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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

Elude Blow Encrypt

2nd-level abjuration 3rd-level illusion
Casting Time: 1 reaction, which you take Casting Time: 1 action
when you see a creature within 30 feet of you Range: 30 feet
being attacked Components: V, S, M (a pinch of dust or fluff
Range: 30 feet and a feather)
Components: V, S Duration: Permanent
Duration: 1 round
You render one message of 25 words or
An attacker whom you see is about to less permanently unreadable by everyone
strike at someone with a melee weapon at- save you, one other specific creature named
tack is made to miss their attack. If the at- when you cast the spell, and anyone named
tacker has advantage on that attack roll, they in the message. This message remains inde-
may still attack, but normally. cipherable even to spells such as comprehend
languages, although a dispel magic will remove
Empathy the encryption. This message may be written
on any media you wish and you do not have
Divination cantrip to be the original writer of the message.
Casting Time: 1 action
Range: 30 feet Endless Dance
Components: V, S
Duration: Instantaneous 7th-level enchantment
Casting Time: 1 action
You look at one target within range and Range: Self (100-foot radius)
learn that the target is feeling one of the fol- Components: V, S
lowing emotions: anger, anticipation, anxie- Duration: Concentration, up to 10 minutes
ty, curiosity, desire, disgust, distress, fatigue,
happiness, hatred, hostility, horror, hun- You begin dancing wildly. All creatures
ger/thirst, love, lust, fear, need, optimism, within range who can see you must make a
pain, panic, pleasure, shame/guilt, sorrow, Wisdom saving throw. A creature who fails
surprise, torment, uneasiness, or wonder, drops whatever it is holding and begins
and whether it is a weak, moderate, or strong dancing with you. The creature may make a
emotion. This does not reveal the source of new saving throw each minute.
the emotion or any other information about
it. Only one emotion (the most prominent After the first minute, the creature begins
one the target is experiencing) per casting of taking 1d8 force damage each round until
the spell is revealed. the spell ends or, the creature successfully
makes a saving throw, or the creature dies.
A creature that is aware that you are or
might be attempting to contact its mind may Energy Drain
attempt to make an Intelligence saving throw
to resist; otherwise, there is no saving throw. 9th-level necromancy
Only humanoids, giants, beasts, monstrosi- Casting Time: 1 action
ties, and dragons with an Intelligence of 2 or Range: Touch
higher can be affected with this spell. Components: V, S, M (a pinch of dust from a
slain vampire)
Duration: Instantaneous

51

You open a channel between the place You point to one Large or smaller crea-
where you stand and the Negative Plane, ture within range that is standing on natural,
using yourself as a conduit. You must then unworked earth, sand, rock, or a similar ma-
touch another living creature. That creature terial (or on vegetation that is on top of such
permanently has its Strength and Constitu- a material). A block of solid stone rises out of
tion permanently reduced by 1d4 each and the ground and engulfs the target within.
takes 6d10 necrotic damage. If this brings The target may make a Dexterity saving
that creature to 0 hit points, it dies and rises throw to resist. For the duration of the spell,
as a specter in 1d4 hours. the target is subjected to the petrified condi-
tion. If the creature has the ability to pass
Each time you cast this spell, you must through solid stone and does not need to
roll 1d20. If you roll a 1, your connection to activate that ability (such as if the creature is
the Negative Plane is too strong and you lose naturally immaterial), then it cannot be af-
the same amount of Strength, Constitution, fected by this spell. When the spell expires,
and hit points. the stone crumbles away, leaving the en-
gulfed target unharmed.
Enervation
Erase
4th-level necromancy
Casting Time: 1 action 1st-level transmutation
Range: 100 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: 6 hours Components: V, S
Duration: Instantaneous
A black beam of enervating energy
springs from your finger towards a creature You magically remove one set of writings
within range. Make a ranged spell attack you can see, up to one page’s worth at a
against the target. On a hit, the target gains time. This automatically removes
1d4+1 levels of exhaustion, it takes 2d10 ne- nonmagical writings. If you are attempting
crotic damage, and its hit points are reduced to remove magical writing, including spells
by that amount. If the target already has one such as glyph of warding or symbol, you must
or more levels of exhaustion, this spell can- make an ability check using your spellcasting
not take him past the fifth level. If the hit ability. The DC equals 10 + the spell’s level.
point reduction takes the target to 0 hit On a successful check, the writing is erased.
points, it dies. This exhaustion and hit point
reduction last for 6 hours or until the target This spell does not work on illusory writ-
takes a long rest. ing, such as that produced by illusory script,
as that writing isn’t real.
Entomb
Erik’s Quills
3rd-level transmutation
Casting Time: 1 action Conjuration cantrip
Range: 100 feet Casting Time: 1 action
Components: V, M (a small cube of stone Range: 30 feet
scored with lines on each side) Components: V, S, M (a porcupine quill)
Duration: 10 minutes Duration: 1 minute

52

You conjure and throw 2d4 long quills, pocket are identical to the way they were
which unerringly strike one or two chosen when you cast this spell.
targets within range, even getting in between
the chinks in the target’s armor. Each does 1 The heart of this spell is in the elemental-
point of piercing damage each, for each of controlling item. If this item is disturbed in
three rounds, and remains in the wound. any way, the spell immediately fails and the
energies of the elemental plane flood into the
The target may use a bonus action to protected area.
yank a quill out, but that inflicts an addition-
al 1 point of damage. Otherwise, the quills Everfull Quiver
vanish in 10 minutes.
4th-level conjuration
The number of quills you create increases Casting Time: 1 action
by 2d4 when you reach 5th level (4d4), 11th Range: Touch
level (6d4) and 17th level (8d4) Components: V, S
Duration: 1 minute
Estate Transference
You enchant a quiver that contains at
9th-level conjuration (ritual) least two arrows. Each round for the next
Casting Time: 1 hour minute, you withdraw up to two arrows
Range: Self (up to a 20-square-mile radius without depleting the total number of arrows
sphere) in the quiver.
Components: V, S, M (a magical item used to
control elementals of the appropriate kind, If more than two arrows are withdrawn
which must be placed in the center of the in a single round, or if anyone other than you
area to be affected and remain there perma- draws an arrow, the spell ends. You must
nently, and a large number of bricks made of use an arrow the same round you draw it;
elemental matter. otherwise, it fades into nothingness.
Duration: Permanent.
This spell can only create nonmagical ar-
You mark out a large area of land by sur- rows.
rounding it with bricks made out of the so-
lidified material from one of the elemental Evolve
planes (placed no more than five feet apart
and/or three feet underground), and in the 8th-level transmutation (ritual)
center of that area, you place the elemental- Casting Time: 1 hour
controlling item (which must be of the same Range: Touch
element as the bricks). Then, when you cast Components: V, S, M (a bit of your hair or
this spell, a sphere containing all the land, blood, a miniature hand-tool of any kind,
water, and air you marked is permanently and a pearl worth 500 gp, which is consumed
transferred to that plane, leaving nothing in the casting of this spell)
behind but a semicircular hole in the ground. Duration: Instantaneous

You create a pocket of Prime Material You touch a beast, plant, or monstrosity
matter within that elemental plane. The wa- with an Intelligence of 1 to 5 that has no
ter and air are self-renewing, and the tem- magical abilities such as innate spellcasting.
perature and weather conditions of your That creature must then make a Constitution
saving throw, with disadvantage if it is of the
same “type” (such as if you are a mammal

53

attempting to affect another mammal) as you Range: 10 feet
and with advantage if it is radically different Components: V, S, M (a silver bell, a book of
from you (such as if you are a mammal at- prayers, and a blessed candle that must re-
tempting to affect a crustacean or a plant). If main lit throughout the ritual)
the creature succeeds on its saving throw, the Duration: Instantaneous
spell is negated.
You attempt to get rid of an evil spirit,
If the creature fails on its saving throw, fiend, ghost, or other such creature that is
then over the course of the next 24 hours, it possessing a living creature.
slowly “evolves” into an anthropomorphic
being. At the spell’s completion, the spirit must
make a saving throw using the higher of its
The creature’s type becomes humanoid. If Constitution, Wisdom, or Charisma.
the creature had four or more legs, its fore-
limbs become arms and hands and it walks On a success, nothing happens and the
on its hind legs. A creature with no limbs or exorcism fails. On a failure, the creature
with wings instead of forelimbs has a 50% takes 2d6 psychic damage and must make a
chance of growing arms. If it doesn’t grow second saving throw. If that throw succeeds,
arms, it gains another method of manipulat- its hit point total is reduced by 2d6 and the
ing objects, such as prehensile feet or tail. attribute it used to make the saving throw is
reduced by 1d4-1, and it cannot regain those
A Tiny creature becomes Small and its hit hit points or attribute points for 1 week, but
die type changes to d6. A Huge creature it remains within the body. You cannot at-
shrinks to Large and its hit die type becomes tempt to exorcise it again until you have tak-
d10 (Gargantuan creatures cannot be affected en a short or long rest. On a failure, the spirit
by this spell). Otherwise, the creature retains is exorcised.
its size and hit die type. Its Intelligence in-
creases by +8. Attributes that are 5 or lower Regardless of the outcome, you take 1d4
increase by 2 each change to 7, and attributes levels of exhaustion and 2d6 psychic dam-
higher than 20 become 20. If the creature age.
previously was unaligned, its alignment be-
comes neutral, neutral good, or neutral evil, At Higher Levels. If you cast this spell
depending on its general disposition and with a 5th-level or higher spell slot, the spirit
how it has been treated prior to this event. rolls all saving throws at disadvantage.

This change cannot be reversed save by Exterminate
casting wish.
1st-level necromancy
This creature will breed true with other Casting Time: 1 action
creatures of this type (i.e., other creatures of Range: Self (10-foot radius)
its original species that you cast evolve on), Components: V, S, M (a pinch of lavender
and has a 50% chance of being able to breed and dried garlic)
true with a creature of its original type or Duration: Instantaneous
with a humanoid.
When you cast this spell, all creatures of
Exorcism Tiny size with 1 hit point within 10 feet of
you instantly die. Optionally, one Tiny crea-
2nd-level abjuration (ritual) ture with 5 hit points or fewer that is within
Casting Time: 1 hour range and that you can see can be instantly
killed.

54

False Tracks Range: Self
Components: V, S
1st-level illusion Duration: V, S
Casting Time: 1 action
Range: Self One of your arms, from the elbow down,
Components: S turns into a snake that can attack by your
Duration: Concentration, up to 10 minutes command or independently of you. It uses
your spell attack modifier to attack, has a
For the duration of this spell, your foot- reach of 15 feet, has an AC of 16, and will
prints are those of a normal animal of your turn back into a normal arm if it is dealt
choice. If part of your clothes or hair get more than 12 points of damage in a single
snagged on undergrowth, it will appear to be round (you take all damage inflicted on the
bits of animal fur. Dropped objects do not arm). On a successful hit, it inflicts 1d8 +
change their appearance. When the spell ex- your Strength modifier in piercing damage,
pires, your footprints and snagged clothing and the target must make a Constitution sav-
change resume their normal appearance. ing throw. The target takes 2d6 poison dam-
age on a failed saving throw or half as much
False Vision on a successful one.

5th-level illusion The snake can also be used as a clumsy
Casting Time: 1 reaction, which you take arm; it is capable of grasping objects firmly,
when you learn you are targeted by any div- although it cannot manipulate them.
ination magic or perceived through magical
scrying sensors. Farspeaker
Range: Self (30-foot radius)
Components: V, S, M (the ground dust of an 3rd-level transmutation
emerald worth at least 100 gp, which is con- Casting Time: 1 action
sumed when the spell is cast) Range: Touch
Duration: Concentration, up to 10 minutes Components: V, S, M (the heart’s blood of a
hydra, and 8-inch square ceramic boxes cov-
Cast upon becoming aware that you or ered in silver filigree, worth 100 gp each; the
something else within 30 feet of you are be- blood is consumed with the casting of the
ing magically spied upon, you create an illu- spell but the boxes are not and can be reused.
sory image or thoughts that will be detected Duration: 6 hours
instead. At the same time, you and every-
thing else of your choice that is within that You enchant up to five specially con-
radius become invisible to the scrying meth- structed boxes and place these boxes up no
od. farther than one mile from each other, and all
within five miles of you. Any words spoken
This spell cannot be cast preemptively; it into one box while you touch it can be clearly
only functions after a divination spell has heard emanating from all other others
been cast on you.
You must touch each of these boxes in
Fang Fist turn when casting the spell. Optionally, you
can create one box covered in gold filigree
2nd-level transmutation and worth 500 gp; this box is the master box
Casting Time: 1 action and you only need to touch this one to cast
the spell.

55

At Higher Levels. When you cast this during a storm, stumble across the rare herb
spell using a spell slot of 4th level or higher, needed to cure an ally of poison, find a
you may enchant one additional box for each source of fresh, clean water in the desert, or
slot level above 3rd. have a chance rockslide cut of the horde of
orcs that’s chasing you.
Favor of Amelioration
You are not in control of the chance event
3rd-level abjuration and if your god feels that you are abusing
Casting Time: 1 action this spell, it may refuse to answer your pray-
Range: 30 feet er or cause you to suffer from a dangerous
Components: V, S consequence instead.
Duration: Special
Favor of the Earth
Granted by both gods of pain and of pro-
tection, this spell has two uses; you must 1st-level transmutation
choose which you will use when casting the Casting Time: 1 action
spell: Range: Touch
Components: V, S
♦ Banish Pain. One willing creature you Duration: Permanent
choose within range is freed from pain. For a
duration of Concentration, up to 10 minutes, This spell is granted by gods of plants,
the target is immune to unconsciousness and the woodlands, and of agriculture. You
the poisoned condition (although it will still touch two living, mundane plants and you
take damage from the poison), and if it takes remove all diseases and poisons and double
15 damage or less and it would be reduced to that plant’s yield of fruit, flowers, or other
0 hit points, it is reduced to 1 hit point in- usable parts. This spell can only be used once
stead. per plant.

♦ Transfer Damage. You transfer up to At Higher Levels. When you cast this
20 hit points to an injured creature within spell with a spell slot of 2nd level or higher,
range, or take up to 20 hit points from an you may affect two additional plants per slot
uninjured creature within range to heal your above 1st.
injuries. If the creature is unwilling, it must
make a Constitution saving throw to resist. Favor of Good Luck

Favor of Serendipity 2nd-level abjuration
Casting Time: 1 action
2nd-level transmutation Range: Touch
Casting Time: 1 action Components: V, S
Range: Special Duration: 24 hours
Components: V, S
Duration: Until triggered This spell is granted by gods of luck and
fortune. You touch a creature. It succeeds the
Granted by gods of luck and travel, you next saving throw it needs to roll within 24
cast this spell and one unexpected event oc- hours. The target cannot chose to not use this
curs in your favor. This spell only functions spell and roll the saving throw anyway; it
when you are in a dangerous or taxing con- occurs automatically. This spell can only be
ditions. For instance, you might find shelter used once per individual per day.

56

Favor of Ill Luck pair of impressive, feathered wings. The
creature can then fly with perfect ease and
2nd-level transmutation has a flying speed of 60 feet.
Casting Time: 1 action
Range: Touch Fertility
Components: V, S
Duration: 24 hours 1st-level transmutation
Casting Time: 1 minute
This spell is granted by gods of misfor- Range: Touch
tune and evil. You touch a creature. It fails Components: V, S, M (a seed)
the next saving throw it needs to roll within Duration: 1 week
24 hours. The target cannot chose to not use
this spell and roll the saving throw anyway; You touch a willing creature; for the du-
it occurs automatically. This spell can only be ration, that creature becomes incredibly fer-
used once per individual per day. tile. You may not use this spell on yourself,
although you can use it on your partner.

Favor of the Ocean Winds Fiery Eyes

5th-level abjuration Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a piece of driftwood) Components: V, S
Duration: 1 year Duration: Concentration, up to 1 minute

This spell is granted by gods of the sea Your eyes glow with unnatural fire—
and of travel. You cast this on an amulet, they’re so bright, they project bright light to
which must be given to a willing creature. If a range of 5 feet around you. You may
that creature is ever cast overboard and lost choose what color they burn. These fiery
at sea while wearing the amulet, it will be eyes have several functions.
guaranteed to be washed ashore somewhere
habitable with plenty of available fresh water If you stare at one spot for three rounds,
and food (although not necessarily safe or any combustible materials in that spot burst
close to civilization). into flame.

Favor of the Flying Horse If you look into the eyes of another crea-
ture within 10 feet, that creature must make a
4th-level transmutation Wisdom saving throw or become incapaci-
Casting Time: 1 action tated for 1 round due to being fascinated by
Range: Touch the unearthly light.
Components: V, S, M (a feather from a pega-
sus) If this spell is active while you cast a spell
Duration: Concentration, up to 1 hour or use an ability that charms a target, and
that target is within 30 feet and can see your
This spell is granted by gods of the air, of eyes, it has disadvantage to its saving throw
birds, or of horses, and of travel. You touch a against the charm.
tamed equine, equine-like beast or monstros-
ity, or other riding beast, and it sprouts a

57

Fiery Fists this does an additional 1d4 damage for each
slot level above 2nd.
2nd-level evocation
Casting Time: 1 action Fire Aura
Range: Self
Components: V, S, M (a lump of coal) 3rd-level abjuration
Duration: 1 minute Casting Time: 1 action
Range: Self
Your hands become wreathed in blazing Components: V, S, M (a scrap of singed pa-
blue fire. Your unarmed strikes do an addi- per and a piece of flint)
tional 2d6 fire damage. In addition, on a suc- Duration: Concentration, up to 1 minute
cessful hit, the fire leaps up and produces a
cloud of noxious smoke. The creature you You cast this spell and an aura of emer-
struck must make a Constitution saving ald-green flames flares out around you.
throw or become incapacitated for 1 round
due to choking and coughing. While this spell is active, you have im-
munity to fire. In addition, any creature that
Filth’s Bane attempts to grapple you or that hits you with
an unarmed attack takes 2d6 fire damage
1st-level transmutation (ritual) and must make a Dexterity saving throw or
Casting Time: 1 round be set on fire. Each round for the next 1d4
Range: Touch rounds, that creature takes 1d6 fire damage.
Components: V, S
Duration: Instantaneous Fire Charm

One creature of Huge size or smaller is 4th-level enchantment
instantly cleaned and sanitized, including its Casting Time: 1 action
clothing. Unwilling targets may attempt a Range: 30 feet
Charisma saving throw to negate the spell. Components: V, S, M (a piece of very thin
multicolored silk that you throw into the
Fire Arrows fire)
Duration: 1 minute
2nd-level evocation
Casting Time: 1 action You light a fire (such as a bonfire, brazier,
Range: 30 feet fireplace, candle, or lantern) while casting
Components: V, S, M (a handful of sand and this spell and a gossamer veil of faint, multi-
a drop of your spittle) hued cool fire surrounds the flame; then you
Duration: Instantaneous issue a suggestion of 12 words or less, which
has the same restrictions and ability as the
You point at a fire within range and it suggestion spell. Creatures that can’t be
explodes into fiery missiles, which fly up to charmed are immune to this effect. You are
30 feet away. All creatures within that range not affected by this spell.
must make a Dexterity saving throw. A crea-
ture takes 2d4 fire damage on a failed saving You may choose up to 4 creatures within
throw, or half as much on a failed one. range who can see the flame and can under-
stand must make a Wisdom saving throw.
At Higher Levels. When you cast this On a failed save, the creature is magically
spell using a spell slot of 3rd level or higher, influenced by your word and will pursue the

58

course of action you described to the best of At Higher Levels. When you cast this
its abilities. spell using a 3rd-level spell slot, you can pro-
tect a Large item; when using a 4th-level
If you or any of your companions damage spell slot, you can protect a Huge item; and
one of the targets, the spell ends for that tar- when moving 5th-level or higher spell slot,
get. you can protect a Gargantuan item.

At Higher Levels. When you cast this spell Firestaff
using a spell slot of 5th level or higher, you
may charm an additional 2 creatures for each 2nd-level evocation
slot level above 4th. Casting Time: 1 action
Range: Self
Fire Truth Components: V, S, M (a piece of phospho-
rous and a pinch of iron filings)
1st-level divination (ritual) Duration: 1 minute
Casting Time: 1 minute
Range: 5 feet The ends of a wooden staff that you are
Components: V, S, M (a candle made of pure holding burst into blue-white flame. You
beeswax that is worth 25 gp, which is con- may use the staff itself or hand it to someone
sumed by the spell) else to use. When the staff hits a target, it
Duration: 1 minute does an additional 2d6 fire damage.

You light a specially-made candle and The flames on the staff cannot be extin-
place it within 5 feet of a named target. If the guished by any means. It can be used to set
target then knowingly tells a lie, the candle combustibles on fire, but the fires it sets are
flares brightly. A half-lie or slight deception normal and can be extinguished normally.
causes the candle to gutter and flicker. If the
target tells an outrageous lie, the candle ex- Fireward
tinguishes itself.
5th-level abjuration
At Higher Levels. When you cast this Casting Time: 1 action
spell using a 5th-level or higher spell slot, Range: Self (10-foot radius sphere)
and the target tells a lie, the fire leaps and Components: V, S, M (a pinch of sand and a
burns the target, inflicting 1d8 fire damage drop of water)
with each lie. Duration: Concentration, up to 1 minute

Fireproof You create an immovable area around
that is completely immune to fire of either
2nd-level abjuration (ritual) mundane or magical origin. Flames will
Casting Time: 1 action move around the sphere but cannot pene-
Range: Touch trate.
Components: V, S, M (an ounce of powdered
lime) You can move about and exit and enter
Duration: 1 hour the sphere as often as you wish, but the
sphere remains in place.
You touch a Medium-sized or smaller
inanimate object and render it immune to
natural fire and resistant to magical fire.

59

First Strike saving throw, or half as much on a successful
one.
1st-level transmutation
Casting Time: 1 reaction, which you take After the initial blast, the fire will burn
when are about to enter combat. normally, inflicting 1d8 fire damage to any
Range: Self (10-foot radius) creature that ends its turn in the area, until it
Components: V, S, M (a handful of sand, burns itself out.
which you run through your fingers)
Duration: Instantaneous Flashpuff

You and all allies within range have ad- Evocation cantrip
vantage on your initiative roll. Casting Time: 1 action
Range: 10 feet
Fist of Stone Components: S, M (a pinch of a white pow-
der, such as flour)
1st-level transmutation Duration: 1 minute
Casting Time: 1 action
Range: Self You throw a pinch of powder into a burn-
Components: V, S ing fire and it causes a brilliant flash of light
Duration: 1 minute and a cloud of colorful smoke (one or two
colors of your choice). All creatures within 10
One of your hands turns into flexible feet of you must make a Constitution saving
stone. Although you retain your sense of throw or be blinded for 1 round.
touch, that hand does not feel pain. You have
a Strength of 16 with that hand (only). Un- You can sculpt the smoke into a simple,
armed attacks do 1d4+2 bludgeoning dam- two-dimensional image for as long as you
age. concentrate on it (up to 1 minute), or you can
use the flash and smoke to hide a quick es-
Flame Harvest cape.

7th-level evocation Fool’s Speech
Casting Time: 1 hour
Range: Self (90-foot radius) 3rd-level illusion (ritual)
Components: V, S Casting Time: 1 minute
Duration: 1 month Range: Touch
Components: V, S, M (a small bone whistle)
You walk around a copse of trees, a field, Duration: 1 hour
or another flammable area for an hour, lay-
ing a magical trap. Afterwards, you set a While casting this spell, you touch up to
specific condition that will spring the trap. eight willing targets. This gives you and your
allies the ability to speak in a secret language
When these conditions are met, the area that is incomprehensible gibberish to every-
will burst into flames. All creatures within one else. This language cannot be under-
the area who were unaware of the trap take stood even when using spells such as com-
10d8 fire damage. Creatures who were aware prehend languages or tongues.
of the trap (which is only detectable through
magic) may make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed

60

Fool’s Gold Duration: Instantaneous
As you hold your hands with thumbs
4th-level illusion
Casting Time: 1 action touching and fingers spread, shards of ice
Range: Touch shoot out from your outstretched fingertips.
Components: V, S, M (a powdered piece of Each creature in a 15-foot cone must make a
iron pyrite) Dexterity saving throw. A creature takes 3d6
Duration: 6 hours cold damage on a failed save, or half as
much damage on a successful one.
You touch a pile of up to 150 copper coins
or an object made out of copper, brass, or At Higher Levels. When you cast this spell
bronze that weighs less than 1 pound, you using a spell slot of 2nd level or higher, the
turn them into gold. When the spell has ex- damage increases by 1d6 for each slot level
pired, they revert back to normal. above 1st.

If one of these altered items is touched Frost Whip
with a piece of iron, it has a 25% chance of
instantly reverting back to normal. 3rd-level evocation
Casting Time: 1 action
At Higher Levels. When you cast this Range: Self
spell using a 4th-level or higher spell slot, the Components: V, S
resultant gold objects will not revert if Duration: 1 minute
touched with iron.
You create a ten-foot long, blue-white,
Force Shapechange glowing line of solidified coldness, which
you can use as a whip. You use your spell
5th-level transmutation attack modifier to attack. On a hit, it does
Casting Time: 1 action 3d10 cold damage to living tissue and the
Range: 100 feet creature must make a Constitution saving
Components: V, S, M (a hair from a lycan- throw or be paralyzed for 1 round.
thrope and a butterfly)
Duration: Instantaneous Frostfire

You point to one creature within range 2nd-level transmutation
that you can see. If that creature is Casting Time: 1 action
shapechanged, either through natural ability Range: 100 feet
or by spell, that creature must make a Con- Components: V, S, M (a piece of ivory, a
stitution saving throw or be forced back to its pinch of soot, and a shard of clear crystal)
true shape and take 3d10 force damage from Duration: Concentration, up to 1 hour
the forced change. If the creature succeeds on
its saving throw, it takes half-damage. This You point to a fire of any size within
spell has no effect on illusory disguises. range and change it so that it becomes cold,
not hot. For the duration of the spell, the
Frost Fingers flames burn clear blue. The fire must be one
that burns for at least one minute, not one
1st-level evocation with an instantaneous duration (such as a
Casting Time: 1 action fireball spell). This spell produces one of three
Range: Self (15-foot cone) effects:
Components: V, S

61

♦ Cool Flame. This removes all heat Ranged combat is impossible within the
from the flame. It still burns fuel and pro- storm. Non-metallic armor has its AC re-
duces light but it causes no damage if duced by 1 each round it is the storm. Armor
touched. that has its AC reduced to 10 is destroyed.

♦ Cold Flame. This alters the flame so it Glassee
does cold damage instead of fire damage.
4th-level transmutation (ritual)
♦ Chilled Flame. You make a ranged Casting Time: 1 action
spell attack against one fire elemental or Range: Touch
creature that is currently aflame due to mag- Components: V, S, M (a small piece of glass)
ical ability (not one that has been set on fire Duration: Concentration, up to 1 minute
in order to hurt it). On a hit, it inflicts 2d10
cold damage to that creature. You make an area of metal, stone, or
wood of up to 6 square feet transparent as
Gift of Speech glass. Metal can be up to 4 inches thick; stone
can be up to 1 foot thick, and wood can be up
1st-level transmutation to 2 feet thick. You can choose to make the
Casting Time: 1 action area transparent to everyone, make it trans-
Range: 60 feet parent only to you, or to create a one-way
Components: V, S mirror. This spell does not work through
Duration: Concentration, up to 1 hour lead.

You grant one beast or monstrosity with Glassteel
an Intelligence of 1 to 4 the ability to speak
your language and understand you. This 7th-level transmutation
does not raise its Intelligence. Casting Time: 1 minute
Range: Touch
Glass Storm Components: V, S, M (a piece of glass and a
piece of steel)
8th-level conjuration Duration: Instantaneous
Casting Time: 1 minute
Range: Self (30-foot radius) Up to 100 pounds of glass or crystal that
Components: V, S, M (a shard of glass) you touch gains the tensile strength and du-
Duration: Concentration, up to one minute rability of steel.

You create extremely powerful winds Glyph of Revealing
that surround you, leaving you in the
storm’s “eye.” The winds are full of danger- 5th-level divination (ritual)
ous glass and crystal shards. Casting Time: 1 action
Range: Self (60-foot radius)
All creatures within the storm must make Components: V, S, M (ink made out of the
a Dexterity saving throw each time that they juice of crushed eyebright flowers, white
end their turn in the storm. A creature takes chalk, and powdered quartz)
10d6 piercing damage and is blinded for 1 Duration: 10 minutes
minute on a failed saving throw, or half as
much damage and not be blinded on a suc- You inscribe a special rune on a flat, hori-
cessful one. zontal surface. All magical runes, marks,

62

glyphs, symbols, and other forms of written ic resistance, or any other supernatural abili-
magic glow, allowing them to be read or ties native to that creature.
identified without being accidentally trig-
gered. Grassdart

Glyph of Warding 2nd-level transmutation
Casting Time: 1 action
This is a new variant of the spell glyph of Range: Self (10 foot radius)
warding that appears in the Player’s Handbook, Components: V, S, M (a blade of grass)
pg.245 Duration: 10 minutes

Sepia Snake Sigil. When triggered, a se- 1d6 + your spellcasting ability modifier
pia snake springs into being and attacks the blades of grass within range are turned stiff
nearest living creature (other than you) with- and razor-sharp, allowing them to be used as
in 10 feet of it, using your spell attack modi- weapons. You are instantly aware of which
fier. On a hit, it engulfs the target in a shim- blades of grass have been transformed.
mering amber field of force. The target is re-
strained and incapacitated. These conditions A blade of grass that is under 1 foot in
remain for 12 hours, until you release the length can be thrown as darts and do 1d4 +
creature, or a dispel magic spell is cast on it. your Dexterity modifier in piercing damage
While in the amber field, the creature does on a successful hit. A blade of grass longer
not age or need to eat, drink, breathe, or than that can be thrown as a javelin and do
sleep. 1d6 + your Dexterity modifier in piercing
damage. You have proficiency in both types
Graft of weapon when using a grassdart.

6th-level necromancy (ritual) Ground Trace
Casting Time: 10 minutes
Range: Touch 2nd-level divination
Components: V, S, M (a potion of healing and Casting Time: 1 action
1,000 gp worth of powdered moonstone) Range: Self (30-foot radius)
Duration: Instantaneous Components: V, S, M (one of your hairs and
a piece of thread)
You may graft the limb of one creature to Duration: Concentration, up to 1 minute
the stump of another.
You can follow the direction and discern
The limb may be from a creature that is the extent of unseen buried roots, water
no more than one size category larger or courses, tunnels, drains, pipes, passages, and
smaller than you. It must also be the same even underground rooms as long as at least
sort of limb—you cannot graft a leg to the part of it is visible to you above the surface.
stump of an arm. Regardless of the Strength
of the original creature, you use your own Guardian Seal
Strength with the arm.
4th-level abjuration (ritual)
The appendage retains its original AC Casting Time: 1 action
and keeps any physical attacks it originally Range: Touch
have (such as claws). It does not retain any of Components: V, M (pure beeswax, which is
the original creature’s magical abilities, mag- molded into a seal)

63

Duration: Until dispelled or broken control the vessel’s altitude up, and can
You magically seal a door, window, box, cause it to rise to no more than 500 feet in the
air. The vessel is still dependent on the
or similar closure against one type of crea- winds to move forward, however.
ture: aberration, fey, undead, etc. If a crea-
ture of that type attempts to damage the seal, When the spell ends, the ship gently low-
it is considered to have an AC of 20 and all of ers itself to ground or sea level.
that creature’s attacks do half-damage.
Gunther’s Kaleidoscopic Strike
The seal does not prevent that type of
creature from damaging the area around the 8th-level evocation
seal. If the seal was placed on the lock of a Casting Time: 1 action
box, the creature can destroy the box. If it Range: 60 feet
was placed on a door, the creature could de- Components: V, S
stroy the walls around the door. Duration: Instantaneous

Guardian Weapon A beam of scintillating, kaleidoscopic
light shoots from your finger toward a
4th-level abjuration (ritual) spellcasting target within range. Make a
Casting Time: 1 minute ranged spell attack against the target. On a
Range: Touch hit, the target must make a saving throw us-
Components: V, S, M (a drop of your sweat ing its spellcasting attribute.
or spittle and a pebble)
Duration: Until triggered On a failure, the target’s mind is “short-
circuited” and it loses a number of spells
You create an invisible field of force equal to your level, starting with 1st-level
shaped like a weapon of your choice; you use spells and moving on to more powerful
this force to guard a doorway or other area spells. That target will not be able to cast
and assign it a password. those spells until it has had a chance to re-
prepare them.
If that area is disturbed by someone who
does not first speak the password, the weap- Targets that have innate spellcasting abil-
on strikes. It only attacks once but it auto- ities lose the ability to cast that number of
matically hits and does 4d12 damage appro- spells until it takes a short or long rest.
priate to its type and the target is stunned for
1 minute. The target must also make a This spell has no effect on non-
Strength saving throw or be knocked prone. spellcasters.

Gullship Hail of Stone

7th-level transmutation (ritual) 1st-level conjuration
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 300 feet
Components: V, S, M (a model boat and the Components: V, S, M (a piece of jade worth
feather of a seagull) at least 5 gp)
Duration: 12 hours Duration: Instantaneous

One boat you touch that is no more than A storm made of stones appears in a loca-
100 feet long gains the ability to fly. You can tion you choose within range. The area of the
storm consists of up to ten 5-foot cubes,

64

which you can arrange as you wish. Each Components: V, S
cube must have at least once face adjacent to Duration: Concentration, up to 1 minute
the face of another cube. Each creature in the
area must make a Dexterity saving throw. It A flame springs forth from your palm.
takes 1d6 bludgeoning damage on a failed The flame can be either red or white, and
save, or half as much damage on a successful you may switch between them as a bonus
one, each round that the creature ends its action.
turn in the storm.
♦ Red Flame. Hot but not particularly
At Higher Levels. When you cast this spell bright, you can use this flame to ignite flam-
using a spell slot of 2nd level or higher, the mable materials, cook food, or to scorch be-
damage increases by 1d6 for each slot level ings you touch, doing 1d8 + your
above 1st. spellcasting ability modifier in fire damage.

Hailstone ♦ White Flame. Bright but cool, the
white flame cannot set anything on fire and
Evocation cantrip does no damage, but it sheds bright light in a
Casting Time: 1 action 5-foot radius and dim light for an additional
Range: 10 feet 5 feet.
Components: V, S
Duration: Instantaneous Handfang

You fire a large hailstone from the palm Transmutation cantrip
of your hand. Make a ranged spell attack to Casting Time: 1 action
hit. If successful, you inflict 1d8 bludgeoning Range: Self
damage and the creature is stunned for 1 Components: V, S
round. Duration: Concentration, up to 1 minute

This spell’s damage increases by 1d8 You cause a sharp-toothed maw to ap-
when you reach 5th level (2d8), 11th level pear on the palm of your hand. The maw is
(3d8), and 17th level (4d8) completely under your control and can be
easily hidden by curling your fingers over it,
Hair wearing a glove, keeping the palm flat
against your body, etc.
1st-level transmutation (ritual)
Casting Time: 1 action If you touch someone with that hand (this
Range: Touch requires an attack if done in combat), it bites,
Components: V, S doing 1d4 + your Strength ability modifier in
Duration: Instantaneous piercing damage and 1d4 acid damage from
its corrosive saliva.
This spell allows you to clean, trim, style,
dye, or bleach a willing target’s hair, beard, The acid damage increases when you
or fur instantly. reach 5th level (2d4), 11th-level (4d4), and
17th level (8d4)
Handcandle
Hard Water
Evocation cantrip
Casting Time: 1 action 5th-level transmutation (ritual)
Range: Self Casting Time: 1 action
Range: Touch

65

Components: V, S, M (a flask of water and a carried by a creature, that creature may make
stone) a Strength saving throw to hang on.
Duration: 1 hour
♦ Shatter. All nonmagical inanimate
You touch the surface of a body of water objects within a 30-foot radius take 5d10
and up to 40 square feet of it are transformed force damage; an item reduced to 0 hit points
into a slightly damp, transparent, rock-hard shatters.
substance, to a maximum depth of 5 feet.
♦ Summoning. You summon four pegasi
Creatures imbedded in the water at the who will fight on your behalf or provide
time (such as fish) are held stasis until the transport for up to 1 hour.
spell ends, at which point they are released,
unharmed. ♦ Teleport. You choose up to 11 crea-
tures within a 30-foot radius and teleport
Harp of War them to a random location within 1 mile. If
the creatures are unwilling, they may make a
9th-level evocation Wisdom saving throw to resist.
Casting Time: 1 action
Range: Self ♦ Wall of Stone. You cause a wall of
Components: V, S, M (a strand of silver stone to erupt up from the ground. The wall
wire) is 6 inches long and composed of ten 10-foot
Duration: Concentration, up to 10 minutes by 10-foot panels, each of which must be
touching at least one other panel.
A seven-stringed harp made of glowing
silver light appears in mid-air in front of you. Each string can be plucked once and van-
It hovers immovably, allowing you to leave ishes after its been used. When the last string
it there if you need to do something else. vanishes, so does the harp.
Each round, you may pluck one of its strings
and release a power—you are aware of the Haunting
power associated with each string. The pow-
ers are as follows: Illusion cantrip
Casting Time: 1 action
♦ Flame Strike. You call down a column Range: 10 feet
of fire on one creature within 60 feet, who Components: V
must make a Dexterity saving throw. The Duration: 1 round
creature takes 9d6 fire damage on a failed
saving throw or half as much damage on a You create a “spooky” sound—the creak-
successful one. ing of a door, mysterious footsteps, a moan
or groan, the rattling of chains, the type of
♦ Lightning Bolt. You may fire a bolt of rapping noise that is normally heard at a sé-
lightning at one creature within 60 feet, who ance, etc. A creature hearing the sound must
must make a Dexterity saving throw. The make a Wisdom saving throw or be fright-
creature takes 9d6 lightning damage on a ened for 1 round.
failed saving throw or half as much damage
on a successful one. Heart Call

♦ Scatter. You may teleport all magical 9th-level conjuration
items within a 30-foot radius to random loca- Casting Time: 1 action
tions within 1 mile. If the object is held or Range: 30 feet

66

Components: V, S, M (a mummified human- Range: Touch
oid heart) Components: V, S
Duration: Instantaneous Duration: 6 hours

You hold out your hand and choose a You cast this spell on a piercing weapon
Small or Medium-sized humanoid within such as an arrow or spear. When the weapon
range you can see. That creature must then successfully causes damage, it begins grow-
make a Constitution saving throw. On a fail- ing roots and branches which seek out vital
ure, that creature’s heart is literally ripped organs as a source of nutrients. This poisons
out of its chest and flies to your hand. On a the target for 1 minute. Each round, the tar-
success, the creature takes 8d8 force damage get must make a Constitution saving throw.
instead. The creature takes 6d6 necrotic damage on a
failed roll, or half as much damage on a suc-
Heart of Stone cessful one.

8th-level necromancy (ritual) The creature may attempt to make a
Casting Time: 1 day Strength (Athletics) ability check to pull the
Range: Self weapon out. If successful, the target has suc-
Components: V, S, M (a heart carved out of a cessfully pulled the weapon out, but inflicts
precious stone worth at least 5,000 gp) 2d8 piercing damage on itself in the process.
Duration: One year
Helping Hand
You replace your own heart with one
made out of stone. Your heart continues to 3rd-level evocation
beat outside of your body and does not re- Casting Time: 1 action
quire any special care or treatment. Range: Self (5-mile radius)
Components: V, S, M (a black silk glove)
While this spell is in effect, you have re- Duration: 6 hours
sistance to bludgeoning, piercing, and slash-
ing damage, resistance to paralysis and petri- Used primarily when you are trapped or
faction, and are immune to exhaustion. Fur- otherwise in danger, you summon a hover-
thermore, you don’t bleed and you age half ing, insubstantial and translucent, 1-foot tall
as quickly as normal. However, you also lose hand. You can then command the hand to
the ability to heal naturally; you can only locate a creature of your choice, based on a
heal through magical means. physical description. You can specify race,
sex, and general appearance.
When this spell ends, either after a year
or through other means, it instantly replaces The hand then flies off with a speed of 60
the stone heart in your chest. If at any time feet, and it can pass through a crack as nar-
your real heart is destroyed, you die instant- row as 1 inch without squeezing. If it finds
ly. Because of this, it is wise to place your such a creature, it will beckon for that crea-
heart somewhere very safe. The stone heart ture to follow. If that creature follows, it will
may be reused for this spell. point in your direction and lead the creature
in the most direct route to you. It will stay
Heartseeker about 10 feet ahead of the creature and will
pause to let it catch up, but it doesn’t under-
8th-level evocation (ritual) stand concepts such as safety.
Casting Time: 10 minutes

67

If the subject decides not to follow it, the on. This spell then makes that room com-
hand will return to you and hover, palm-up, pletely undetectable to all divination spells
to indicate failure. It will then vanish. of 5th level and lower. In addition, all crea-
tures outside of that room forget about the
Hibernation rooms existence. If you open any of the
room’s doors or windows, the spell fails.
3rd-level enchantment
Casting Time: 1 action Hold Portal
Range: Touch
Components: V, S, M (fur from a creature Abjuration cantrip
that hibernates) Casting Time: 1 action
Duration: 1 month Range: 30 feet
Components: V
You touch a Large-sized creature, two Duration: Concentration, up to 1 minute
Medium-sized creatures, or three Small or
Tiny creatures, who go into hibernation for a You magically hold a door, gate, or hatch
week. If the creature is unwilling, it may shut, as if it had been closed tightly and
make a Constitution saving throw to resist. locked or barred. Strength ability checks to
While hibernating, the creature’s need for bash the door down are at disadvantage, but
food, water, and oxygen is reduced by a fac- this spell is instantly countered by knock.
tor of 10. The creature can be awakened for a
brief time but will go back to sleep once it is Optionally, this spell can be used to hold
no longer needed. At the end of the duration, a door, gate, or hatch open. Strength checks
the creature will wake up very hungry and to force it closed are at a disadvantage.
thirsty. If you are not the one in hibernation,
you may use your action to dismiss the spell. Holy Flail

At Higher Levels. When you cast this 3rd-level transmutation
spell using a spell slot of 3rd-level or higher, Casting Time: 1 action
the creature sleeps for an additional month Range: Touch
for each slot level above 4th. Components: V, S, M (a pinch of powdered
gemstone)
Hiding Place Duration: Concentration, up to 1 minute

4th-level abjuration You turn your holy symbol into a bludg-
Casting Time: 1 hour eoning weapon of your choice. This weapon
Range: Special does 1d12 + your spellcasting ability modifi-
Components: V, M (a scroll covered with er in bludgeoning damage, plus 1d8 radiant
pictograms and runes depicting eyes, ears, (if you’re good or neutral) or necrotic (if
and brains, which are burned when you cast you’re evil) damage. You are considered pro-
the spell) ficient in that weapon for the duration of the
Duration: 1 week spell. If anyone other than you or another
worshipper of your god attempts to use the
You spend an hour completely sealing a weapon, the spell ends and the weapon re-
room of no more than 150 cubic feet: you verts back into a holy symbol.
lock and board all windows and doors, fill all
cracks in the walls with rags or putty, and so

68

Horn of Plenty 37-40 The Clockwork Nirvana of Mechanus
41-44 The Ever-Changing Chaos of Limbo
6th-level conjuration 45-48 The Gray Waste of Hades
Casting Time: 1 action 49-52 The Heroic Domains of Ysgard
Range: Touch 53-56 The Infinite Battlefield of Acheron
Components: V, S, M (a ram’s horn) 57-60 The Infinite Layers of the Abyss
Duration: Concentration, up to 10 minutes 61-64 The Nine Hells of Baator
65-68 The Olympic Glades of Arborea
You turn a hollowed-out horn into a mag- 69-72 The Peaceable Kingdoms of Arcadia
ical cornucopia. Each minute, it produces 73-76 The Seven Heavens of Mount Celestia
enough raw fruits, vegetables, and grain to 77-80 The Tarterian Depths of Carceri
feed six humanoids or two steeds for a day, 81-84 The Twin Paradises of Bytopia
or enough water, wine, or ale to slake the 85-88 The Wilderness of The Beastlands
thirst of six humanoids or two steeds for a 89-92 The Windswept Depths of Pandemo-
day. Each minute, you may choose whether nium
you wish to produce food or drink. 93-96 The Outlands or the City of Sigil
97-00 The Far Realm
Hornung’s Random Dispatcher
Hovering Road
8th-level conjuration
Casting Time: 1 action 7th-level conjuration (ritual)
Range: 60 feet Casting Time: 1 minute
Components: V Range: Self (20-foot road centered on your-
Duration: Instantaneous self)
Components: V, S, M (a chunk of black mar-
You point to one creature you can see ble and a loop of gold wire)
within range. That creature must make an Duration: Concentration, up to 12 hours
Intelligence saving throw. On a failure, the
creature is hurtled into a completely random You create a magical road, 10 feet wide
plane of existence. You have no control over and extending 10 feet ahead of you and 20
which plane the target ends up going to, and feet behind you, and that hovers anywhere
it is entirely possible that the target’s destina- from three to thirty feet above the ground,
tion will instantly kill it. The GM should roll for as long as you continue to walk forward.
on the following table to randomly deter- If you stop walking for longer than 15
mine the destination: minutes, the road slowly sinks and vanishes.

d100 Plane The road is approximately one foot thick
01-04 The Feywild and has the texture and color of black mar-
05-08 The Shadowfell ble. It is an object that has AC 20 and hit
09-12 The Ethereal Plane points equal to your hit point maximum, and
13-16 The Astral Plane is resistant to bludgeoning, piercing, and
17-20 The Elemental Plane of Air slashing damage from nonmagical weapons.
21-24 The Elemental Plane of Earth If it is destroyed, it turns to black mist, drop-
24-28 The Elemental Plane of Fire ping all creatures on it to the ground below.
29-32 The Elemental Plane of Water
33-36 The Blessed Fields of Elysium

69

Hurl Rock Ice Blade

2nd-level evocation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (a tiny pebble) Components: V, S, M (a shard of ice, glass, or
Duration: 1 round crystal)
Duration: Concentration, up to 1 minute
You telekinetically hurl a loose rock that
is within 10 feet of you. Make a ranged spell You create a magical, three-foot long
attack. On a hit, it inflicts bludgeoning dam- sword-shaped formation of jagged, swirling
age depending on the rock’s size: ice shards. You use your spell attack modifi-
er to hit and you strike with advantage, as its
Diameter Damage unconnected ice-shards can pass through
Up to 1 foot 2d4 chinks in armor.
2d6
1-2 feet 2d8 On a hit, it inflicts 2d10 slashing damage
2-3 feet 2d10 and 1d12 cold damage.
3-4 feet 3d8
4-5 feet 4d10 At Higher Levels. When you cast this
5-6 feet spell using a spell slot of 5th-level or higher,
you do an additional 1d12 cold damage for
If the rock strikes something hard, there each slot level above 4th.
is a 50% chance it will shatter into shrapnel.
All creatures within 10 feet of the impact Idea
must make a Dexterity saving throw. A crea-
ture takes 2d6 damage on a failed saving 1st-level divination
throw, or half as much on a successful one. Casting Time: 1 action
Range: Self
Hurl Thunderbolt Components: V, S, M (a platinum coin,
which is consumed in the casting)
4th-level evocation Duration: Instantaneous
Casting Time: 1 action
Range: 100 feet You gain advantage on a single Arcana,
Components: V, S History, Insight, Investigation, Medicine,
Duration: Instantaneous Nature, Performance Religion, or Survival
ability check.
A crackling bolt of lightning appears in
your hand, allowing you to throw it at one Ilyykur’s Mantle
target within range. Make a ranged spell at-
tack. On a hit, the creature takes 6d6 light- 4th-level abjuration
ning damage and must make a Constitution Casting Time: 1 action
saving throw. The creature is deafened for 1 Range: Self
minute and stunned for 1 round on a failed Components: V, S, M (an uncut gemstone
saving throw, or just deafened on a success- worth at least 25 gp)
ful one. Duration: 1 minute

A luminous aura completely covers you
and conforms the contours of your body.
While this aura exists, you are resistant to

70

being charmed or frightened, are resistant to remains concealed, nobody will find that
lightning, and have advantage to all saving item by accident—the creature will simply
throws. look a little bit to the side or make another
mistake that keeps it from finding the ob-
If you have a familiar, that familiar is also ject—and creatures deliberately looking for it
covered by the mantle as long as it stays in have disadvantage on all ability checks made
physical contact with you. to locate it. Finally, all cantrip and 1st-level
divinations will fail to find it.
Imbue with Purpose
Impeding Permission
6th-level transmutation (ritual)
Casting Time: 10 minutes 5th-level enchantment
Range: Touch Casting Time: 1 action
Components: V, M (1,000 gp worth of pow- Range: 300 feet
dered diamond) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 hour

One weapon you touch gains the purpose You choose one creature in range that
of slaying a particular type of creature (hu- you can see and that has an Intelligence of 5
manoids, monstrosities, undead, etc.) whose or greater. That creature must make a Wis-
alignment is diametrically opposed to yours. dom saving throw. If it fails, it is charmed by
For instance, if you are lawful good, you can you for the duration. Creatures immune to
create a weapon that is purposed to slay evil being charmed are not affected by this spell.
fey, chaotic fey, or just chaotic evil fey. The creature can take no action without first
gaining your permission.
When the wielder strikes a creature of
that type, one of the following happens: At Higher Levels. When you cast this
spell with a 6th-level or higher spell slot, the
♦ 100 hit points or more: the creature duration increases by one hour for every slot
takes an additional 6d6 force damage and the level above 5th,
spell ends.
Impenetrable Falsehood
♦ 50-99 hit points: the creature takes an
additional 6d6 force damage and must make 3rd-level abjuration
a Wisdom saving throw. On a failure, the Casting Time: 1 action
creature is frightened of you for 1 minute. Range: Touch
Components: V, S
♦ 49 or fewer hit points: the creature is Duration: Concentration, up to 12 hours
slain outright.
You or one willing creature you touch
Immurk’s Distraction becomes able to tell lies without being
caught or stopped by mundane or magical
2nd-level enchantment (ritual) means, including use of the Insight skill or
Casting Time: 1 minute spells such as zone of truth. In addition, any-
Range: Touch one who reads your mind in order to find the
Components: V, S, M (a scattering of sand truth must make an Intelligence saving
and 500 gp worth of diamond dust)
Duration: 24 hours

You touch an item and then conceal it in
or under something. As long as that item

71

throw; they only discover that you are lying Intensify Nature
if they succeed.
7th-level transmutation
If cast on a creature who is in or who en- Casting Time: 1 action
ters a zone of truth, that creature gains ad- Range: Self (1 mile radius)
vantage on its saving throw, and the zone’s Components: V, S, M (a small curved horn
caster will be led to believe that that creature carved with runes, worth 100 gp)
failed its saving throw, regardless of whether Duration: Concentration, up to 1 hour
that creature failed or succeeded.
You multiply the power of one currently
Instant Audience existing natural phenomena or condition. For
instance, a light rain becomes a downpour,
4th-level illusion (ritual) while a heavy rain becomes a torrential
Casting Time: 1 action downpour that causes flooding. Gentle snow
Range: Self (60-foot radius) becomes a blizzard and even cause white
Components: V, S, M (a small collection of outs. Heat waves and cold snaps become
various items such as buttons and coins, and incredibly intense and damaging. Breezes
a live mouse, which vanishes for the dura- become hurricanes and stiff winds become
tion of the spell but reappears, unharmed, tornadoes. Light fog completely obscures the
when the spell is over) area.
Duration: 4 hours
Intensify Sensation
You conjure an semi-real audience. Every
minute for the next five minutes, 1d4 people 2nd-level enchantment
will enter the area as if just coming in from Casting Time: 1 action
the outside (they do not poof into existence). Range: Touch
They appear to be a mix of people appropri- Components: V, S
ate for the circumstances and location. When Duration: Concentration, up to 1 minute
it’s appropriate, they will applaud, chit-chat,
and eat available snacks. If it’s appropriate You touch a creature, who must make a
for the circumstances, they may flirt or act as Constitution saving throw if unwilling. The
bullies. They do not talk about themselves at creature will perceive any physical or emo-
all, as they have no history or true tional sensation as being unbelievably pow-
knowledge beyond trivia you yourself might erful, for good or bad. A creature under the
know. Nor do they leave the area. When the influence of this spell is incapacitated for the
spell’s duration ends, or you dismiss the duration.
spell, the audience members leave in the
same way they came in. Spells designed to create an emotion or
physical sensation have twice the duration as
The members of the audience do not fight normal and the creature saves against them
in any manner. They have an AC of 10 and 1 at disadvantage.
hp, and will instantly vanish if harmed in
any manner. Invisibility Purge

4th-level abjuration
Casting Time: 1 minute
Range: 60 feet

72

Components: V, S, M (a silver mirror 3 inch- Duration: Concentration, up to 1 minute
es in diameter or smaller) You hold a mirror or crystal ball and ask
Duration: 1 hour
a question (which must have a who, what, or
You pick a point within range and create where). For instance, “where did I put my
an area 10 feet in radius. Any creature that keys?” or “what is on the other side of the
enters this area invisibly, due to magic or Iron Gate?” or “who is the fairest of them
natural ability, is instantly rendered visible. all?” The item them shows you an answering
image, provided the object, place, or person
Iron Maiden is within 5 miles of you. It provides no other
information about the image.
4th-level conjuration
Casting Time: 1 action Ivy Siege
Range: 30 feet
Components: V, S, M (a piece of metal from 9th-level transmutation
a suit of armor) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 150 feet
Components: V, S, M (an ivy leaf)
You summon a suit of animated armor Duration: Concentration, up to 1 hour
(Monster Manual, page 19) that fights for you.
This armor wields a greatsword and uses Vines of ivy quickly grow over a struc-
your spell attack modifier to fight. On a hit, it ture. The building must be attached to the
does 2d6+2 slashing damage. ground; ships and flying castles are immune

At Higher Levels. You conjure additional Within ten minutes, the ivy has climbed
iron maidens when you use a 6th- or 7th- all of the walls, and within twenty minutes, it
level spell slot (two iron maidens) or an 8th- has spread so thickly it is nearly impossible
or 9th-level spell slot (four iron maidens). to see the building underneath.

Ironwood Starting after one-hour hour, the ivy
deepens in color to green-black and begins
6th-level transmutation squeezing the walls, doing 3d10 bludgeoning
Casting Time: 1 action damage every minute for the next thirty
Range: Touch minutes. At the end of the hour, the ivy dies
Components: V, S, M (a pinch of metal fil- and begins to die.
ings and tree sap)
Duration: Instantaneous Javelin

Up to 500 pounds of wood suitable for 3rd-level evocation
building that you touch gains the tensile Casting Time: 1 bonus action
strength and durability of steel. Range: Touch
Components: V, S
Isolde’s Answer Duration: 1 round

3rd-level divination (ritual) One throwing weapon you throw is im-
Casting Time: 1 action bued with several properties: you have ad-
Range: Touch vantage to hit, its range is doubled, and it
Components: V, S, M (a crystal ball or gilt- inflicts an additional 2d10 force damage.
framed mirror worth at least 250 gp)

73

At Higher Levels. When you cast this spell d8 Behavior
using a spell slot of 4th level or higher, the
damage increases by 1d10 for each slot level 1-3 The creature doesn’t move or take actions
above 3rd. this turn.

Khelben’s Blackstaff The creature uses its action to make a

8th-level transmutation 4-6 melee attack against a randomly deter-
Casting Time: 1 action
Range: Touch mined creature within its reach
Components: V, S, M
Duration: Concentration, up to 1 minute 7-8 The creature can act and move normally

One nonmagical staff, club, or pierce of ♦ The target must make a Constitution
wood you touch begins to shimmer with saving throw or be paralyzed for 1 minute.
black, crawling light. For the duration of this The target can repeat the saving throw at the
spell, the staff’s wielder (who is either you or end of each of its turns, ending the effect on
someone who was holding the staff when itself on a success.
you cast the spell) has advantage on attacks
with it and on a hit, it nflicts 2d6 bludgeon- ♦ The target complete forgets all
ing damage 4d8 necrotic damage. It cannot cantrips and 1st-level spells they he or she
be used to harm you or the designated knows, if any. The target will not be able to
wielder. The staff is also completely immune re-cast those spells until after a short or long
to any magic cast upon it, with the exception rest.
of wish and antimagic shell.
♦ The target is assaulted by terrifying
In addition, each round, the staff inflicts images and takes 4d6 psychic damage, and
one option from the following list, wielder’s be at disadvantage on all Intelligence and
choice: Charisma saving throws for the remainder of
the spell’s duration.
♦ On a successful attack that inflicts ne-
crotic damage, the wielder regains 2d8 hit ♦ If the target is a spellcaster, it forgets
points.
one prepared spell, chosen at random. If the
♦ On a successful attack, the staff casts target has innate spellcasting, it loses the
dispel magic on the target. The dispel magic ability to cast one of its spells until it takes a
acts as if it was cast using a 6th-level spell long rest.
slot.
Kiss of Torment
♦ The target must make a Wisdom sav-
ing throw or be frightened of the blackstaff’s 4th-level necromancy
wielder for 1 minute. The target can repeat Casting Time: 1 action
the saving throw at the end of each of its Range: Touch
turns, ending the effect on itself on a success. Components: V, S
Duration: Concentration, up to 1 minute
♦ The target must make a Wisdom sav-
ing throw or become confused. It can’t take You must touch a creature’s bare flesh,
reactions, and must roll a d8 at the start of either literally kissing the creature or brush-
each of its turns to determine its behavior for ing it with your fingertips. That creature may
that turn: make a Constitution saving throw. On a suc-
cess, the spell ends. On a failure, the creature
takes 4d6 psychic damage and is in so much
pain that it is incapacitated for the duration.
It may make a new saving throw at the end

74

of each of its turns, ending that effect on a Laeral’s Cutting Hand
success. However, each round that the crea-
ture remains incapacitated, it takes an addi- 1st-level transmutation
tional 2d6 psychic damage. Casting Time: 1 action
Range: Self
Know Customs Components: V, S
Duration: 1 minute
3rd-level divination (ritual)
Casting Time: 1 action One of your hands gains a magical cut-
Range: 60 feet ting edge. The merest touch of your hand
Components: V, S will sever nonmagical ropes, sacks, and the
Duration: Instantaneous like. Unarmed strikes do 1d6 + your Strength
modifier in slashing damage.
You choose one creature native to the
area that has an Intelligence of 5 or higher. Laeral’s Invisible Blade
That creature must make an Intelligence sav-
ing throw. If the saving throw succeeds, the 8th-level evocation
spell ends. On a failure, you gain the Casting Time: 1 action
knowledge that creature possesses on local Range: 60 feet
customs, including common courtesies, local Components: V, S, M (a bladed weapon,
restrictions and taboos, upcoming and im- which is consumed in the casting of the spell,
portant holidays and observances, and typi- and a clear rock crystal)
cal things that “everyone” knows. Duration: 1 minute

Ladder You create an invisible, silent, magical
sword that attacks on its own, using your
1st-level evocation spell attack modifier; it attacks one creature
Casting Time: 1 action you can see within range until you tell it to
Range: 60 feet change targets. On a hit, it does 6d10 force
Components: V, S, M (a knot of wood) damage. The sword flies through the air with
Duration: Concentration, up to 10 minutes a move of 50 feet.

You create a ladder of magical force that Laughing Water
is one foot wide and ten feet long. You may
place it vertically against a wall, lay it hori- 6th-level transmutation
zontally so it can be used to cross gaps, or Casting Time: 1 action
have it lean at a 45° angle to be used as a Range: Touch
staircase. In any case, the ladder is firmly Components: V, S, M (a pinch of diamond
anchored and will not move once placed. dust and a seed from any green plant)
Duration: Permanent
At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, the You transform up to a gallon of water
ladder increases ten feet in length for each into sweet, sparkling, gently glowing laugh-
slot level above 1st. ing water.

Imbibing at least a mouthful of laughing
water removes any levels of exhaustion the
drinker may have and cures blindness, deaf-
ness, disease, and incapacitation.

75

You may also throw a vial at a fiend or Duration: 1 minute
undead creature; on a successful hit, it causes You perform a magic trick, of the sort
4d6 radiant damage.
normally performed by stage magicians.
Leaf into Dagger ♦ You can change a Tiny creature or

Transmutation cantrip object into another one.
Casting Time: 1 action ♦ You can hide an object or creature of
Range: Touch
Components: V, S, M (a normal leaf) up to Huge size by moving a curtain in front
Duration: Concentration, up to 1 minute of it, by having it move behind an object, or
otherwise briefly obscuring it for a moment.
You transform any tree leaf into a magical This only hides the target from vision; the
dagger that does 1d4 + your spellcasting target can still be heard, smelled, etc.
ability modifier in piercing damage. You
cannot be harmed by this blade and should ♦ You can hide a Tiny object or creature
you drop it, it instantly becomes a leaf again. in your palm, up your sleeve, in your hat,
etc., hiding any bulges or sounds it makes,
Legal Thoughts while creating an illusory duplicate of it that
lasts for three rounds.
7th-level enchantment (ritual)
Casting Time: 10 minutes ♦ You can cause any Tiny object that is
Range: 30 feet within 5 feet of you to appear in your hand.
Components: V, S
Duration: Permanent ♦ You conjure harmless mouse, song-
bird, butterfly, or other such creature—the
One target with an Intelligence of 5 or creature is actually taken from somewhere in
higher that you see within range is perma- a 1-mile radius. Because this is a real crea-
nently compelled to follow one specific law ture, this version of legerdemain is permanent;
prevalent in the area in which you and the you may choose to send it back at the end of
target both currently reside. A creature im- the spell’s duration.
mune to being charmed is unaffected by this
spell. ♦ You create a puff of colored smoke. It
provides light concealment for up to 2
Each time the creature attempts to break rounds.
that law, it must make a Charisma saving
throw in order to do so. Leomund’s Trap

This does not place any moral restrictions 2nd-level illusion (ritual)
on the target and only requires that it obey Casting Time: 1 minute
the letter of the law, so it is perfectly capable Range: Touch
of thinking up and exploiting loopholes. Components: V, S, M (a small mechanism,
which can be reused, and a piece of iron py-
Legerdemain rite and metal filings, which are consumed
by the spell)
Conjuration cantrip Duration: Permanent
Casting Time: 1 action
Range: 10 feet You place a false trap which is covered
Components: V, S with an illusion to make it look like any sort
of trap you like. Anyone searching for traps,
either mundanely or magically, will find it. It

76

has no actual effect, whether it is deliberately like one of its original forms with only
or accidentally sprung.
hints of the original creature.

Death. While it looks like the desired

Lifeblend creature, something went horribly wrong

8th-level necromancy (ritual) 10 with the transformation and it takes
Casting Time: 10 minutes 15d10+20 necrotic damage. If it is still
Range: Touch
Components: V, S, M (a cage made of pre- alive, it may be able to be nursed back to
cious metals, worth at least 2,500 gp, and a lit
candelabra studded with as many candles as health.
there creatures to blend and studded with
1,000 gp worth of rubies, which are all con- The resultant creature’s attributes, abili-
sumed by the casting) ties, and attacks should be determined by the
Duration: Instantaneous GM, using the original creatures’ attributes
as a guideline.
You place two living beasts, humanoids,
giants, monstrosities, or plants (which must Lightning Curtain
have an Intelligence of at least 1) in the cage
and touch each of them while casting the 6th-level evocation
spell. When you finish casting the spell, each Casting Time: 1 action
creature must make a Constitution saving Range: 120 feet
throw. If either of these rolls are successful, Components: V, S, M (a piece of amber, a bit
the spell fails. of fur, and a square of fine velvet)
Duration: Concentration, up to 1 minute
If both creatures fail their saving throws,
then over the course of the next 24 hours, the You create a wall of crackling lightning.
creatures begin to mutate and join together, You can make the wall up to 60 feet long, 20
taking on characteristics of both “parent” feet high, and 1 foot thick, or a ringed wall
creatures. The GM should roll a d20. up to 20 feet in diameter, 20 feet high, and 1
foot thick.
Roll Result
1-5 Success. The resulting creature looks When the wall appears, each creature
6 more or less like a combination of its two within its area must make a Dexterity saving
7 original forms. throw. On a failed save, a creature takes 5d8
Bonding. The creatures are not truly lightning damage, or half as much damage
8 melded together but instead are conjoined on a successful save.
9 in some way.
Imperfect Melding. The two creatures Any creature that ends its turn within 10
have joined together in a “tauric” fash- feet of the wall and wearing metal armor will
ion—half one creature and half the other. attract a spark and must make a Dexterity
Shapeshifter. The creature is melded but saving throw. On a failed save, a creature
can shift between its two parent forms takes 2d8 lightning damage, or half as much
and may have a split personality—it does damage on a successful save.
not have a “hybrid” form. The change
may be voluntary or involuntary. One side of the wall, selected by you when
Dominance. The creature looks mostly you cast this spell, deals 5d8 lightning dam-
age to each creature that ends its turn within
10 feet of that side or inside the wall. A crea-
ture takes the same damage when it enters
the wall for the first time on a turn or ends its

77

turn there. The other side of the wall deals no takes 2d8 acid damage from a warm shield,
damage. or 2d8 lightning damage from a cold shield.

At Higher Levels. When you cast this Lightning Storm
spell using a spell slot of 6th level or higher,
the damage increases by 1d8 for each slot 8th-level evocation
level above 5th. Casting Time: 1 action
Range: 150 feet
Lightning Rod Components: V, S
Duration: 1 minute
3rd-level transmutation
Casting Time: 1 action A storm made of crackling electricity ap-
Range: Touch (150-foot radius) pears in a location you choose within range.
Components: V, S, M (a metal object weigh- The area of the storm consists of up to ten 10-
ing no more than 100 pounds) foot cubes, which you can arrange as you
Duration: 24 hours wish. Each cube must have at least once face
adjacent to the face of another cube. Each
You touch a metal object of any sort that creature in the area must make a Dexterity
weighs less than 100 pounds. Then, whenev- saving throw. It takes 4d10 lightning on a
er a stroke of lightning (natural, magical, or failed save, or half as much damage on a
created from a breath weapon) occurs within successful one, each round that the creature
150 feet of the rod, the lightning is redirected ends its turn in the storm and for one round
to the rod, which destroys it. If a creature is afterwards.
in physical contact with the rod when it is
struck, that creatures takes full damage. Liquid Orb

Lightning Shield Conjuration cantrip
Casting Time: 1 action
4th-level evocation Range: Self
Casting Time: 1 action Components: V, S
Range: Self Duration: 10 minutes
Components: V, S, M (a small bit of marble)
Duration: 10 minutes You create a pint of any nonflammable,
nonacidic liquid you wish—water, juice, dye,
Crackling electrical sparks wreathes your ink, mediocre beer, chicken broth, etc. It ap-
body for the duration, shedding bright light pears as a sphere and remains that way
in a 10-foot radius and dim light for an addi- through magical surface tension. The liquid
tional 10 feet. You can end the spell early by can be anywhere within 10 degrees of room
using an action to dismiss it. temperature but cannot be above boiling or
below freezing.
The sparks provide you with a warm
shield or a chill shield, as you choose. The The amount of liquid you create increases
chill shield grants you resistance to lightning to 1 quart when you reach 5th level, 1 gallon
damage, and the warm shield grants you when you reach 11th level, and 10 gallons
resistance to acid damage. when you reach 17th level.

In addition, whenever a creature within 5
feet of you hits you with a melee attack, the
shield erupts with electricity. The attacker

78

Lizard Limbs When you cast this spell, you must make
a Constitution saving throw at advantage. If
5th-level transmutation you fail, you instantly age to death. Other-
Casting Time: 1 action wise, your lifespan increases.
Range: Self
Components: V Lorloveim’s Creeping Shadow
Duration: Instantaneous
5th-level illusion
You may shed up to two limbs (arms, Casting Time: 1 action
legs, tail, wings) at will without suffering Range: Self
any damage or pain. Lost limbs begin to Components: V, S, M (a source of light and a
grow again an hour after they were lost and small statuette of yourself made out of obsid-
regrow completely within 24 hours; if the ian)
lost limb is recovered within 1 minute, it can Duration: Concentration, up to 1 minute
be reattached by holding it against the
stump. Your shadow elongates and stretches
away from your body, moving under your
Log to Lizard mental command. It has a speed of 15 feet
and can move up to 150 feet away from you.
4th-level transmutation
Casting Time: 1 action You can see, hear, and speak through the
Range: 60 feet shadow, although it is otherwise a normal
Components: V, S, M (a piece of reptilian shadow and you cannot use it to manipulate
skin) objects, attack, or cast spells. Your shadow
Duration: 1 minute can be attacked with magical weapons and
spells, although it has resistance to all forms
You may transform a log or branch of at of physical attack. It has your AC and any
least 6 feet in length into a crocodile (Monster damage it takes is taken from your hit points.
Manual, p.320). It will fight under your direc-
tion. You can also spend you action to move
your shadow’s senses into the Shadowfell,
At Higher Levels. If you cast this spell although you still cannot affect other objects
with a 6th-level or higher spell slot, it turns through it.
into a giant crocodile (p.324) instead.
Love Charm
Longevity
5th-level enchantment
8th-level necromancy Casting Time: 1 action
Casting Time: 24 hours Range: 30 feet
Range: Self Components: V, S, M (something belonging
Components: V, S, M (rare fruits and vege- to the spell’s subject and target)
tables worth at least 500 gp, which you burn Duration: 12 hours
during the course of the casting)
Duration: Permanent You attempt to charm a humanoid you
can see within range so that it falls madly in
You increase your lifespan by 2d10 + love with either you or a target of your
twice your spellcasting ability modifier, and choice. The creature must a Wisdom saving
slow your aging down proportionately. throw, and does so with advantage if you or

79

the creature with whom it was in love are Duration: Concentration, up to 1 minute
fighting it. If it fails the saving throw, it is You may cast this on any beast or mon-
charmed. The creature does not realize it was
charmed when the spell ends. strosity with an Intelligence of 4 or less, or
willing creature with an Intelligence of 5 or
Mage Tunnel greater. You create an unbreakable magical
leash that only you can touch. The object or
9th-level conjuration creature the leash is attached to cannot go
Casting Time: 1 action farther than 100 feet from you.
Range: Up to 1,000 miles
Components: V, S, M (a 1-inch length of You can use this tether to pull at the ob-
copper tubing engraved with silver runes) ject or creature and cause it to return to your
Duration: Concentration, up to 10 minute. side.

You open up a wormhole between your Magnetism
current location and an area well known to
you that is no more than 1,000 miles away 5th-level transmutation
that is out-of-doors. If you or anyone else Casting Time: 1 action
comes within 5 feet of either opening, that Range: Touch
creature may make a Dexterity saving throw Components: V
or get sucked through and instantly expelled Duration: Concentration, up to 1 minute
at the other end.
You imbue an object made of iron or steel
The mage tunnel can stay open for as long with magnetic properties. Any object made
as 10 minutes, but you can dismiss it as a of a ferrous metal that comes within 30 feet
bonus action. of the magnet is attracted to the magnet at
will stick to it. It requires a Strength (Athlet-
Magic Susceptibility ics) check (DC equal to your spell save DC)
to free a stuck item. If a creature is holding a
8th-level transmutation ferrous metal item, it must make a Strength
Casting Time: 1 action saving throw each round it is within 30 feet
Range: Touch to hold on to it.
Components: V, S
Duration: Permanent Major Curse

One creature you touch gains disad- 6th-level necromancy
vantage on all saving throws against magical Casting Time: 1 action
spells, permanently. That creature may make Range: Touch
a Wisdom saving throw to avoid the effect. A Components: V, S
remove curse, greater restoration, or wish spell Duration: Concentration, up to 1 hour
will remove this effect.
You touch a creature, and it must succeed
Magical Tether on a Wisdom saving throw or become cursed
for the duration of the spell. When you cast
1st-level evocation (ritual) this spell, choose the nature of the curse from
Casting Time: 1 action the following options:
Range: 100 feet
Components: V, S ♦ Choose one ability score. That ability
is reduced to 3.

80

♦ The creature had disadvantage on all Mass Contagion
attack, damage, and saving throws.
8th-level necromancy
♦ The creature is paralyzed for the dura- Casting Time: 1 action
tion of the spell. Range: 60 feet
Components: V, S
♦ All attacks and spells deal an addi- Duration: 7 days
tional 1d12 necrotic damage to the target.
You inflict a horrible disease on up to 12
♦ The creature begins to slowly die. Af- creatures you can see within range. Each tar-
ter every long rest, it takes 1d10 damage of a get must make a Constitution saving throw.
type of your choice and its hit point total is On a failed save, it contracts a disease of
reduced by 1 point. Its total is restored to your choice described in the contagion spell.
normal only after this curse is lifted.
Mass Dominate Person
♦ Whenever the creature encounters a
particular substance, it becomes incredibly 7th-level enchantment
nauseated. It must make a Constitution sav- Casting Time: 1 action
ing throw or become incapacitated for 2d6 Range: 100 feet
rounds due to vomiting and dry heaves and Components: V, S
be poisoned for 10 minutes. Duration: Concentration, up to 1 minute

A remove curse ends this effect. At the You attempt to beguile up to 12 human-
DM’s option, you may choose an alternative oids you can see within range. They must
curse effect, but it should be no more power- succeed on a Wisdom saving throw or be
ful than those described above. The DM has charmed by you for the duration. This spell
final say on the curse’s effect. is otherwise identical to dominate person.

At Higher Levels. If you cast this spell At Higher Levels. When you cast this
using a spell slot of 7th level, the duration is spell using a 8th-level spell slot, the duration
24 hours. If you use a 9th-level spell slot, the is concentration, up to 10 minutes. When you
spell lasts until it is dispelled. Using a spell use a 9th-level spell slot, the duration is con-
slot of 7th level or higher grants a duration centration, up to 1 hour.
that doesn’t require concentration.
Mass Jump
Mass
3rd-level transmutation
3rd-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 100 feet Components: V, S, M (a grasshopper’s hind
Components: V, S, M (the feather of a hum- leg)
mingbird and the toenail of an elephant) Duration: 1 minute
Duration: Concentration, up to 10 minutes
Up to 8 creatures you can see within
You can control the weight of one item range have their jump distance tripled until
you choose within range, making it heavier the spell ends.
or lighter by 25%.

At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, you
can make an item heavier or lighter by an
additional 10% for each slot level above 3rd.

81

Mass Protection from Energy You may read the memory of a single
target that you can see within range. You
6th-level abjuration experience the memory in far less time—one
Casting Time: 1 action hour of memory takes you only one round to
Range: 60 feet experience—but with full intensity. The tar-
Components: V, S get experiences the speeded-up memory at
Duration: Concentration, up to 1 hour the same time as you do.

For the duration, you and up to eight An unwilling target may make a Wisdom
willing creatures you can see within range saving throw. If the target is deliberately try-
have resistance to one damage type of your ing to keep that memory a secret or suppress
choice: acid, cold, fire, lightning, or thunder. it, it gets advantage on the saving throw.

Mass Protection from Evil and Good Casting this spell causes you mental
drain. You must make an Intelligence saving
4th-level abjuration throw (DC equals 10 + the target’s Wisdom
Casting Time: 1 action modifier) or take 2d6 psychic damage.
Range: 30 feet
Components: V, S, M (holy water or pow- Merchant’s Glamer
dered silver and iron, which the spell con-
sumes) 3rd-level illusion
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Range: 10 feet
For the duration, you and up to eight will- Components: V, S, M (a tuft of wool)
ing creatures you choose that are within Duration: 24 hours
range are protected against certain types of
creatures: aberrations, celestials, elementals, You make material goods that are for sale
fey, fiends, and undead. appear to be much finer than they actually
are.
The protection grants several benefits.
Creatures of those types have disadvantage If one of these altered items is touched
on attack rolls against the target. The target with a piece of iron, it has a 25% chance of
also can’t be charmed, frightened, or pos- instantly reverting back to normal.
sessed by them. If the target is already
charmed, frightened, or possessed by such a Metal Shape
creature, the target has advantage on any
new saving throw against the relevant effect. 5th-level transmutation
Casting Time: 1 action
Memory Read Range: Touch
Components: V, S, M (lead, which must be
4th-level divination worked into roughly the desired shape of the
Casting Time: 1 action metal object)
Range: 10 feet Duration: Instantaneous
Components: V, S, M (a small piece of linen
cloth woven with a few threads of gold, You touch a piece of metal of Medium
worth at least 10 gp) size of smaller and form it into any shape
Duration: Concentration, up to 1 minute that suits your purpose. You can attempt to
create an object with moving parts or a sharp

82

edge, but there is 25% chance that it will not Mirage
come out correctly.
4th-level illusion
Mindkiller Casting Time: 1 action
Range: 60 feet
7th-level enchantment Components: V, S, M (seven drops of water)
Casting Time: 1 action Duration: 6 hours
Range: 300 feet
Components: V, S, M (a gemstone worth at You create an elusive mirage on the hori-
least 1,000 gp) zon that beckons convincingly but never gets
Duration: Special any closer. It occupies no more than a 45°
arc, vertically or horizontally, and always
You completely suppress the personality appears fuzzy and indistinct.
of a single humanoid, turning its body into a
mindless automaton. It follows your tele- All creatures who are capable of seeing it
pathic orders, as long as you are within 300 when you cast the spell must make a Wis-
feet. dom saving throw; if they fail, they see the
mirage. The creatures do not need to be fac-
You can force the target to perform any ing the mirage; a creature that is facing away
sort of task that it normally could. You can will still see a flicker in the corner of its eye.
force it to speak, although its voice will be
nearly inflectionless. You can also use your If the mirage depicts something very de-
action to see and hear through the target’s sirable, anyone failing the first saving throw
senses. You can make the target engage in must make a second one or feel compelled to
combat or use its class abilities, including head towards the vision for the duration of
spells, but it requires your full concentration; the spell. Creatures who are immune to be-
you can take no other actions while com- ing charmed cannot be affected by this spell.
manding the target.
Mirage of Despair
You may control the target for a number
of days equal to twice your spellcasting abil- 4th-level illusion
ity modifier. At any point during that time, Casting Time: 1 action
you may dismiss the spell and let the target’s Range: 60 feet
mind reassert itself. The target will know Components: V
that you have controlled it and will remem- Duration: 6 hours
ber what actions you have forced it to do. In
addition, this spell can be broken with a You affect one target in range that you
greater restoration or remove curse. can see. That target must make a Wisdom
saving throw. If it fails, it sees everything
If you allow the spell to continue, then around it in the worst possible light. Allies
when it expires, the creature’s personality look hateful or even become monsters, a
dies and body die. In addition, you must beautiful garden appears dying and covered
make a Constitution saving throw or take in rot, a tranquil pool looks covered in slime
5d6 psychic damage. and filled with dead fish.

The target becomes frightened of the
most horrific-looking thing for the duration
of the spell. If that object is removed from the
target’s sight for more than ten minutes, the

83

target will become frightened of something moonlight (or light from a certain phase of
else. The target will also become increasingly the moon) illuminates the runes, or when the
paranoid during this time. surface is touched by a member race, sex, or
class, and so on.
An ally of that target may attempt to talk
the target out of the delusion, allowing that The rune is permanent; when the condi-
target to make one Intelligence saving throw tion goes away, so do the runes, but they
to negate the spell. reappear the next time the condition is met.

This spell also can be dispelled through The runes can also be read by someone
use of the remove curse or dispel magic spell. casting see invisible or true seeing.

Mistaken Missive At Higher Levels. When you cast this
spell with a spell slot of 3rd level or higher,
2nd-level transmutation you can increase the number of runes you
Casting Time: 1 action can write by seven for each spell slot above
Range: Touch 2nd.
Components: V, S, M (three drops of ink)
Duration: Permanent Moonbow

You cast this spell on up to ten pages of 5th-level conjuration
text. Over the course of a week, the text will Casting Time: 1 action
slowly change. Range: Self
Components: V, S, M (a thread woven out of
On the first day, it will become faint, as if cobweb)
the writer was running out of ink. On the Duration: Concentration, up to 1 minute
second through fourth days, the words be-
come gibberish—the text is aligned in groups You create a glowing crystalline bow or
of letters and punctuation, but nearly all the crossbow with a thin beam of silver light as
words are meaningless. On the fifth day, the the bowstring. When you draw the bow-
letters have become real words, but the sen- string back, a silvery arrow coalesces, ready
tences make no sense. On the sixth day, and for you to fire. If you
thereafter, the message is coherent but con-
veys the exact opposite of the original mean- When you fire an arrow, it does 2d10 +
ing. your spellcasting ability modifier in piercing
damage plus 1d10 radiant damage on a hit.
Moon Rune Against undead, it does an additional 3d10
radiant damage and outlines the undead
2nd-level illusion with pale, flickering moonlight that acts
Casting Time: 1 action identically to faerie fire.
Range: Touch
Components: V, S, M (metallic ink) Streams a trail of glowing motes of moon-
Duration: Permanent light behind the arrow. The motes cast dim
light to a radius of 5 feet and continue to do
You write up to seven nonmagical runes so for the duration of the spell.
on any surface. This mark remains invisible
until conditions you specify during the cast- At Higher Levels. If you cast this spell
ing of this spell. The condition can be any- with a slot of 6th level or higher, it inflicts an
thing: a specific time of day or year, when additional 1d10 radiant damage for each slot
level above 5th.

84

Mordenkainen’s Defense Against Ly- Music of the Spheres

canthropes 4th-level enchantment
Casting Time: 1 action
4th-level abjuration Range: Self (30-foot radius)
Casting Time: 1 action Components: V, S, M (three ribbons, one,
Range: Touch four, and nine inches long that made from
Components: V, S, M (a crushed moonstone fine silver thread and worth 100 gp each)
worth at least 30 gp) Duration: Concentration, up to 10 minutes
Duration: 1 minute
Utterly beautiful cosmic music begins
You or one willing creature you touch has playing around you. All creatures within
resistance to a lycanthrope’s bite or claw at- range become so distracted by the music and
tacks, and advantage when making a Consti- must make a Wisdom saving throw or be at
tution saving throw to resist contracting ly- disadvantage on all attacks against you, and
canthropy. at all attempts to resist any affect that would
charm them.
Mordenkainen’s Defense Against
Mystic Rope
Beasts
3rd-level conjuration
3nd-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: 300 feet
Range: Touch Components: V, S, M (a rope made of braid-
Components: V, S, M (a feather, a bit of fur, a ed hairs from a nightmare or a pegasus)
dead insect, or a scale) Duration: 10 minutes
Duration: 1 minute
You create a magical, 100-foot long rope.
You or one willing creature you touch has You can mentally move the rope (it moves
resistance to the natural attacks of one kind with a speed of 20 feet). The rope has two
of beast: avians, mammals, insects and functions, climbing and entangling, and each
arachnids, or reptiles. The resistance is effec- round you may choose which function you
tive against normal, giant, and dire versions wish to use.
of those creatures.
♦ Climbing. The rope can climb up walls
Mordenkainen’s Defense Against or cliffs, and secure and knot itself. It can
also form a loop and hoist or lower weights
Slime up to 500 pound. You can command the rope
to unknot and return to you.
3rd-level abjuration
Casting Time: 1 action ♦ Entangling. You can throw the rope
Range: Touch (range of 30 feet), or command it to move on
Components: V, S, M (a bit of mold) its own. The rope will attack, using your
Duration: 1 minute spell attack modifier. On a hit, it grapples the
target (escape DC equal to your spell save
You or one willing creature you touch has DC), and the target is restrained until the
resistance to the natural attacks of fungal spell ends or you retract the rope.
plant creatures and all types of oozes.

85

Nap Range: Self (30-foot radius)
Components: V, S
2nd-level enchantment Duration: 24 hours
Casting Time: 1 action
Range: Touch You cause one natural place to exert a
Components: V, S, M (a piece of pillow stuff- special fascination to all creatures other than
ing, a feather, and a pebble) yourself and those native to the area. Any
Duration: 1 hour creature who enters the area must make an
Intelligence saving throw to leave; otherwise,
One willing creature you touch takes a it will make up excuses as to why it wishes
short rest which as refreshing as a long rest. to stay. A creature will fight fiercely if some-
A creature can only be affected by this spell one attempts to make it leave the area, but
once every 24 hours. Creatures that are im- will otherwise remain there peacefully.
mune to exhaustion cannot be affected by
this spell. Nectar

Nature Call 3rd-level conjuration (ritual)
Casting Time: 1 action
Conjuration cantrip Range: Touch
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: 1 round
Components: V, S
Duration: Concentration, up to 1 hour You “milk” a living flower and squeeze
out up to a quart of nectar. This nectar is
You summon fey spirits that take the mildly alcoholic and tastes of the plant from
form of beasts and appear in unoccupied which it was produced, and is generally con-
spaces you can see within range. Choose one sidered to be on par with decent wine.
of the following options:
The nectar can be bottled; it will last for a
♦ One beast of challenge rating 1/8. week before spoiling.
♦ Two beasts of challenge rating 0.
Each beasts is also considered fey, and it Nchaser’s Glowing Globe
disappears when it drops to 0 hit points or
when the spell ends. The summoned crea- 3rd-level evocation
tures are friendly to you and your compan- Casting Time: 1 action
ions, but otherwise act normally. You may Range: Touch
give them directions, but they are not under Components: V, S, M (a globe of high-
your total control. quality colored glass)
At Higher Levels. You summon twice as Duration: Permanent
many creatures when you reach 5th level,
three times as many when you reach 11th You fill the globe with a flickering light,
level, and four times as many when you much like the one created by continual flame.
reach 17th level. However, you can control the intensity of the
light, making it as bright as a torch to some-
Nature’s Charm what dimmer than the light produced by the
faerie fire spell. You may control the light
5th-level enchantment from as far as 20 feet away.
Casting Time: 1 action

86

Needlestorm Range: 90 feet
Components: S
4th-level transmutation Duration: 1 week
Casting Time: 1 action
Range: 100 feet You place a magical mark on a creature
Components: V, S, M (a pine needle) which can only be seen by you, that creature,
Duration: Instantaneous and up to seven other individuals named by
you when you cast the spell. It can also be
One pine tree, cactus, or other needle- or seen by someone casting see invisible or true
spine-bearing plant within range releases its seeing. The mark remains on the target and
needles in a deadly barrage. All creatures visible to those who can see it no matter
within 10 feet (for a plant under ten feet in what efforts are made by that creature to
height) or 30 feet (for a plant over ten feet) hide the mark, including attempting to mask
must make a Dexterity saving throw or take it with clothing, illusions, or shapeshifting.
4d12 piercing damage.
Nymph’s Beauty
At Higher Levels. If you cast this spell
with a slot of 5th level or higher, it inflicts an 7th-level enchantment
additional 1d12 piercing damage for each Casting Time: 1 action
slot level above 4th. Range: Self (30-foot radius)
Components: V, S, M (a nymph’s tear)
Nerve Dance Duration: Concentration, up to 10 minutes

6th-level necromancy You become blindingly beautiful. Any
Casting Time: 1 action humanoid within range who can see you
Range: 100 feet must make a Constitution saving throw or
Components: V, S, M (a six-inch strand of become blinded. A lesser restoration spell will
red spider silk and a torch) be needed to remove this effect.
Duration: Concentration, up to 1 minute
If you remove your clothing or are al-
You hold your hand out and three glow- ready naked, any creature who sees you and
ing red streamers shoot out. Each of these who is not blinded takes 10d8 psychic dam-
streamers wraps around a target of your age.
choice within range, using your spell attack
modifier to hit. This spell can be used by both men and
women and affects both men and women
On a hit, they wrap around a target, equally.
grappling it (escape DC equal to your spell
save DC), and must make a Wisdom saving Nystul’s Blacklight Burst
throw. The creature takes 7d6 psychic dam-
age and is incapacitated due to incredible 4th-level evocation
pain for 1 minute on a failed saving throw, or Casting Time: 1 action
half as much damage and is incapacitated for Range: 100 feet
the next round on a successful one. Components: V, S, M (a bit of dirt from a
ghoul’s grave)
Nightscar Duration: Instantaneous

3rd-level illusion You bring forth a blast of dark energy
Casting Time: 1 action from the Negative Plane, sending it to a

87

point you choose within range, at which ♦ Purple Baton. The target takes an ad-
point expands in a burst. Each creature in a ditional 2d8 psychic damage.
20-foot radius sphere centered on that point
must make a Dexterity saving throw. A crea- At Higher Levels. When you cast this spell
ture takes 6d6 necrotic damage and have its using a spell slot of 4th level or higher, the
speed reduced to half for 1 minute on a damage increases by 1d8 radiant and 1d8
failed saving throw, or half as much on a color-specific damage for each slot level
successful one and have its speed reduced by above 3rd.
5 feet.
Oathbinding
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the 5th-level enchantment (ritual)
damage increases by 1d6 for each slot level Casting Time: 10 minutes
above 4th. Range: Touch
Components: V
Nystul’s Radiant Baton Duration: 1 year

3rd-level evocation You or one willing creature you touch
Casting Time: 1 action vows to behave in a certain way for the
Range: Self length of the oath and, if it breaks its vow, to
Components: V, S, M (a crystal prism, which perform a certain act of contrition, which
shatters when you cast the spell, and seven must be feasibly possible and not be suicidal
small silver rods, which can be reused) in nature. Because this spell only affects will-
Duration: Concentration, up to 1 minute ing creatures, it is effective on creatures that
are immune to being charmed.
You summon a slender baton made of
glowing, colored light, drawn directly from If the creature breaks its vow, even un-
the Elemental Plane of Radiance. You have knowingly, it takes 1d10 psychic damage. If
proficiency in using it and on a hit it does the creature then fails to perform the chosen
2d8 + Strength modifier in radiant damage. act of contrition within 1 week, it takes 5d10
In addition, it has an extra affect which de- psychic damage, and its hit point total is re-
pends on what color you chose it to have duced by that amount, until it performs the
when you cast the spell: act of contrition.

♦ Red Baton. The target takes an addi- Breaking the vow and performing the act
tional 2d8 fire damage. of contrition does not end the spell. You may
choose to end the spell early by using an ac-
♦ Orange Baton. The target takes an tion to dismiss it, and a remove curse, greater
additional 2d8 poison damage. restoration, or wish spell also ends it.

♦ Yellow Baton. The target takes an ad- At Higher Levels. When you cast this spell
ditional 2d8 thunder damage. using a spell slot of 7th level or higher, the
spell lasts until it is ended by one of the
♦ Green Baton. The target takes an addi- spells mentioned above.
tional 2d8 acid damage.
Obedience
♦ Blue Baton. The target takes an addi-
tional 2d8 lightning damage. 6th-level enchantment (ritual)
Casting Time: 1 action
♦ Indigo Baton. The target takes an ad-
ditional 2d8 force damage.

88

Range: Touch saving through or take 6d6 lightning damage
Components: V, S, M (a golden circlet, neck- on a failed saving throw, or half as much on
lace, or bracelet worth at least 1,000 gp) a successful one, each round that the creature
Duration: Permanent ends its turn in the cloud.

You place the circlet, necklace, or bracelet Odeen’s Magic Cloud
on an aberration, dragon, humanoid, giant,
or monstrosity with an Intelligence of 5 or Evocation cantrip
more, and then cast the spell. The creature Casting Time: 1 action
makes a Wisdom saving throw. On a failure, Range: 90 feet
the creature is bound by the circlet and can- Components: V, S
not remove it. Duration: Concentration, up to 1 minute

While wearing the circlet, you may issue You create a cloud that fills a five-foot
orders to the creature. If the creature refuses cube at any point within range. You can
the order, you may activate the circlet. For freely move the cloud at a speed of 40 feet by
each round the circlet is activated, the crea- concentrating on it; when you stop concen-
ture suffers 1d10 psychic damage and is trating, it drifts on the wind. When you cre-
stunned due to incredible pain. You may ate the cloud, you choose one of three op-
deactivate the circlet at any time. tions:

You may choose to remove the circlet at ♦ Misty Cloud. You direct the cloud to
any time. A dispel magic, remove curse, or wish cover a small area on the ground, typically
spell also will remove it. Finally, at every around an object or creature. The cloud’s
midnight, the creature, if it is awake, can area is lightly obscured.
make a new saving throw at disadvantage.
On a success, the creature can remove the ♦ Storm Cloud. You create a personal
circlet and is freed. storm cloud directly over a target. At the be-
ginning of your round, you may use a bonus
Obold’s Brightness action to direct a lightning bolt to strike the
target. The target may make a Dexterity sav-
6th-level evocation ing throw, or take 1d6 lightning damage on a
Casting Time: 1 action failed save, or no damage on a successful
Range: 150 feet one.
Components: V, S, M (a scrap of fur and a
tangle of wire) ♦ Rainbow Cloud. The cloud emits an-
Duration: Concentration, up to 1 minute ywhere up to five small, pretty rainbows.
This is primarily designed to impress view-
A thick cloud appears, seeping up from ers.
the ground, in a location you choose within
range. It glows white and is shot through Odeen’s Magic Tailor
with sparks, which are actually tiny bolts of
lightning. The cloud consists of ten 10-foot Transmutation cantrip (ritual)
cubes, which you can arrange as you wish. Casting Time: 1 minute
Each cube must have at least once face adja- Range: 30 feet
cent to the face of another cube. Components: V, S
Duration: Special
The cloud’s area is heavily obscured, All
creatures in the area must make a Dexterity

89

You magically resize one mundane outfit Otiluke’s Fire and Ice
or suit of armor to fit you or another creature
within range you can see. 8th-level evocation
Casting Time: 1 action
When the wearer removes the outfit or Range: 300 feet
armor, it reverts to its normal size. Components: V, S, M (a pinch of phospho-
rous and a small quartz crystal)
Orison Duration: Instantaneous

Transmutation cantrip Two bright streaks of energy, one red and
Casting Time: 1 action one blue, flash from your pointing finger to a
Range: Self (30-foot radius) point you choose within range. The red
Components: V, S streak explodes in a 20-foot-radius sphere
Duration: Special centered on that point; a split-second later,
the blue streak explodes. Each creature with-
The most basic prayers that an acolyte in that radius must make a Dexterity saving
learns, orisons are used to hone the throw. A creature takes 6d6 fire damage and
spellcasting ability of priests. You create one 6d6 cold damage, and then 3d6 bludgeoning
of the following effects within range. damage due to the resultant shock wave on a
failed save, or half as much damage on a
♦ You cause mundane pain and nausea successful one.
to lessen for up to 1 hour, or heal one crea-
ture other than yourself of 1d4 hit points of At Higher Levels. When you cast this spell
damage. Once you heal a creature with this using a spell slot of 8th level or higher, the
spell, you cannot use this spell again on that fire and cold damage increases by 1d6 for
creature again until you have taken a short each slot level above 7th.
or long rest.
Otiluke’s Orb of Containment
♦ You bless a meal (food to be shared by
up to four individuals), and roll a d4. Add 3rd-level evocation
that number to any saving throw to avoid Casting Time: 1 action
being poisoned by that meal or drink. Range: 60 feet
Components: V, S, M (a diamond worth at
♦ One candle cannot be extinguished by least 100 gp, which is shattered when the
any means for as long as you hold it. spell is cast)
Duration: 1 day
♦ You offer up a quick prayer along the
lines of “give me strength!” or “don’t let me You create a container made of pure mag-
fail!” The GM secretly rolls 2d20 and records ical force, which forms around a substance of
the better of the two rolls. At some point dur- your choice, up to one pound. The container
ing the next hour, you may choose to replace is completely unbreakable and inside of it,
your roll with that roll, for good or for ill. the object is held in stasis so it doesn’t age.
When the spell ends, the contents inside the
♦ You cause one creature you see within orb are released.
range to gain a +1 to their attack or saving
throw for the next minute. At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher,
♦ You cause one creature you see within
range to suffer a -1 penalty to its attack or
saving throw for the next minute.

90

the duration increases by an extra day for You gently ring the chime and magical
each slot level above 3rd. vibrations issue forth. These vibrations in-
stantly release any form on nonmagical bind-
Otiluke’s Siege Sphere ings on a single individual you can see with-
in range: ropes are untied, chains and shack-
7th-level evocation les are loosened, stocks are opened, gags are
Casting Time: 1 action removed, bridles and saddles are unbuckled,
Range: Touch and so on.
Components: V, S, M (a pinch of diamond
dust) Otto’s Drums
Duration: 10 minutes
4th-level enchantment
You create a large, bolder-sized unbreak- Casting Time: 1 action
able sphere of force that can be fired from a Range: Self (100-foot radius)
catapult or trebuchet (and thus uses that Components: V, S, M (a pair of miniature
siege equipment’s range). You designate bronze drums)
what form you wish the sphere to take: Duration: Concentration, up to 10 minutes

♦ Crystal Shards. The sphere splinters This spell is used to rally or demoralize
apart while 30 feet above the target. All crea- troops. You choose which effect you wish to
tures in a 20-foot radius beneath it must use.
make a Dexterity saving throw. A creature
takes 10d6 force damage on a failed saving ♦ Drums of Despair. The sound of op-
throw, or half as much damage on a success- pressively loud war drums fills the area. All
ful one. creatures within that area, except for allies
you designate, must make a Wisdom saving
♦ Liquid Fire. The sphere shatters on throw. A creature who fails is filled with
impact, spraying sticky fire in a 30-foot radi- dread and despair and be at disadvantage on
us. All creatures in that area must make a all saving throws for the duration. In addi-
Dexterity saving throw. A creature takes 6d6 tion, whenever an affected creature rolls a 20
fire damage on a failed saving throw, or half when rolling to attack, that creature must
as much damage on a successful one; all reroll.
creatures also take 2d6 fire damage each
round for 2d8 rounds. The sticky fire also ♦ Rousing Anthem. The sound of
sets all combustibles on fire. rhythmic, encouraging drums fills the area.
All allies you designate are at advantage on
♦ Wrecking Ball. The sphere becomes as all saving throws for the duration. In addi-
hard as adamantine and twice as heavy. It tion, whenever an affected creature rolls a 1
does 8d8 bludgeoning damage. Objects and when rolling to attack, that creature may re-
buildings take twice as much damage. roll.

Otto’s Chime of Release Otto’s Soothing Vibrations

1st-level transmutation 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 100 feet
Components: V, S, M (a small brass chime) Components: V
Duration: 1 round

91

Duration: Concentration, up to 1 minute base AC becomes 15 + its Dexterity modifier.
You point to a spot within range and The weapon, regardless of its appearance,
does 2d6 + its Strength or Dexterity modifier
begin humming. All aberrations, beasts, in force damage.
dragons, monstrosities, oozes, and plants
with an Intelligence of 1 to 4 that are in a 20- Phantom Plow
foot-radius of that spot must make a Wisdom
saving throw. Creatures that are actively be- Evocation cantrip
ing hostile, either to you or to something Casting Time: 1 minute
else, have advantage on that roll. Range: Self (50-foot line)
Components: V, S
Creatures who fail hear the soothing hum Duration: Instantaneous
and become calm. They stop what they doing
in order to hear the sound and will show no You create a deep furrow in the ground,
fear or aggression unless you or your com- suitable for planting, that extends from your
panions attack them first. In addition, those feet to up to 50 feet away. It will not work on
creatures will be at disadvantage on saving earth that is consecrated or under a long-
throws to resist being charmed. term spell.

Pain You create additional furrows when you
reach 5th level (2 furrows), 11th level (4 fur-
Necromancy cantrip rows), and 17th level (8 furrows).
Casting Time: 1 action
Range: Touch Pillar of Borogar
Components: V, S
Duration: 1 minute 5th-level transmutation
Casting Time: 1 action
One creature you touch is wracked by Range: 100 feet
horrific pains. For the duration of the spell, Components: V, S, M (a small cylinder of
that creature is at disadvantage on attack flame)
rolls and ability checks. Duration: Permanent

At the beginning of each of its turns, the You point at a spot within range and a 10-
creature may make a Constitution saving foot-wide pillar of earth, stone, or clay erupts
throw, ending the effect on a success. from the ground. You can raise or lower it at
will to a maximum height of 100 feet, at a
Phantom Arms and Armor rate of 30 feet. You can choose to have it be
20 feet wide with a maximum height of 50
3rd-level illusion feet.
Casting Time: 1 action
Range: Touch If crushed against a roof, it causes 2d8
Components: V, S, M (a small piece of bludgeoning damage and may eventually
mithral worth at least 10 gp) break through the roof. The pillar is vertical
Duration: 1 hour and cannot be grown horizontally or diago-
nally.
You or one willing creature you touch
gains semi-illusory armor and weapon of At Higher Levels. When you cast this
your choice, which can look like anything spell with a spell slot of 6th level or higher,
you wish. Until the spell ends, the target’s

92

you may create another pillar for each spell Duration: Permanent
slot above 5th. You dose a creature you touch with an

Pit extremely potent toxin. The creature is poi-
soned for 1 day and must make a Constitu-
4th-level transmutation (ritual) tion saving throw. On a success, the creature
Casting Time: 1 action is unaffected. On a failure, the creature takes
Range: 100 feet 1d6 poison damage every hour for 24 hours,
Components: V, S, M (a mole’s claw) and its hit point total is reduced by that
Duration: Instantaneous amount. If the creature’s hit point total is
reduced to 0 by this effect, the creature dies.
A pit 20 feet deep and 20 feet across ap- The creature’s hit point maximum will be
pears at a point you indicate within range. restored once it is no longer poisoned and
This doesn’t work on natural or worked has taken a long rest.
stone. If you cast this spell directly under-
neath or in front of a creature, that creature At Higher Levels. When you cast this
may make a Dexterity saving throw to avoid spell with an 8th-level or higher spell slot,
falling. Those who fall in take 2d6 bludgeon- the poison does 1d10 damage every hour.
ing damage from the fall.
Possess
Pool of Deeds
5th-level necromancy (ritual)
7th-level divination Casting Time: 1 minute
Casting Time: 1 hour Range: 500 feet
Range: Touch Components: V, S, M (a bowl or stick of in-
Components: V, S, M (a handful of colored cense and a figurine of the being to be pos-
powder) sessed)
Duration: 24 hours Duration: Concentration, up to 1 hour

You turn a pool of water that is anywhere You release your soul from your body
from 1 foot to 30 feet in diameter as a story- and possess another humanoid or beast. That
teller. It shows, in images only, the deeds of creature must make a Charisma saving
any one person you name, living or dead. throw to resist. If it fails, you take over its
You must name which deeds you wish to see body.
(i.e., the deeds must be publically known),
but the pool will show even unknown de- The target becomes incapacitated and
tails. It will show the event in realtime. If unconscious. While in control of this body,
there are details that the named person does you have resistance to all forms of damage
or did not want known, you must make a DC except for psychic—injuries your body takes
18 Intelligence check to reveal them. will appear, in reduced form, on your actual
body. You may use the target body’s
Poison Strength, Dexterity and Constitution but you
retain your own Intelligence, Wisdom, and
6th-level necromancy Charisma. You do not have access to the tar-
Casting Time: 1 action get’s knowledge, memories, class features, or
Range: Touch proficiencies.
Components: V, S
If the body you are in drops to 0 hit
points, the possession ends and you must

93

make a Charisma saving throw. You take 6d6 Duration: 10 minutes
psychic damage on a failed saving throw, or You pick a point within range. All crea-
half as much on a successful one. You may
choose to end the possession at any time. tures within a 20-foot radius that have 30 or
fewer hit points fall asleep instantly. Crea-
A target is immune to your attempts to tures with a greater number of hit points
possess it for 24 hours after succeeding on may make a Wisdom saving throw or fall
the saving throw or the possession ends. asleep. A sleeping creature will stay asleep
until the spell ends, the sleeper takes dam-
Power Word Banish age, or someone uses an action to shake or
slap the creature awake.
9th-level conjuration
Casting Time: 1 action Preservation
Range: 30 feet
Components: V 2nd-level abjuration (ritual)
Duration: Instantaneous Casting Time: 1 minute
Range: Touch
You utter a word of great power that Components: V, S, M (a pinch of salt)
forces one elemental, fiend, or celestial that Duration: 1 week
you can see within range to immediately re-
turn to its home plane. Up to 250 pounds of raw food will remain
perfectly preserved for one week. This spell
Power Word Blind does not work on cooked food, nor does it
prevent the food from being eaten during
8th-level transmutation this time; it merely keeps it from rotting or
Casting Time: 1 action going moldy.
Range: 30 feet
Components: V This spell can also be used to preserve a
Duration: Instantaneous corpse in preparation for being raised; a week
of preservation counts only as one day for
You point to one creature you can see the purposes of the raise dead spell.
within range. If the creature you choose has
50 hit points or fewer, it goes permanently At Higher Levels. When you cast this spell
blind. If it has up to 100 hit points, it goes using a spell slot of 3rd level or higher, you
blind for 1 day. If it has more than 100 hit can preserve an additional 50 pounds for
points, the spell has no effect. each slot level above 2nd.

All creatures within 10 feet of the creature Prismal’s Handy Mirror
you pointed out are permanently blinded if
they have 25 hit points or fewer, or are 2nd-level conjuration
blinded for 1 day if they have up to 50 hit Casting Time: 1 action
points. Range: 60 feet
Components: V, S, M (a shard of glass)
Power Word Sleep Duration: 1 hour

7th-level enchantment You create a floating mirror that is 4
Casting Time: 1 action square feet; you may pick its length and
Range: 60 feet height. When you cast this spell, and on each
Components: V subsequent turn, you can use a bonus action

94

to move the mirror up to 60 feet or to angle ends and the creature is freed. A dispel magic,
or turn it. remove curse, or wish spell can also end this
effect.
The mirror is an object that has AC 12
and 10 hit points. If broken, razor-sharp Projected Magnification
shards explode outward and all creatures
within 20 feet must make a Dexterity saving 4th-level divination
throw. A creature takes 1d10 piercing dam- Casting Time: 1 action
age on a failed saving throw or half as much Range: 10 miles
on a successful one. Components: V, S, M (a shard of glass)
Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher, You pick a distant object or place you can
the mirror can be another square foot each see or are aware of that is within range. An
slot level above 2nd. image of that object or place is then projected
onto a flat surface or in the air within 10 feet
Prismal’s Pictograph of you. It is two-dimensional, outlined in
faint blue light, and covers an area of up to
7th-level transmutation 10 square feet. You can zoom in and out up
Casting Time: 1 action to 10× magnification.
Range: 30 feet
Components: V, S, M (an empty ink well, a Prophecy
feather pen, and a surface on which to write)
Duration: Until dispelled 6th-level divination (ritual)
Casting Time: 1 hour
You turn one creature or object in range Range: Self
that you can see into a full-color, two- Components: V, S, M (a plant with halluci-
dimensional image on the surface you have natory properties or a hallucinatory drug,
provided. The creature or object is reduced which is burned during the casting of the
to 12:1 scale; it must be able to fit on the writ- spell, and a crystal worth at least 1,000 gp)
ing surface in its reduced form for the spell Duration: 10 minutes
to work. An unwilling creature may make a
Charisma saving throw to avoid the effect. You enter a long trance and get a vision
of the future, which describes an important
You decide whether the creature is to re- event that shall occur at some point in the
main animate (in which case, it counts as near future. It may be vague and open to
restrained, although it still can move slowly interpretation. In addition, the DM will se-
about its canvas in a stilted manner), or if it cretly roll a d10. On a roll of 1, the vision will
to become a still picture. If you choose to al- be completely false.
low it to remain animate, it can see and hear,
but cannot speak, attack, or cast spells. If you If you touch another creature while cast-
choose for the creature to become a still pic- ing this spell, then the prophecy will be
ture, the creature is put in stasis. In both cas- about an event that directly concerns that
es, the creature does not age, eat, drink, creature.
sleep, or breathe. Inanimate objects remain in
the picture indefinitely. If you attempt to cast this spell more than
once about a single event, you will receive
A trapped creature may make a new sav- the same visions.
ing throw each day. On a success, this effect

95

At Higher Levels. If you cast this spell Rain of Blood
using an 8th- or 9th-level spell slot, you can
attempt to divine a prophecy that concerns 5th-level necromancy
an area as large as a kingdom. The DM will Casting Time: 1 action
secretly roll a d10. On a roll of 1, the vision Range: 150 feet
will be completely false; on a roll of 2-5, you Components: V, S, M (a vial of fresh blood)
will receive no vision at all. Duration: 1 minute

Protective Amulet A storm of sticky, life-leeching, brilliant
red blood appears in a location you choose
1st-level abjuration (ritual) within range. The area of the storm consists
Casting Time: 1 hour of up to ten 10-foot cubes, which you can
Range: Touch arrange as you wish. Each cube must have at
Components: V, S, M (an item of jewelry that least once face adjacent to the face of another
costs 50 gp per level of the spell it is de- cube. Each creature in the area must make a
signed to protect against) Dexterity saving throw. A creature takes 5d6
necrotic damage on a failed save, or half of
You enchant an amulet with the ability to much damage on a successful one, each
protect the wearer from a specific spell that round that the creature ends its turn in the
you know how to cast and that allows for a storm and for one round afterwards.
saving throw.
Rain of Terror
When the wearer is attacked by that spell
and fails the saving throw, the amulet ab- 7th-level conjuration
sorbs the magic and shatters, protecting the Casting Time: 1 minute
wearer. Range: Touch (1-mile radius)
Components: V, S
Quench the Spirit Duration: Concentration, up to 6 hours

8th-level necromancy You draw a magical rune on the ground.
Casting Time: 1 action An unusually dark, cursed storm develops
Range: 200 feet over the next half-hour (if a storm is already
Components: V, S, M (a humanoid’s finger present, the spell takes place immediately).
bone) You choose the nature of the rain from the
Duration: Instantaneous following: ash, bats, blood and bits of flesh,
centipedes, fish, lumps of gelatinous slime,
You point the finger bone at a creature putrid black, yellow, or red water, salaman-
within range. That creature must make a ders, small birds, small lizards, small snakes,
Charisma saving throw or take 6d12 +30 spiders, toads, or worms. If the rain consists
psychic damage. of living creatures, only around half of the
animals will survive the fall. None of these
A humanoid killed by this spell rises at the animals are capable of harming anyone.
start of your next turn as a zombie that is
permanently under your command, follow- Rainshield
ing your verbal orders to the best of its abil-
ity. Abjuration cantrip
Casting Time: 1 action

96

Range: Self long as that creature is wearing the brooch,
Components: V, S you can use your action to see and hear any-
Duration: 1 hour thing that creature is seeing and hearing.
This spell only works if the creature is active-
You create an invisible, slightly convex ly wearing the brooch (it won’t work if the
barrier about three feet in diameter to appear creature merely has the brooch on its person)
no higher than five feet above your head. and is within five miles of you.
This protects you from normal rainfall and
light hail, but not from magical non-water- Ray of Fatigue
based rains. It will protect you from other
sorts of falling liquids. 1st-level necromancy
Casting Time: 1 action
With concentration, you may angle the Range: 30 feet
rainshield to help protect you from wind- Components: V, S
blown rain. Duration: Instantaneous

Rary’s Replay A sickly yellow beam of enervating ener-
gy springs from your finger towards a crea-
5th-level divination (ritual) ture within range. Make a ranged spell attack
Casting Time: 1 minute against the creature. On a hit, the creature
Range: Self (10-foot radius) takes a level of exhaustion. This cannot bring
Components: V, S the target past the 5th level exhaustion
Duration: Concentration, up to 1 hour
Ray of Paralysis
You read the residual psychic impres-
sions in a room or area. Typically, you can 3rd-level necromancy
only read the most recent events, but a high- Casting Time: 1 action
ly-emotional event, especially one that is also Range: 60 feet
very unusual or violent, leaves psychic ener- Components: V, S
gies that can be picked up for months or Duration: Concentration, up to 1 minute
years afterwards. The event is played back
perfectly—you see, hear, smell, and feel the A green beam of enervating energy
events perfectly. shoots from your finger towards a creature
within range. Make a ranged spell attack
The event that is replayed for you is done against the creature. On a hit, the creature
so in real-time, so the replay takes as long to becomes paralyzed.
complete as the original event, to a maxi-
mum of one hour. At the end of each of the creature’s turns,
it make a Constitution saving throw against
Rastor’s Mystical Spy the spell. On a success, the spell ends.

4th-level divination Read Object
Casting Time: 1 action
Range: Touch 3rd-level divination
Components: V, S, M (a copper brooch) Casting Time: 1 action
Duration: 6 hours Range: Touch
Components: V, S, M (rare incense worth at
You cast this spell on a copper brooch least 50 gp)
and give it to another creature to wear. As

97

Duration: Instantaneous stones (silver, gold, amethyst, to- 100 years
You hold an item and learn the current or paz)
Very rare metal, very valuable gem-
most recent owner’s race, class or profession, stones (mithral, adamantine, black
and alignment. In addition, roll a d6. On a opal, diamond)
roll of 1-4, it also reveals the last event that
happened to the owner while he still had the Resist Magic

object in its possession, if that event had 5th-level abjuration
some emotional importance. It does not re- Casting Time: 1 action
veal that person’s name, age, or anything Range: Touch
else about him or her. Components: V, S, M (a piece of string, a
block of wood, and an unlit candle)
Reed Staff Duration: 1 minute

1st-level transmutation For the duration, you or one creature you
Casting Time: 1 action touch gains advantage on saving throws to
Range: Touch resist magical spells.
Components: V, M (a splinter of wood)
Duration: 1 minute Restore Earth

You turn a normal blade of grass into a 3rd-level conjuration
magical quarterstaff that does 1d10 bludg- Casting Time: 1 action
eoning damage. If anyone other than you Range: Touch
touches the staff, it turns back into grass. Components: V, S, M (a piece of clay with
iron filings in it, which is shaped to resemble
Renew Deposit the original structure of the object to be re-
paired)
9th-level transmutation (ritual) Duration: Concentration, up to 1 minute
Casting Time: 6 hours
Range: Touch You may touch a damaged structure or
Components: V, S, M (a “seed” of the same object made of earth, stone, or clay that is too
type of material to be renewed worth at least large to use mending on. Each round that you
10,000 gp) remain in contact with the object, you heal
Duration: Special 2d10 hit points.

This spell is typically granted by gods of At Higher Levels. When you cast this
the earth, wealth, or dwarven gods. You spell with a 4th-level or higher spell slot, you
cause a normally nonrenewable mineral re- heal an additional 1d10 hit points per slot
source to slowly grow back. You place a level above 3rd.
“seed” in the empty vein and then must let it
grow; if it is interrupted before it has regrow, Return to Earth
the spell ends.
4th-level necromancy
Metal Time to Casting Time: 1 action
Base metal and semiprecious gem- Regrow Range: Self (30-foot radius)
stones (iron, copper, quartz, citrine) Components: V, M (a pinch of dust)
Previous metal and fancy gem- 20 years Duration: Instantaneous

40 years

98

All corporeal undead within 30 feet of can hear and understand you. Creatures that
you that have fewer than 50 hit points must can’t be charmed are immune to this effect.
make a Constitution saving throw. An un- This suggestion must me no more than one
dead takes 5d10 force damage on a failed or two short sentences and must be reasona-
saving throw, or half as much on a successful ble and non-suicidal in nature. Each target
one. If an undead is reduced to 0 hit points, it may make a Wisdom saving throw to resist.
crumbles into dust. This part of right of might works like the spell
mass suggestion.
Revenance
Rising Colossus
2nd-level abjuration
Casting Time: 1 action 9th-level conjuration
Range: Touch Casting Time: 1 action
Components: V, S, M (a pinch of dust) Range: 200 feet
Duration: 1 hour Components: V, S, M (a ball of clay and a bit
of string, wire, or natural fiber)
One undead creature you touch is grant- Duration: Concentration, up to 10 minutes
ed a measure of resistance. It has advantage
when making saving throws against being You call into being the head, torso, and
turned or against spells specifically designed arms of an enormous humanoid being that
to harm or control undead. appears to be made of the same substance as
the ground from which it rose. It is bald and
Right of Might lacks all facial features save a mouth. You
may use your action to direct its attack. It is
7th-level transmutation capable of turning completely around but
Casting Time: 1 action cannot leave the area from which it rose.
Range: Self
Components: V, S COLOSSUS
Duration: Concentration, up to 10 minutes
Gargantuan construct, unaligned
You become larger, more powerful, and Armor Class: 20 (natural armor)
far more commanding. Hit Points: 310 (20d20+100)
Speed: 18 (20,000 XP)
Your size double in all dimensions and
your weight is multiplied by eight, and you STR DEX CON INT WIS CHA
increase in size by one category. Your 28 (+9) 8 (-1) 20 (+5) 1 (-5) 5 (-3) 1 (-5)
Strength increases by 1d6 and can increase to
22. Your clothing and equipment enlarge Damage Immunities: poison
with you and your weapons do an additional Damage Resistances: bludgeoning, piercing, and
1d4 damage, plus your new Strength modifi- slashing damage from nonmagical weapons
er. You also gain advantage on Strength Condition Immunities: blinded, charmed, deaf-
checks and Strength saving throws. ened, frightened, petrified, poisoned, prone,
stunned, unconscious
You become outlined in a faint but mes- Senses: truesight 120 feet (blind beyond this ra-
merizing aura, which gives you the ability to dius)
make powerful commands. You can magical- Languages: —
ly influence up to twelve creatures of your Challenge:
choice that you can see within range and that Siege Monster. The colossus deals double dam-

99

age to objects and structures. Ritual Strength

ACTIONS Abjuration cantrip (ritual)
Casting Time: 1 minute
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., Range: Touch
one target. Hit: 48 (6d12+9) bludgeoning Components: V, S
Duration: 1 hour
Rising Rot
You or one willing creature you touch
5th-level necromantic meditates, drawing on an inner strength to
Casting Time: 1 action banish weariness. While this spell is active,
Range: 60 feet the target is immune to exhaustion.
Components: V, S, M (a handful of mold
spores) This spell’s duration increases when you
Duration: Instantaneous reach 5th level (6 hours), 11th level (12
hours), and 17th level (1 day).
You hold up your hand a thin beam of
sickly green-brown light shoots out and Rusting Grasp
strikes one living, corporeal creature within
range you can see. That creature must make 4th-level transmutation
a Constitution saving throw each round. The Casting Time: 1 action
creature takes 1d8 poison damage and 1d8 Range: Touch
necrotic damage on a failed saving throw, or Components: V, S, M (the antenna or a scale
half as much damage on a successful one. from a rust monster)
These effects continue until the target has Duration: Concentration, up to 1 minute
successfully save three times, although they
do not have to be consecutive. You touch a ferrous metal or alloy and
cause it to rust. This inflicts 4d10 acid dam-
At Higher Levels. If you cast this spell age each round to an inanimate object such
with a 7th-level or higher spell slot, it inflicts as an iron wall. Magical metallic objects take
2d8 poison damage and 2d8 necrotic damage half damage.
each round.
If you touch either metal armor or a metal
Resist Turning shield, it takes a permanent and cumulative -
1 penalty to the AC it offers. Armor reduced
3rd-level abjuration to AC 10 or a shield that drops to a +0 bonus
Casting Time: 1 action is destroyed. If you touch a metal weapon,
Range: Touch the weapon takes a permanent and cumula-
Components: V, S tive -1 to the damage it deals. If the penalty
Duration: 1 minute drops to -5, the weapon is destroyed. Touch-
ing metallic weapons and armor in combat
For the duration, one undead creature requires you to make an attack using your
you touch gains advantage on saving throws spell attack modifier.
to resist magical spells, if it did not already
have this ability. You may use this to attack a metallic crea-
ture, such as an iron golem or a gorgon. The
creature may make a Constitution saving
throw. The creature takes 4d10 acid damage

100


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