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Spells of Old Volume III

Libris Mortis Spells Converted For 5th Edition Use

Introduction: There are plenty of spells to cover all the basics, and beyond, within the Player’s Handbook, but who doesn’t like more options. This supplement is the third of the supplements intended to port in some of the options provided during the source book hay-day of 3rd Edition and its 3.5 successor. This supplement pulls from the Libris Mortis, by Wizards of the Coast, and provides you with 13 new spells. For the most part the spell lists are maintained from the book, with minor adjustments.

Sample file By John Crowley III

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Spells of Old Volume III v1.0 Notes of the Wandering Alchemist 1 Level 6 Spell Lists Awaken Undead () Trap (abjuration, ritual) The following spell lists show which new spells are for the given class. School of and ability to be cast as a ritual is noted in parentheses after the Level 7 Necrotic Sovereignty (necromancy) spell’s name. Level 8 Necrotic Empowerment (necromancy) Cleric

Level 1 Warlock

Necrotic Awareness (necromancy) Level 2 Blade of Pain and Fear (evocation) Level 2 Blade of Pain and Fear (evocation) Necrotic Cyst (necromancy) Level 3 Ectoplasmic Feedback (abjuration) Level 3 Ghoul Gesture (necromancy) Conjure Undead (conjuration) Ghoul Gesture (necromancy) Level 5 Necrotic Bloat (necromancy) Night’s Caress (necromancy)

Level 4 Necrotic Domination (necromancy) Wizard

Level 6 Level 1 Ghost Trap (abjuration, ritual) Necrotic Awareness (necromancy)

Level 7 Level 2 Necrotic Sovereignty (necromancy) Blade of Pain and Fear (evocation) SampleNecrotic file Cyst (necromancy) Level 8 Necrotic Empowerment (necromancy) Level 3 Conjure Undead (conjuration) Ectoplasmic Feedback (abjuration) Sorcerer Necrotic Bloat (necromancy)

Level 1 Level 4 Necrotic Awareness (necromancy) Necrotic Domination (necromancy)

Level 2 Level 5 Blade of Pain and Fear (evocation) Awaken Undead (necromancy) Necrotic Cyst (necromancy) Night’s Caress (necromancy)

Level 3 Level 6 Conjure Undead (conjuration) Ghost Trap (abjuration, ritual) Ectoplasmic Feedback (abjuration) Necrotic Bloat (necromancy) Level 7 Necrotic Sovereignty (necromancy) Level 4 Necrotic Domination (necromancy) Level 8 Necrotic Empowerment (necromancy) Level 5 Night’s Caress (necromancy)

Spells of Old Volume III v1.0 Notes of the Wandering Alchemist 2 away from you and the sound of the blade. As long as there is somewhere to move, the creature Spell Descriptions continues to move away. Should the a–ected creature no longer see or hear the blade of pain Spells are presented in alphabetical order, and fear, it may make a Wisdom saving throw at the end of its turn. On a successful save, the spell’s fear e–ect ends. If your concentration is broken, or Awaken Undead the duration of the spell expires, any creatures still 6th-level necromancy frightened can make a Wisdom saving throw at the end of each turn, regardless of line of sight to you. Casting Time: 8 hours At Higher Levels: When you cast this spell using Range: Touch a spell slot of 3rd level or higher, the damage bonus Components: V, S, M (humanoid ‹ngerbone) increases by 2 and the duration of the frightened Duration: Instantaneous e–ect increases by 1 for each spell slot above 2nd. You magically enhance the capabilities of your undead minions by granting them some of the intelligence they had in life. When this spell is cast, Conjure Undead all undead within range have their Intelligence 3rd-level conjuration score permanently improved. Roll 1d6+4 and add this number to the Intelligence of each a–ected Casting Time: 1 action creature. Creatures who were previously unable to Range: 60 feet wield weapons or tools, now have a pro‹ciency with Components: V, S whatever they had been able to use in life. They also Duration: Concentration, up to 1 hour regain the special abilities that may have become unusable in such as poisons or special You call forth the undead which lurk in abundance senses. The a–ected creatures also gain advantage on other planes of existence. These undead appear on Intelligence and Wisdom saving throws against within unoccupied spaces that you can see within spells or abilities that target undead, such as a range. Choose one of the following options for what Cleric’s Turn Undead. creatures appear: The Intelligence score of an undead creature cannot exceed the average amount for one of its • One undead of challenge rating 2 or lower kind, however, regardless of the creature’s initial • Two undead of challenge rating 1 or lower score or this spell’s roll. For most humanoids this • Four undead of challenge rating ½ or lower maintains the standard of 10 or 11, even if that • Eight undead of challenge rating ¼ or lower particular zombie was once a great wizard. SampleFor file animals this could result in no increase at all, while Each undead disappears when it drops to 0 hit a zombie beholder could gain a new score of 13. points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the undead as a group, which has Blade of Pain and Fear its own turns. No action is required to command 2nd-level evocation them and they listen to any command you issue. If no commands are given the summoned creatures Casting Time: 1 action will defend themselves from hostile creatures, but Range: Self otherwise take no action. Components: V, S The DM has the creatures’ statistics. Duration: Concentration, up to 1 minute At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of A hilt appears in your hand and a three-foot pillar the summoning options above, and more creatures of disembodied mouths, full of sharp teeth erupts appear: twice as many with a 5th-level slot, three from it, screaming an unnatural and unholy chant. times as many with a 7th-level slot, and four times This spell creates a magical melee weapon that you as many with a 9th-level slot. can use as a normal blade. When attacking with the blade of pain and fear, use your spell attack bonus. If you hit the target, the blade deals 1d6+2 points of slashing and piercing damage and must make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 2 rounds. A creature frightened in this way drops whatever it is holding and must use the Dash action to move

Spells of Old Volume III v1.0 Notes of the Wandering Alchemist 3