: Concentration, up to 1 minute full-face helmet, it is immune).

You gain the ability to enter a flame of at Spring
least Small size and move from inside it to
another flame within 1 miles. You must use 5 3rd-level transmutation
feet of movement to enter the fire, and you Casting Time: 1 action
take no damage from it. You instantly know Range: 30 feet
the location of all fires within 1 miles. You Components: V, S, M (a small forked stick,
appear in a spot of your choice within 5 feet which is thrust into the ground)
of the destination fire, using another 5 feet of Duration: 24 hours
movement. If you have no movement left,
you appear within 5 feet of the fire you en- You create a temporary freshwater spring
tered. You can use this transportation ability that flows at a rate of 2d6 gallons per minute;
once per round for the duration. You must if the area is overly arid, then it only produc-
end each turn outside a tree. es 1d4 gallons per minute.

At Higher Levels. When you cast this Squeaking Floor
spell with a higher-level spell slot, you in-
crease the range. When you use a 7th-level Abjuration cantrip
spell slot, you increase the range to 5 miles. Casting Time: 1 action
When you use an 8th-level spell slot, you Range: 30 feet
increase the range to 10 miles. When you use Components: V, S, M (a rusty iron hinge)
Duration: 1 hour

114

A 5-foot-square area of floor squeaks At Higher Levels. If you cast this spell
loudly if anything that weighs more than 3 with a 7th-level or higher spell slot, the sticks
pounds passes over it. turn into giant constrictor snakes (p.324) or
giant poisonous snakes (p.327) instead.
The duration of the spell increases at 5th-
level (3 hours), 11th-level (8 hours), and 17th- Stone Tell
level (24 hours).
5th-level transmutation
Starharp Casting Time: 1 action
Range: Self (30-foot radius)
6th-level abjuration Components: V, S
Casting Time: 1 action Duration: 10 minutes
Range: Self (10-foot radius)
Components: V, S, M (one of your tears and You imbue a Medium- or Large-sized
a tiny harp, carved out of wood, bone, or rock with limited sentience and the ability to
ivory) communicate with you. You can question the
Duration: 1 minute water as to the events in the spell’s area
within the past day, gaining information
You softly hum or sing a song and a blue- about creatures and objects that have come
white, glowing image of a harp, surrounded close to the rock.
by little stars of twinkling radiance, that
floats in mid-air just above you. Storm

All creatures within 10 feet of you are 8th-level evocation (ritual)
freed from one effect of being charmed, Casting Time: 10 minutes
frightened, incapacitated, or stunned, or it Range: Self (10-mile radius)
will restore one level of exhaustion. In addi- Components: V, S, M (a lightning rod or a
tion, each round, if you choose to, you may branch from a which has been struck by
concentrate on a creature within range, and lightning at least once)
that creature regains 30 hit points. You may Duration: 12 hours
continue to concentrate on that individual
for multiple rounds, or you may pick a dif- You cause a horrendous thunderstorm to
ferent target. develop over the course of half an hour and
rage for 12 hours. Rain falls at the rate of 1/2
Sticks to Snakes inch per hour.

4th-level transmutation Once every 10 minutes, you may direct a
Casting Time: 1 action lightning bolt to hit a target of your choice. If
Range: 60 feet the target is a living being, it may make a
Components: V, S, M (a piece of snakeskin) Dexterity saving throw. The target takes 4d8
Duration: 1 minute lightning damage on a failed saving throw,
or half as much on a successful one.
You transform 2d6 sticks into either con-
strictor snakes (Monster Manual, p.320) or Succor
poisonous snakes (p.334), with a 50% chance
of either. They will fight under your direc- 8th-level conjuration (ritual)
tion. Casting Time: 1 hour
Range: Touch

115

Components: V, S, M (gemstones totaling at must succeed on a second Constitution sav-
least 5,000 gp, which are consumed in the ing throw or take double damage.
casting of the spell)
Duration: Until triggered Sunscorch

You enchant a specially-prepared object, 3rd-level evocation
such as a statuette, a gemstone, etc., and give Casting Time: 1 action
it to a willing creature; you also must tell that Range: 60 feet
creature the item’s command word). When it Components: V, S
speaks the command and breaks or crushes Duration: Instantaneous
the item, that creature, along with everything
it is carrying, is instantly teleported to your An intense blast of heat and light ema-
home. nates from your hand, forming a narrow
beam that curves around obstacles and
Suffocate moves to follow its target, which it strikes
unerringly.
7th-level necromancy
Casting Time: 1 action The blast deals 2d10 fire damage and
Range: Self (30-foot radius) 2d10 radiant damage. If the creature is wear-
Components: V, S, M (a silk bag studded ing metal armor or a shield, or holding any
with black opals worth at least 5,000 gp) metal item that is larger than Small, then it
Duration: Concentration, up to 10 minutes. takes an additional 1d10 fire damage as the
sun heats the metal up to unbearable tem-
You draw the breath out of all creatures peratures.
in range. Each creature in range must make a
Constitution saving throw to resist. On a At Higher Levels. When you cast this
failure, the creature begins to suffocate. spell with a 4th-level or higher spell slot, it
does an additional 1d10 fire or radiant dam-
Sunbolt age per slot level above 3rd.

4th-level evocation Sustain Fire
Casting Time: 1 action
Range: 120 feet Transmutation cantrip
Components: V, S, M (a small sunstone Casting Time: 1 action
worth at least 10 gp) Range: 30 feet
Duration: Instantaneous Components: V, S
Duration: Special
You hurl a mote of pure sunlight at a
creature or object within range. Make a One nonmagical fire that is no larger than
ranged spell attack against the target. On a a Large bonfire is slowed and consumes its
hit, the target takes 4d10 radiant damage, fuel at one-tenth its normal rate, while still
and the target and all creatures within 20 feet giving off the normal amount of heat and
must make a Constitution saving throw or be light. It lasts until it goes out, or 24 hours
blinded for 1 minute. have passed.

If the creature has the trait Sunlight Sensi- Swim
tivity or Sunlight Hypersensitivity, they
1st-level transmutation
Casting Time: 1 action

116

Range: Touch If you cast a spell such as enthrall while
Components: V, S, M (a piece of pumice using this spell, the targets are at disad-
stone) vantage on their saving throws.
Duration: 1 hour
Talon’s Soundmaster
Two willing creatures you touch has ad-
vantage on Strength (Athletics) ability checks 4th-level illusion
and Dexterity (Acrobatics) ability checks Casting Time: 1 action
made while swimming, and gains a Swim Range: Touch
speed of 40 feet. Components: V, S, M (an ivory cube at least
1 inch square)
At Higher Levels. When you cast this Duration: 24 hours
spell with a 2nd-level or higher spell slot,
you may cast this spell on two additional You record up to six sounds that you,
creatures for each slot level above 1st. personally have heard. The sounds can be as
soft or as loud as you wish, but can never be
Talon’s Skitmaster so loud as to cause harm. Each sound can be
no more than 1 round in length and do not
4th-level illusion have to be audible while you are casting the
Casting Time: 1 action spell.
Range: Self (10-foot radius sphere)
Components: V, S, M (a pound of sand) At any point during the spell’s duration,
Duration: 3 hours you may firmly press one of cube’s sides and
it will release the sound. Each sound can on-
You draw a square of sand no greater ly be called forth once.
than 20 feet by 20 feet, and tell a story. This
spell creates illusions of the creatures and Talon’s Waterproof
objects in the story, which move and act ac-
cording to your narration. At the same time, Abjuration cantrip
you are covered in shadows—you do not Casting Time: 1 action
disappear, but your body (although not your Range: Touch
voice) seems to fades into the background. Components: V, S M (a drop of water)
Duration: 1 hour
The creatures are slightly translucent and
are obviously illusions. They cannot move You touch an item or object of Large size
past the sandy line and are completely in- or smaller. For the duration, the object is
substantial and silent—you must produce immune to getting wet from natural water,
the voices and sound effects. However, you such as rainfall. This spell offers no protec-
can direct the illusions to appear to interact tion from water-based attacks or spells. Full
with living creatures and physical objects, if immersion in water breaks the spell.
you wish.
Tame Animal
If you stop narrating the story or per-
forming actions (including singing or addi- 5th-level enchantment
tional spellcasting) that enhance the story, Casting Time: 1 action
take a break longer than 15 minutes, or step Range: Touch
beyond the boundary of the sandy line, the Components: V, S
spend ends. Duration: Permanent

117

You aid a beast in some way, such as by Tattoo of Power
freeing it from a snare or defending it from a
predator, and then cast this spell. The crea- 6th-level evocation (ritual)
ture may make a Wisdom saving throw. If it Casting Time: 1 hour
fails, it will permanently become charmed by Range: Touch
you. It will see you as a trusted ally. Components: V, S, M (tattoo inks worth 10
gp per spell level and a needle, all of which is
Depending on the nature of the creature, consumed in the casting of this spell)
it may or may not decide to follow you. If it Duration: Until triggered
doesn’t, it will remember you the next time it
sees you and still consider you a friend. You tattoo a spell onto a willing crea-
ture’s skin. While you cast this spell, you also
Any action that removes the charmed cast the spell you wish to tattoo—you may
effect from the creature will instantly end use a higher-level spell slot when casting that
this spell. How it reacts depends on how spell, if you wish. The creature may release
well you treated it. the spell at any time by touching it and
speaking a command word. This causes the
Tasirin’s Haunted Sleep tattoo to disappear and that spell to be cast.

5th-level enchantment Each tattoo takes up two square inches
Casting Time: 1 action per level. Up to two spell levels can be tat-
Range: Touch tooed on a neck, up to four levels can be tat-
Components: V, S tooed on an arm, up to six levels can be tat-
Duration: Concentration, up to 1 hour tooed on a leg, and up to ten levels can be
tattooed on the chest or back.
One creature you touch must make a
Wisdom saving throw or fall into a deep No more than four different tattoos of
sleep. The creature cannot be awoken from power can be placed on a single individual at
this sleep except by using the spells dispel a time.
magic, lesser restoration, or remove curse. Crea-
tures that can’t be charmed are immune to Telepathic Broadcast
this effect. If the creature is already asleep, it
makes the saving throw at disadvantage. 5th-level evocation
Casting Time: 1 action
While the target is asleep, you may pro- Range: Self (120-foot radius)
ject images and emotions into the its mind. Components: V, S, M (a pinch of desiccated
The subject will then have dreams or night- tissue from a telepathic or psionic creature)
mares based on those images. The exact re- Duration: Concentration, up to 1 minute
sults are up to the DM, depending on the
content of the sent images. You can broadcast your thoughts, emo-
tions, or instructions to all creatures you
You may also place a suggestion into the choose within range who can understand
target’s mind. The creature may make a your language. This is one-way communica-
Wisdom saving throw to resist. It will then tion; the recipients cannot speak back.
follow the suggestion when it awakens.
Teleport Object

3rd-level conjuration
Casting Time: 1 action

118

Range: Touch You and up to seven other willing targets
Components: V, S become completely intangible to metal items.
Duration: Instantaneous A target is immune to bludgeoning, piercing,
and slashing damage from nonmagical me-
You may teleport a Small-sized inanimate tallic weapons. It can pass through metal
object weighing 1 pound or less to any loca- bars, gates and the like as if they were diffi-
tion on the same plane as you. The destina- cult terrain (a creature takes 1d10 force dam-
tion you choose must be familiar to you, and age if it ends its turn inside a metal struc-
your familiarity with the destination deter- ture).
mines whether the object arrives their suc-
cessfully. The DM rolls 1d100 and consults Each target may specify one metal object
the table. that they are holding while you cast this
spell. The target will be able to continue
Similar Off On holding that item for the duration. If that
Target item is a container of some sort, it can con-
Familiarity Mishap Area Target 01-100 tinue hold other metal items inside of it.

Permanent — — — 01-100 Tenser’s Hunting Hawk
circle
25-100 2nd-level transmutation
Associated — — — Casting Time: 1 action
object 54-100 Range: Touch
74-100 Components: V, S, M (a hawk’s wing feath-
Very 01-05 06-13 14-24 er)
familiar Duration: Concentration, up to 1 minute

Seen 01-33 34-43 44-53 You touch an arrow, which is then fired
casually from a bow. As soon as it leaves the bow, the
arrow turns into a hawk (Monster Manual,
Viewed once 01-43 44-53 54-73 p.330). The hawk will then attack. You may
use a bonus action to direct its attack. When
This spell otherwise acts exactly as the the duration expires, or the hawk is slain, it
teleport spell. reverts back to an arrow and falls.

At Higher Levels. When you cast this spell If you cast this spell on a magical arrow
(except for an arrow of slaying), the hawk re-
with a spell slot of 4th level or higher, you tains the magical properties. For instance, if
double the weight of the item you can send cast on an arrow +1, the hawk gains +1 to
for each spell slot above 3rd. (2 pounds with attack and damage.
a 4th-level slot, 4 pounds with a 5th-level
At Higher Levels. When you cast this
slot, 8 pounds with a 6th-level slot, 16 spell with a 3rd- or 4th-level spell slot, the
pounds with a 7th-level slot, 32 pounds with arrow transforms into an eagle. When you
a 8th-level slot, and 64 pounds with a 9th- cast this spell with a 5th-level or higher spell
level slot.) slot, the arrow transforms into a giant eagle.

Tenfold Ironguard

7th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of iron fil-
ings and a drop of aqua regia)
Duration: Concentration, up to 10 minutes

119

Tentacles You can use this tentacle to pick up objects
with ease. The tentacle is 30 feet long.
6th-level transmutation
Casting Time: 1 action If you strike someone with this tentacle, it
Range: Self (10-foot long tentacles) does 1d6 + your Strength ability modifier in
Components: V, M (a dried octopus tentacle) bludgeoning damage, plus 2d8 necrotic
Duration: Concentration, up to 1 hour damage. In addition, the DM rolls on the fol-
lowing table to determine hit location and
Two 10-foot-long greenish tentacles grow the effect that has:
out of your body. You may use them as addi-
tional arms. They grant you one additional d8 Body Part Effect
attack: you may use the tentacles to wield That limb is paralyzed until
weapons, using your proficiency bonus, or to the end of your next turn. If
slam an opponent, using your spell attack it’s an arm, you cannot hold
modifier.
1-6 Limb a weapon or shield in that
If you use them to slam, they inflict 2d6 + hand. If it’s a leg, you must
your Strength modifier in bludgeoning dam- make a DC 15 Dexterity
age, and if the creature is your size or small- check or fall prone.
er, it is grappled (escape DC equal to your The creature is blinded or
spell save DC) and restrained until the grap-
ple ends. You may only grapple as many 7-8 Head deafened until the end of
creatures as you have available tentacles. At your next turn.
the beginning of each of your turns, you con-
strict, inflicting an additional 1d6 bludgeon- On a successful hit, you may choose to
ing damage as long as the creature is re- grapple that creature (escape DC is equal to
strained. your spell save DC). As long as the grapple
remains in effect, that target is restrained. At
Each tentacle has AC 11 + your Dexterity the start of each of your turns, you inflict an
modifier and 8 hit points. Damage inflicted additional 2d8 necrotic damage.
on a tentacle does not harm you.
Thief’s Lament
At Higher Levels. When you cast this
spell with a 7th-level or higher spell slot, you 3rd-level abjuration
grow an additional tentacle for each spell slot Casting Time: 1 action
higher than 6th level. Range: Self (30-foot cube)
Components: V, S, M (a silver key)
Tentacle of Withering Duration: 1 hour

6th-level transmutation You ward an area against mundane
Casting Time: 1 action thievery. All creatures who enter the area are
Range: Self at disadvantage when using thieves’ tools,
Components: V, S, M (a small bone and a when attempting a sneak attack, and when
piece of rubber) using Sleight of Hand or Stealth.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this
One of your arms transforms into a wrig- spell with a higher-level spell slot, you in-
gling gray tentacle with sticky suction cups. crease its duration. When you use a 5th-level
spell slot, the duration increases to 12 hours.

120

When you use a 7th-level spell slot, the dura- Thump
tion increases to 24 hours. When you use a
9th-level spell slot, the duration increases to Evocation cantrip
1 week. Casting Time: 1 reaction, which you take
when another creature attacks you
Thornwrack Range: Touch
Components: V, S, M (a fan, book, rolled-up
5th-level transmutation scroll, or other non-weapon object you can
Casting Time: 1 action hold in one hand)
Range: Touch Duration: Concentration, up to 1 minute
Components: V, S
Duration: Concentration, up to 10 minutes You smack a hostile, attacking creature
with the item you are holding on the head,
You touch a creature and cause long, face, or hand, forelimb, or paw while berat-
painful thorns to grow out of its flesh, pierc- ing it, using an unarmed attack or your spell
ing the skin from the inside. A thorn takes 1 attack modifier to hit. The creature must
round to grow and inflicts 1d4 + your make a Wisdom saving throw or be stunned
spellcasting ability modifier in piercing for 1 round.
damage each round. After each minute, the
creature must make a Constitution saving Thunderball
throw or fall unconscious from the pain.
2nd-level evocation
Throbbing Bones Casting Time: 1 action
Range: 60 feet
5th-level necromancy Components: V, S M (an amber rod)
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet
Components: V, M (a small bone that you An explosion of lightning and crash of
snap in half) thunder erupts for a point you choose within
Duration: Concentration, up to 1 minute range. All creatures within 20 feet of that
point must make a Constitution saving
You choose one target you can see within throw. A creature takes 1d6 lightning dam-
range. That creature’s bones begin to throb age and 1d6 thunder damage and is deaf-
and pulsate. Plants, oozes, and other crea- ened for 1 minute on a failed saving throw,
tures that do not have bones (or other crea- or takes half as much damage and is deaf-
tures that only have cartilage or an exoskele- ened for 1 round on a successful one.
ton) are immune to this spell.
At Higher Levels. When you cast this
The pain the creature suffers due to this spell using a spell slot of 3rd level or higher,
spell causes it to be at disadvantage for all the damage increases by 1d6 lightning and
attack rolls and ability checks, and its speed 1d6 thunder damage for each slot level above
is reduced by 10 feet. In addition, the target 2nd.
must make a Constitution saving throw each
round. The creature takes 1d10 bludgeoning Timed Stasis
damage on a failed saving throw, or half as
much on a successful one. 7th-level transmutation (ritual)
Casting Time: 10 minutes
Range: Touch

121

Components: V, S, M (a platinum spring One creature you touch must make an
worth at least 500 gp) Intelligence saving throw or completely for-
Duration: Special get the events of the previous 24 hours. The-
se memories are forever gone and can only
You touch an inanimate object and it put be retrieved by the use of a wish spell.
in stasis. The object can be handled, moved,
or carried, but it cannot be damaged, Transmute Bone to Steel
opened, or otherwise affected in any way,
even by yourself. 6th-level transmutation
Casting Time: 1 action
This spell lasts for as long as you wish, up Range: Touch
to for 1 month, plus a number of months Components: V, S, M (steel filings and pow-
equal to your spellcasting ability modifier. dered bone)
You may use an action to dismiss the spell at Duration: Permanent
any time.
You touch a dead skeleton or any object
Timelessness made out of bone and give it the tensile
strength and durability of steel. If you touch
9th-level transmutation a skeleton, you may then animate it as a
Casting Time: 1 action skeleton. The undead skeleton then has AC
Range: Touch 17.
Components: V, S, M (a gemstone worth at
least 1,000 gp and a cylinder of obsidian, Transmute Rock
both of which are crushed in the casting)
Duration: 1 month This are new variants of the spell transmute
rock that appears in the Elemental Evil Player’s
You touch a creature, who, if unwilling Companion, pg.22.
must make a Wisdom saving throw. If it
fails, that creature is removed from time. You ♦ Flowstone. You cause normal rock to
may declare while casting the spell how long flow like thick syrup, allowing it to move
you want this state to continue, up to 1 around objects, be directed into a mold and
month. then allowed to harden, etc. This version of
the spell has a duration of 1 minute.
A creature that has been removed from
time is paralyzed, does not age, and does not ♦ Transmute Sand to Stone.
need to eat, drink, breathe, or sleep. It is im- Nonmagical sand in the area no more than 10
mune to all forms of damage and all condi- feet deep transforms into sandstone for the
tions. spell’s duration. This is otherwise identical to
the transmute mud to rock version of this spell.
A creature under the effect of this spell
can only be freed by casting a wish. ♦ Transmute Snow to Stone.
Nonmagical snow or ice in the area no more
Touch of the Styx than 10 feet deep can be transformed into a
soft, porous white rock such as soapstone or
7th-level enchantment talc, or into chalk. This is otherwise identical
Casting Time: 1 action to the transmute mud to rock version of this
Range: Touch spell.
Components: V, S
Duration: Instantaneous

122

♦ Transmute Stone to Sand. creature you targeted learns your name and
Nonmagical rock of any type, including appearance.
gemstones, is transformed into an equal vol-
ume of sand. This is otherwise identical to Unburn
the transmute rock to mud version of this spell.
7th-level transmutation
♦ Transmute Stone to Snow. Non- Casting Time: 1 action
magical stone of any type is transformed into Range: 30 feet
an equal volume snow. This is otherwise Components: V, S, M (a small vial of water)
identical to the transmute rock to mud version Duration: Permanent
of this spell.
You cast this spell on anything that has
Trick been burned within the last 24 hours. It con-
jures of a hand-sized black flame that radi-
5th-level illusion ates cold and shadow, which proceeds to
Casting Time: 1 action “unburn” the burnt material, taking it back
Range: 100 feet to its pre-fire state. Anyone who touches this
Components: V, S, M (a ball of wax) flame will take 1 point of cold damage. It will
Duration: 1 hour not reverse burn damage to living creatures
and will not restore hit points lost to fire
You switch your appearance and the damage. If a living creature died due to fire
sound of your voice with one creature of damage, this spell will remove the burns
similar size and shape within range that you from the corpse, but will not restore the crea-
can see: you look like that creature and it ture to life.
looks like you. The creature makes an Intelli-
gence saving throw to resist, but at disad- Like normal fire, this black flame spreads
vantage if it is unaware of you. and grows, consuming all burnt items until
24 hours have passed or it runs out of burnt
True Name material to consume.

6th-level divination If the original fire reduced an object to
Casting Time: 1 action ashes, and some of those ashes have blown
Range: 30 feet away, then this spell will restore the item
Components: V, S, M (a potion of mind read- with gaps.
ing, which you must consume while casting
this spell) Because rust is a form of oxidation, the
Duration: Instantaneous black flame will reverse the effects of rust,
tarnish, and corrosion on metal.
You target a celestial, fey, fiend, or other
creature within range that has a hidden true Vaporize
name. That creature must make a Charisma
saving throw. On a failure, you learn that 8th-level transmutation
creature’s true name. Casting Time: 1 action
Range: 100 feet
At the same time, you must make an In- Components: V, S, M (a bit of ash and spit-
telligence saving throw equal to 8 + the total tle)
of the creature’s Intelligence, Wisdom, and Duration: Instantaneous
Charisma attribute modifiers. If you fail, the

123

You pick a point within range. All rock, effective for three successful strikes on a
earth, stone, metal, crystals within a 20-foot blade, or for one use each on a missile.
radius cube that is centered on that point
vanish, turned into a dense, billowing fog Each blow inflicts an additional 2d6 poi-
that eventually evaporates. The fog provides son damage, and the target must make a
light concealment and can be blown away Constitution saving throw or be poisoned for
with a stiff breeze. 1 minute.

Creatures made of rock, earth, metal, or At Higher Levels. When you cast this
crystal must make a Constitution saving spell with a 3rd-level or higher spell slot, you
throw. A creature takes 10d10 force damage may use the blade for one additional strike,
on a failed saving throw, or half as much on or poison one additional missile, for each slot
a successful one. level above 2nd.

Venomdust Vision Stone

3rd-level evocation 4th-level divination
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Touch
Components: V, S Components: V, S, M (the gemstone to be
Duration: 1 month enchanted, which must be worth at least 50
gp each), an eyelash, and a tooth from any
You create an ounce of highly toxic dust, creature)
which you can sprinkle on objects (or parts Duration: Until triggered
of an object) that are no larger than to 1
square foot. The venomdust adheres to the You enclose a telepathic message in one
material and cannot be blown or washed off. to five gemstones and set the circumstances
It stays potent for 1 month. under which the message will be revealed.
When a creature holds a vision stone in the
A creature that touches an object with criterion is met, the message is transmitted
bare hands or thin gloves must make a Con- telepathically to that creature. The message
stitution saving throw. The creature takes can be 50 words long or a one-minute silent
6d10 poison damage and is poisoned for 1 vision. All vision stones created with a single
hour on a failure, or no damage but is poi- casting of this spell must share the same lan-
soned for 1 hour on a success. guage.

Venomous Blade At Higher Levels. When you cast this
spell with a spell slot of 5th level or higher,
2nd-level transmutation you may create an additional two stones for
Casting Time: 1 action each slot above 4th level.
Range: Touch
Components: V, S, M (a drop of poison) Wail of the Banshee
Duration: Special
6th-level necromancy
You magically cover one bladed weapon Casting Time: 1 action
or three projectile or thrown weapons with a Range: Self (30 feet radius)
deadly contact poison. This poison remains Components: V, S, M (a lock of hair from an
evil female elf)

124

Duration: Instantaneous damage as a normal weapon of its type; it is
You cry out loudly and up to 12 living also immune to effects that target metal.

creatures within range you can see must Weapon Return
make a Constitution saving throw. A crea-
ture drops to 0 hit points on a failure, or 3rd-level transmutation
takes 3d6 psychic damage on a success. Casting Time: 1 action
Range: Touch
Warning Shout Components: V, S
Duration: 1 minute
Evocation cantrip
Casting Time: 1 action You touch a throwing weapon; you may
Range: Self use this weapon or give it to someone else to
Components: V, S use. When it is thrown, it will instantly re-
Duration: Instantaneous turn to the thrower’s hand and can be used
again the following round.
You can shout a single word (such as
“Help!” or “Orcs!”), which is magically am- Web of Shadows
plified loud enough to be heard a half-mile
away. You must be outside to cast this spell. 6th-level conjuration
Casting Time: 1 action
Watching Shadow Range: 100 feet
Components: V, S, M (a piece of spider web)
4th-level divination Duration: 12 hours
Casting Time: 1 action
Range: 500 feet You fill an area 40 cubic feet with shad-
Components: V, S ow-grey, intangible strands of force that re-
Duration: 1 round sembles a giant spider web. The webbing is
almost invisible. It requires a DC 18 Investi-
You create a mobile shadow that sends gation check to locate them. Once created,
you visual information in a way similar to an these webs cannot be harmed by any
arcane eye. You can direct it to move along nonmagical attacks.
walls and the floor with a speed of 60 feet,
and can pass through a crack as narrow as 1 Any creature who enters the web has its
inch without squeezing. You may use your movement slowed to 10 feet. Each round a
action to change the shadow’s shape. creature ends its turn in the webbing, the
creature must make a Constitution saving
Weapon of the Earth throw. The creature takes 3d10 cold damage
on a failed saving throw and has its Strength
1st-level transmutation reduced by 1; the creature takes half as much
Casting Time: 1 action damage on a successful check and does not
Range: Touch lose Strength. Lost Strength returns after the
Components: V, S, M (a chink of iron ore) creature takes a long rest.
Duration: 1 minute
Weapon Shift
You pick up a chunk of rock and turn it
into a one-handed melee weapon of your 2nd-level transmutation
choice. While it is made of stone, it inflicts Casting Time: 1 action

125

Range: Touch You create a web of force that wraps
Components: V, S around the wings and body of any one flying
Duration: 1 minute creature within range. The creature is grap-
pled (escape DC equal to your spell save DC)
You change one hand-held, nonmagical and restrained as long as the grapple re-
weapon into an entirely different one that mains.
you are proficient in. The weapon’s material
remains the same (you cannot turn a wooden Wing Gifting
club into a steel sword, for instance). You
cannot give this weapon to anyone else to 4th-level transmutation
use. Casting Time: 1 action
Range: 100 feet
Whip of Flame Components: V, S
Duration: 1 hour
3rd-level evocation
Casting Time: 1 action One willing creature you touch gains a
Range: Self pair of wings. The creature’s flying speed is
Components: V, S, M (a lump of charcoal) double your walking speed, and the creature
Duration: 1 minute gains one additional ability, depending on
the type of wing:
You create a ten-foot long, flaming line of
magical force, which you can use as a whip. ♦ Butterfly Wings. These wings grant
You use your spell attack modifier to attack. the bearer the ability to flutter—the bearer
On a hit, it does 4d10 fire damage. It can also moves in an erratic fashion. While in the air,
be used to set combustibles alight. any creature targeting the bearer with a me-
lee or missile weapon attack are at disad-
Whispers vantage to do so.

2nd-level divination (ritual) ♦ Dragon Wings. These wings grant the
Casting Time: 1 action bearer a wing buffet attack, which can be
Range: 300 feet used as a bonus action. This attack has a
Components: V, S reach of 10 feet and inflicts 1d4 + the bearer’s
Duration: Concentration, up to 10 minutes Strength modifier, and that creature must
make a Strength saving throw, with a DC
You direct the breezes to carry the sounds equal to 8 + the bearer’s Strength modifier, or
of distant conversation to you. You can hear fall prone.
what any speaking creature you can see
within range as clearly as if they were right ♦ Dragonfly Wings. These wings grant
next to you. the bearer the ability to hover.

Wingbind ♦ Eagle Wings. These wings grant the
bearer the ability to make a dive attack. If
5th-level evocation that creature dives at least 30 feet straight
Casting Time: 1 action towards a target and then hit it with a melee
Range: 400 feet weapon attack, the attack deals an additional
Components: V 1d10 damage to the target.
Duration: Concentration, up to 1 minute

126

Wolfjaws Components: V, S, M (the blood of the in-
tended victim, a glass screen, and a black
2nd-level transmutation candle)
Casting Time: 1 action Duration: Permanent
Range: Self
Components: V, S, M (a wolf’s tool) You take the blood and use it to inscribe
Duration: 1 minute ritualistic runes on the screen, all the while
holding the lit candle. At the end of the cast-
You transform your hand into a pair of ing, the creature’s whose blood you are using
powerful, wolf-like jaws. You use your spell must make a Constitution saving throw. The
attack modifier to attack. On a hit, you inflict creature takes 6d6 necrotic damage and your
2d8 + your Strength modifier in piercing age is reduced by a number of years equal to
damage and, if you choose, the target is half the amount of damage inflicted. If the
grappled (escape DC equals your spell save creature takes enough damage to kill it, it
DC). Until this grapple ends, the target is will look as though it died of old age.
restrained and you can’t bite another target.
At the beginning of each of your turns, you Zone of Deception
inflict an additional 1d8 piercing damage for
as long as the grapple remains in effect. 2nd-level enchantment
Casting Time: 1 action
Wyvern Watch Range: 60 feet
Components: V, S
2nd-level evocation Duration: 10 minutes
Casting Time: 1 action You create a magical zone that guards
Range: 120 feet against the truth in a 15-foot-radius sphere
Components: V, S centered on a point of your choice within
Duration: 12 hours range. Until the spell ends, a creature that
enters the spell’s area for the first time on a
You create a cloud of mauve smoke in turn or starts its turn there must make a Cha-
roughly the shape of a wyvern, which you risma saving throw. On a failed save, a crea-
set to guard an area. If a creature of Small ture can’t speak the truth while in the radius.
size or larger approaches within 10 feet, the You know whether each creature succeeds or
wyvern strikes and the creature must make a fails on its saving throw.
Dexterity saving throw or be paralyzed for 1
minute. An affected creature is aware of the spell
and can thus avoid answering questions to
As soon as a creature has succumbed to which it doesn’t want to lie. Such a creature
the wyvern’s attack, or when 12 hours has can hint at the truth as long as the bulk of its
passed, the wyvern will dissipate. statement is a lie.

Year Stealing

8th-level necromancy (ritual)
Casting Time: 1 hour
Range: 1 mile

127

Abjuration Mass Protection from Evil 3rd Level
and Good Mystic Rope
0th-Level (Cantrip) Nectar
Banish Dazzle Mordenkainen’s Defense Restore Earth
Death Prayer Against Lycanthropes Teleport Object
Hold Portal
Rainshield Thief’s Lament 4th Level
Ritual Strength Bands of Sirellyn
Squeaking Floor 5th Level Dimensional Anchor
Talon’s Waterproof Favor of the Ocean Winds Everfull Quiver
Fireward Iron Maiden
1st Level Resist Magic
Fire Aura 5th Level
Protective Amulet 6th Level Blessed Abundance
Sacred Guardian Mass Protection from Ener-
Segojan’s Armor 6th Level
Spirit Mask gy Conjure Divine Minion
Starharp Moonbow
2nd Level Horn of Plenty
Agra’s Ambush 7th Level Web of Shadows
Elude Blow Breath of Life
Exorcisms Seal of Destiny 7th Level
Favor of Good Luck Seven-Eyes Conjure Beast Spirits
Fireproof Sphere of Adaptation Cyclone Chariot
Preservation Tenfold Ironguard Rain of Terror
Revenance
9th Level 8th Level
3rd Level Ancient Curse Chariot of Sustarre
Amulet Elminster’s Effulgent Glass Storm
Favor of Amelioration
Glyph of Warding (new var- Epuration 9th Level
Black Blade of Disaster
iant) Conjuration Call
Impenetrable Falsehood Estate Transference
Mordenkainen’s Defense 0th-Level (Cantrip) Mage Tunnel
Erik’s Quills Power Word Banish
Against Beasts Legerdemain Rising Colossus
Mordenkainen’s Defense Liquid Orb
Nature Call Divination
Against Slimes Thump
Resist Turning 0th-Level (Cantrip)
1st Level Empathy
4th Level Hail of Stone Idea
Chant Secret Signs
Guardian Weapon 2nd Level
Guardian Seal Create Campsite
Hiding Place Prismal’s Handy Mirror
Ilyykur’s Mantle Sap
Invisibility Purge Thunderball

128

1st Level 8th Level 6th Level
Assess Value Divine Truth Obedience
Compass
Death Candle Enchantment 7th Level
Detect Metals and Minerals Endless Dance
Detect Harmony 0th-Level (Cantrip) Legal Thoughts
Detect Secret Passages and Distraction Mass Dominate Person
Mindkiller
Portals 1st Level Nymph’s Beauty
Fire Truth Alert Vigil Power Word Sleep
Sea Sight Animal Animosity Soul Anchor
Touch of the Styx
2nd Level 2nd Level
Death Recall Bliss 8th Level
Detect Charm Immurk’s Distraction Call of Despair
Ground Trace Intensify Sensation Disbelief
See Through Other Eyes Nap
Whispers Otto’s Soothing Vibrations 9th Level
Zone of Deception Bad Medicine
3rd Level Chain Madness
Astral Awareness 3rd Level
Isolde’s Answer Anesthesia Evocation
Know Customs Animal Trick
Read Object Comfort 0th-Level (Cantrip)
Seek Teleporter Hibernation Bigby’s Bookworm Bane
Shoondal’s Seeking Song of Compulsion Call Upon Faith
Darsson’s Cooling Breeze
4th Level 4th Level Disarm
Memory Road Blessed Forgetfulness Fiery Eyes
Projected Magnification Despair Flashpuff
Rastor’s Mystical Spy Fire Charm Hailstone
Vision Stone Music of the Spheres Handcandle
Watching Shadow Otto’s Drums Helping Hand
Siren Song Odeen’s Magic Cloud
5th Level Sleepwalking Scatterspray
Converse Warning Shout
Glyph of Revealing 5th Level
Rary’s Replay Impending Permission 1st Level
Shadow Play Love Charm Beneficence
Shandaril’s Tracer Nature’s Charm Dancing Fire
Oathbinding Diction
6th Level Scapegoat Frost Fingers
Prophecy Tame Animal Ladder
True Name Tasirin’s Haunted Sleep Magical Tether

7th Level
Pool of Deeds

129

2nd Level Chromatic Blade Illusion
Bigby’s Dexterous Digits Draw Upon Holy Might
Decastave Electric Bow 0th-Level (Cantrip)
Fiery Fists Sand Shroud Deepen Shadows
Fire Arrows Sarcophagus of Death Haunting
Firestaff Shadow Blink
Hurl Rock Telepathic Broadcast 1st Level
Shark Bolt Thornwrack Calder’s Starry Sky
Skyhook Transmute Rock (new vari- Color
Wyvern Watch Creeping Darkness
ants) Elonia’s Glamer
3rd Level Wingbind False Tracks
Acid Lash
Archer’s Redoubt 6th Level 2nd Level
Castigate Catching Chain Beastmask
Darkbolt Channel Flame Call Society
Dig Lightning Curtain Circle of Privacy
Dragon Breath Obold’s Brightness Drawmij’s Scent Mask
Frost Whip Skylight Blade Echoes
Javelin Spirit of Flame Leomund’s Trap
Nchaser’s Glowing Globe Moon Rune
Nystul’s Radiant Baton 7th Level Sinister Surroundings
Otiluke’s Orb of Contain- Acid Storm
Ballant’s Stonesplit 3rd Level
ment Biting Shadow Conceal Item
Scalding Spout Bolt of Glory Dire Charm
Seeking Flame Harvest Doomhound
Sunscorch Hovering Road Encrypt
Venomdust Otiluke’s Siege Sphere Fool’s Speech
Whip of Flame Merchant’s Glamer
8th Level Nightscar
4th Level Crown of Angels Phantom Arms and Armor
Animate Flame Gunther’s Kaleidoscopic
Bigby’s Force Sculpture 4th Level
Chant Strike Fool’s Gold
Control Temperature Heartseeker Instant Audience
Hurl Thunderbolt Hornung’s Random Dis- Mirage
Ice Blade Mirage of Despair
Lightning Shield patcher
Nystul’s Blacklight Burst Lightning Storm 5th Level
Searing Song Otiluke’s Fire and Ice False Vision
Shadowstrike Smite Lorloveim’s Creeping Shad-
Shout Succor
Sunbolt Storm ow
Shadowcat
5th Level 9th Level Talon’s Skitmaster
Ballant’s Stonestrength Death Pact Talon’s Soundmaster
Bestow Enchantment Harp of War
Heart Call
Skip Day

130

Trick Rain of Blood Phantom Plow
Rising Rot Smoke Shape
6th Level Throbbing Bones Sustain Fire
Spectral Beast
6th Level 1st Level
8th Level Animate Blood Adhesion
Screen Arrow of Bone Arrowflight
Dead Man’s Eyes Augment Artistry
Necromancy Graft Drawmij’s Breath of Life
Major Curse Ease Labor
0th-Level (Cantrip) Nerve Dance Erase
Bloodbridge Poison Favor of the Earth
Pain Wail of the Banshee Filth’s Bane
First Strike
1st Level 7th Level Fist of Stone
Blood Bond Breath of Death Gift of Speech
Exterminate Corpse Host Hair
Ray of Fatigue Suffocate Laeral’s Cutting Hand
Reed Staff
2nd Level 8th Level Secret Page
Ancestral Blessing Lifeblend Sharptooth
Skull Watch Longevity Special Effects
Mass Contagion Swim
3rd Level Quench the Spirit Weapon of the Earth
Bestow Curse (new variants) Year Stealing
Curse Tablet 2nd Level
Ray of Paralysis 9th Level Banish Blight
Body Link Body Blades
4th Level Energy Drain Cook
Agitate Wounds Heart of Stone Deeppockets
Bone Seize Drawmij’s Light Step
Burning Blood Transmutation Drawmij’s Swift Mount
Chilling Scythe Drenal’s Stone Flame
Cursed Image 0th-Level (Cantrip) Fang Fist
Enervation Allergy Field Favor of Serendipity
Kiss of Torment Alter Instrument Favor of Ill Luck
Return to Earth Blacksteel Frostfire
Sacred Strike Candletrick Grassdart
Simulate Skill Copy Mistaken Missive
Druidcraft (new variants) Otto’s Chime of Release
5th Level Fertility Scent of Vengeance
Animal Transfer Handfang Splinter Wood
Break Limb Leaf into Dagger Tenser’s Hunting Hawk
Deathmaster’s Vial Odeen’s Magic Tailor Venomous Blade
Possess Orison Wolfjaws

131

3rd Level Hard Water Vaporize
Amanuensis Magnetism
Bearhug Mass 9th Level
Blossom Metal Shape Ivy Siege
Boon of Fortune Pillar of Borogar Renew Deposit
Drought Spring Skycastle
Entomb Timelessness
Farspeaker 6th Level
Lightning Rod Age Animal Ritual Spells
Mass Jump Curse of Lycanthropy
Sand Sword Distort Life Adhesion
Shadow Dance Dusts of Death Age Animal
Shape Wood Earthmaw Airboat
Singing Stone Imbue with Purpose Alter Beast
Snapdragon Ironwood Amanuensis
Snare Laughing Water Amorphous Blob
Weapon Return Scalesnare Amulet
Weapon Shift Stone Tell Ancestral Blessing
Tattoo of Power Anesthesia
4th Level Tentacles Assess Value
Adamantine Mace Tentacles of Withering Banish Blight
Alter Path Blessed Forgetfulness
Barrier Reaver 7th Level Blood Bond
Control Vapor Amorphous Blob Blossom
Create Darkenbeast Duo-Dimension Breath of Death
Darsson’s Potion Glassteel Breath of Life
Depress Resistance Gullship Calder’s Starry Sky
Drawmij’s Instant Exit Intensify Nature Call
Favor of the Flying Horse Prismal’s Pictograph Chariot of Sustarre
Glassee Right of Might Circle of Privacy.
Holy Flail Timed Stasis Color
Log to Lizard Transmute Bone to Steel Cook
Needlestorm Create Campsite
Pit 8th Level Creeping Darkness
Rusting Grasp Airboat Corpse Host
Sargasso Alter Beast Curse Tablet
Shellskin Circle of Blindness Cursed Image
Speak with Water Crystalbrittle Death Candle
Sticks to Snakes Evolve Death Pact
Wing Gifting Khelben’s Blackstaff Death Recall
Laeral’s Invisible Blade Deathmaster’s Vial
5th Level Magic Susceptibility Deeppockets
Age Object Power Word Blind Detect Harmony
Battletide Sand Gems Detect Metals and Minerals
Cloud of Purification Simbul’s Skeletal Deliques- Diction
Cloud of Putrefaction Dig
Force Shapechange cence
Unburn

132

Distort Life Segojan’s Armor
Drought Shadow Play
Ease Labor Skycastle
Estate Transference Special Effects
Evolve Storm
Exorcism Succor
Filth’s Bane Tattoo of Power
Fire Truth Timed Stasis
Fireproof Whispers
Fool’s Speech Year Stealing
Glyph of Revealing
Graft 133
Guardian Seal
Guardian Weapon
Gullship
Hair
Hard Water
Heart of Stone
Heartseeker
Hovering Road
Imbue with Purpose
Immurk’s Distraction
Isolde’s Answer
Know Customs
Legal Thoughts
Leomund’s Trap
Lifeblend
Magic Tether
Nectar
Oathbind
Obedience
Odeen’s Magic Tailor
Pit
Possess
Preservation
Prophecy
Protective Amulet
Rary’s Replay
Renew Deposit
Ritual Strength
Sacred Guardian
Sand Gems
Scent of Destiny
Screen
Seal of Destiny
Secret Page


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