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The (Not Really) Complete Tome of Spells

(updated)

1 Introduction Like many other people who are enjoying D&D5e, I WANT MOAR SPELLS NOW!!11!, so I decided to convert them. I first looked through some 3.x edition spells (no, I never got into 4e) but then decided, the hell with it. I went to my bookshelf and grabbed all four volumes of the Wizard’s and the three volumes of the Priest’s Spell Compendium, all from AD&D Second Edition, which have been sitting there gathering dust for nearly two decades. I figured that I might as well get some use out of them, and anyway, everyone else is going to convert things from later editions, and 5e has kinda the same sort of feel 2e. And then I got to work.

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

Many of these spells have been changed a bit from their original state. I felt that many of them were too powerful, or not nearly powerful enough for their level (for instance, there were some spells listed as 3rd, 4th, even 5th level that in 5e would be just a 1st-level spell now—and vice versa), did weird things that weren’t necessary and just made the spell unnecessarily complicated, or could be better expressed as a variant of another spell; others spells simply needed to be altered to work well in 5e.

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

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

Enjoy!

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

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

3 9th-Level Spells Sacred Guardian Shape Wood Breath of Life Secret Page Spring Harp of Spirit Mask Sunbolt

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

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

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

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

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

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

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

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

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

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

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

12 Acid Lash Duration: 1 minute You transform your own cudgel, mace, 3rd-level evocation staff, or other bludgeoning weapon into one Casting Time: 1 action made of pure elemental adamantine. It does Range: Self an additional 2d12 bludgeoning damage on a Components: V, S, M (three drops of an acid- successful hit and acts as a magical weapon. ic liquid)

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

13 You instantly age an item by up to 100 Once this spell has been triggered, it years. The actual effect depends on the na- ends. ture of the item—iron and steel will rust and corrode, masonry will crack and weaken, Airboat wood will rot away to nothing, and so on. 8th-level transmutation (ritual)

Casting Time: 1 action Agitate Wounds Range: 5 miles 4th-level necromancy Components: V, S Casting Time: 1 action Duration: Concentration, up to 12 hours Range: 60 feet You must be outside to cast this spell. Components: V, S, M (a pinch of salt) You point to a cloud, which immediately Duration: Instantaneous descends towards you and changes shape You choose one creature that you see until it becomes a ship made of clouds. The within range that has recently been injured exact shape depends on your whims—it can by an edged weapon (the creature must not look like a caravel, dragon-galley, rowboat, be at full hit points). This spell will cause etc. bound wounds to reopen and unbound You and up to eight other creatures of wounds to bleed profusely. The target takes your choice may board the airboat, which 2d6 damage and must make a Constitution flies at a speed of 100 feet under your tele- saving throw. On a success, the target takes pathic command. no more damage. On a failure, the target You are considered to have proficiency takes another 1d4 damage each round until with the airboat. The airboat has an AC of 13 the wound is treated. and 20 hit points. At Higher Levels. When cast with a 9th- Agra’s Ambush level spell slot, you may bring up to sixteen other creatures onboard with you. 2nd-level abjuration

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

14 A creature may not have this spell cast on Alter Instrument it another time until it has had a long rest. Transmutation

Casting Time: 1 action Allergy Field Range: Touch Transmutation cantrip Components: V, S Casting Time: 1 action Duration: 10 minutes Range: 60 feet You may transform one musical instru- Components: V, S, M (a pinch of ragweed) ment into another one of similar size (up to Duration: 1 minute 50% larger or smaller) with which you are You indicate a point within range. All familiar. It remains in this shape for as long creatures within 10 feet of that point must as you are touching it. If you put it down, it make a Constitution at advantage saving reverts to its normal shape. throw or be incapacitated for the next minute The spell’s duration increases to 1 hour due to uncontrollable sneezing. At the be- when you reach 5th level and 3 hours when ginning of its turn, a creature may make a you reach 11th level. Constitution saving throw, ending the effect on a success. A creature who is immune to Alter Path being poisoned cannot be affected by this 4th-level transmutation spell. Casting Time: 1 action

Range: Self (10-foot line) Alter Beast Components: V, S, M (a knife blade, the 8th-level transmutation (ritual) straw from a broom, and a handful of peb- Casting Time: 10 minutes bles) Range: Touch Duration: Concentration, up to 1 hour Components: V, S, M (two strands of gold When you cast this spell, you pick one of twisted together to form a double helix) the following options: Duration: Instantaneous ♦ Clear Path. The road ahead of you to You may sculpt part of a living being’s a distance of ten feet is cleared of debris as body as you wish. For instance, you could you walk, providing you with a easy path. change paws into hands, make a quadruped ♦ Clutter Path. The road behind you is walk upright, enlarge a creature’s brain, and strewed with debris to a distance of ten feet, so on. The creature may make a Constitution turning the path behind you into difficult saving throw to resist. On a success, you terrain. make the changes you want. On a failure, Only relatively light debris, such as light you make the changes you want and the branches and gravel, is moved. Large obsta- creature also takes 3d6 necrotic damage as its cles such as fallen trees are unaffected. body is painfully rearranged. The changes you make are permanent Amanuensis and might be passed down to any offspring 3rd-level transmutation (ritual) it may have. Casting Time: 1 action

Range: 10 feet

15 Components: V, S, M (a quill pen and some- make an Intelligence saving throw or be at thing to write on) disadvantage on attack rolls against the Duration: Concentration, up to 1 hour wearer. You animate a quill pen to precisely du- plicate any form of nonmagical writing you Anesthesia see. 3rd-level enchantment (ritual)

Casting Time: 1 action Amorphous Blob Range: Touch 7th-level transmutation (ritual) Components: V, S, M (a petal from a lotus Casting Time: 10 minutes flower) Range: Touch Duration: Concentration, up to 1 hour Components: V, S, M (a glass orb or bottle You render one living creature you can filled with a specially-prepared, viscous flu- touch unconscious and insensate. The target id) creature may attempt a Constitution saving Duration: 24 hours throw, ending this effect on a success. Un- You prepare a special fluid inside of a dead, constructs, and creatures that are im- glass orb, a process that takes ten minutes. mune to being charmed or unconscious are At any time in the next 24 hours, you may immune to this spell. break the orb, releasing the blob within. The Upon waking up, the creature has disad- blob has the same attributes as the ochre jelly vantage on all rolls for 1 minute. ( pg.243). At the end of the 24 hours, if the blob has not been released, the Ancestral Blessing fluid breaks down and becomes useless. 2nd-level necromancy (ritual) The blob has no ability to discern friend Casting Time: 1 minute from foe and will attack indiscriminately. Range: 30 feet

Components: V, S, M (a dozen grains of any Amulet cereal or grain and a thimble filled with 3rd-level abjuration (ritual) wine) Casting Time: 1 hour Duration: Special Range: Touch You call upon your ancestor spirits for Components: V, S, M (any object worth at advice or protection. You may ask it to com- least 5 gp and a relic of the creature to be plete one task for you: affected) ♦ Oracle. You ask the spirit a question, Duration: 1 month which it answers to the best of its ability. It You create a token that repels one specific will not lie to you, but it may not know the creature that is feared by many. You must answer. provide either the creature’s name or a de- ♦ Blessing. The spirit blesses you. For scription of the creature (such as “the vam- the next 24 hours, you have advantage on pire Ebon Thuthane” or “the giant one-eyed one saving throw of your choice. boar that destroyed hamlet of Marswick”). ♦ Guardianship. The spirit will guard When the person who wears the token con- your home or workspace. It will alert you fronts this creature in melee combat, it must instantly if there are any intruders, no matter

16 where you are (as long as you are on the This spell can be broken by remove curse same plane), but it cannot fight or otherwise cast by a priest of the same god the target interfere. It will remain for one month before offended. It can also be removed if the target departing. fixes the damage it caused and dedicates it- self to serving that god. Ancient Curse 9th-level abjuration Animal Animosity Casting Time: 1 minute 1st-level enchantment Range: Touch Casting Time: 1 action Components: V Range: 60 feet Duration: Permanent Components: V, S You touch an altar, shrine, icon, the gate Duration: 24 hours of a cemetery, or other object that is dedicat- One creature you can see within range ed to your god. If this object is desecrated, must make a Wisdom saving throw or de- then this spell is triggered and the person or velop a hateful aura beasts can sense. All people who committed the desecration is beasts with an Intelligence of 4 or lower who cursed. The curse can take any form; the fol- come within 30 feet of the target will become lowing are the more common: angry with that target and may attempt to ♦ Choose one ability score. While curs- attack it. ed, the target’s score is reduced by 1d4 and At Higher Levels. When you cast this spell the target has disadvantage on ability checks using a spell slot of 2nd level or higher, you and saving throws made with that ability can affect one additional creature for each score. slot level above 1st. ♦ The target is haunted by poltergeist (Monster Manual, pg,27.) Animal Transfer ♦ The target is haunted by ill luck. It has 5th-level necromancy disadvantage three times per day on any im- Casting Time: 1 minute portant roll (DM’s discretion). Range: 100 feet ♦ The target is prone to mishap. A roll Components: V, S of 1-5 counts as a critical failure. Duration: Concentration, up to 1 hour ♦ The target gains a degenerative dis- You transfer your mind into the body of a ease. Every month, one of its attributes is beast, who may make a Charisma saving reduced by 1 and its hit point total is reduced throw. You gain full control of the beast’s by 1d6. body and senses. You retain your mental ♦ The target is easily injured. All attacks abilities, but cannot cast spells while in this made against the target do an extra 1d6 form, and you have the physical abilities of damage. the creature you have taken over. Your body ♦ The target is cursed with poverty. is comatose during this time; the animal’s Within 24 hours of gaining 10 gp or more, or mind is suppressed. gaining property worth 10 gp or more, the If the animal dies while you are control- target will lose half of it. ling it, your mind instantly returns to your The affects are not instantaneous but de- own body. You suffer 3d6 psychic damage velop over the course of months to a year.

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

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

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

18 You paint runes of dire power on one not take into consideration local conditions missile or thrown weapon and it turns into that may drive the price up or down. chilling bone. You may then throw or fire the missile yourself or give it to a companion to Astral Awareness use. 3rd-level divination This missile does normal weapon dam- Casting Time: 1 action age, plus 10d10 necrotic damage, plus the Range: Self (30-foot radius) target must make a Constitution saving Components: V, S throw or be poisoned for 1 minute. Creatures Duration: 6 hours that are immune to necrotic damage or poi- This spell grants you awareness of nearby son are immune to this spell and only take movement on the Astral or Ethereal plane. normal damage from the missile. Should any creature or “natural” phenomena If the sliver of bone you use comes from a from those planes approach you, this spell close blood relative of the target (sibling, will alert you. parent, or child), then the person who is fir- ing or throwing the missile has advantage on the attack. Augment Artistry 1st-level transmutation Arrowflight Casting Time: 1 action Range: Touch 1st-level transmutation Components: V, S, M (a scroll bearing a Casting Time: 1 action piece of epic poetry) Range: Touch Duration: 24 hours Components: V, S, M (a bit of down from a You or a willing target gains proficiency flying bird) with one form of artisan’s tools. If the target Duration: Concentration, up to 1 minute already has proficiency in the desired tools, You touch a bow or crossbow. For the then that target may use double its proficien- duration of this spell, the range for this cy bonus. weapon is doubled. At Higher Levels. If you cast this spell At Higher Levels. When you cast this with a 4th-level or higher spell slot, the target spell using a spell slot of 2nd level or higher, gains triple its proficiency bonus. you may affect one additional bow or cross- bow for each slot level above 1st. Bad Medicine Assess Value 9th-level enchantment Casting Time: 1 action 1st-level divination (ritual) Range: 400 feet Casting Time: 1 action Components: V, S, M (a bundle of indige- Range: Touch nous herbs, the claw of an eagle, and the Components: V, S venom of a poisonous snake) Duration: Instantaneous Duration: Permanent You touch an item and instantly know its You pick a point within range. All crea- fair market value, to within 10%. This does tures within a 100-foot radius of that point are cursed, unless a Wisdom saving throw is

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

structure by providing it with temporary hit Ballant’s Stonesplit points equal to its regular hit points. 7th-level evocation Optionally, this completely heals any Casting Time: 1 action stone-based creature, such as a or a Range: Touch stone golem, or can be used to repair any Components: V, S, M (a diamond-tipped damaged stone object (that has lost no more chisel worth 500 gp, which is consumed in than 3/4 of its hit points), such as a wall or the casting) statue. Duration: Instantaneous You channel the power of extreme magi- Banish Blight cal force and strike a Large or smaller rock or 2nd-level transmutation (ritual) object (or portion of an object) made primari- Casting Time: 1 action ly of stone, such as a stone wall. When you Range: Touch touch the stone, brilliant magical light flares Components: V, S out and a huge glowing crack grows in the Duration: Instantaneous rock. At the end of your next turn, the rock You touch a single normal plant of Huge crumbles into rubble. size or smaller and this spell wipes out all At any point between your casting the diseases in that plant permanently, restores spell and the end of your next turn, this spell any withered or shriveled fruit or leaves, and can be countered by dispel magic or a similar if you desire, causes it to produce new leaves effect, preventing the rock from crumbling. or flowers. It does not restore heavily dam- If cast on a creature made from stone, aged or destroyed plants. such as a stone-based earth elemental (a gar- goyle) or a stone golem, the creature may make a Constitution saving throw. The crea- Bands of Sirellyn ture suffers 10d10 force damage on a failed 4th-level conjuration saving throw, or half as much damage on a Casting Time: 1 action successful one. Range: 100 feet At Higher Levels. This spell can affect a Components: V, S, M (three miniature inter- Huge object and do 11d10 damage if cast locked bands of silver) with an 8th-level spell slot, and can affect a Duration: Concentration, up to 10 minutes Gargantuan object and do 14d10 damage if You conjure a number of shining metal cast with a 9th-level spell slot. bands which encircle and capture a Huge or smaller target of your choice within range. The target may make a Dexterity saving

20 throw to avoid capture. The escape DC is equals 10 + the spell’s level. On a successful equal to 8 + twice your spell attack modifier. check, a hole appears. At Higher Levels. If you cast this using a Until the end of your next turn, you and 5th-level or higher spell slot, the target has other creatures may walk through the hole, disadvantage on both the saving throw and cast spells through it, attack through it, and the escape roll. so on. At the end of your next turn, the hole Banish Dazzle closes, inflicting 4d6 force damage on any creature still in the hole and shunting the 1st-level abjuration creature either inside or outside the wall Casting Time: 1 action (50% chance of either). Range: Touch

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

Barrier Reaver Bearhug 4th-level transmutation 3rd-level transmutation Casting Time: 1 action Casting Time: 1 action Range: 100 feet Range: Self Components: V, S, M (a small metal key) Components: V, S, M (a bit of bear fur) Duration: 1 round Duration: 1 minute You can force an opening in one magical You gain the ability to bear hug a crea- barrier within range, including spells such ture within one size category of you. If you antimagic field, prismatic wall, wall of fire, wall successfully make an unarmed attack, you of stone, and so on. You automatically open a can grapple that creature (escape DC is equal hole in any barrier created through a spell of to your spell save DC). As long as the grap- 4th level or lower. For a barrier created with ple remains in effect, that target is restrained. a higher-level spell, make an ability check At the start of each of your turns, you may using your spellcasting ability. The DC

21 constrict, doing 2d8 + your Strength modifier if you are casting the spell with a 7th-level or in bludgeoning damage. higher spell slot. ♦ The target is in pain. It has disad- Beastmask vantage on all Dexterity skill checks its speed is reduced by 10 feet. 2nd-level illusion ♦ The target exudes an aura of antipa- Casting Time: 1 action thy, causing creatures to have hostile feelings Range: Touch towards it. While cursed, the target has dis- Components: V, S, M (a wooden mask advantage on Deception and Persuasion skill carved to look like the animal) checks. Duration: 12 hours ♦ The creature is either deafened or You or one willing creature is made to blinded. look, feel, sound, and smell exactly like a ♦ The creature gains a deadly touch. particular species of beast or monstrosity Everything it touches takes 1d10 damage of a that has an Intelligence of 4 or lower—but type of your choice. It cannot turn off this only to other members of that species. Mem- ability. bers of closely related species are also fooled; ♦ The target develops an obviously su- for instance, a dog mask will also fool wolves pernatural and disturbing (and often ironic) and death dogs, and a bear mask will also physical trait. The creature may grow a pig’s fool giant bears and owlbears. This spell does noise, pure black eyes, have its hair turn into not give you any ability to communicate serpents, smell like sulfur, and so on. While with that animal, however. cursed, the target has disadvantage on De-

ception and Persuasion skill checks. Beneficence ♦ The creature becomes insatiable. 1st-level evocation Whenever food or drink is present, the crea- Casting Time: 1 action ture must make a Wisdom saving throw or Range: Self stop whatever it is doing in order to eat or Components: V drink. Duration: Concentration, up to 1 hour ♦ Whenever the creature encounters a You surround yourself with an aura of particular substance, it becomes incredibly mystical wisdom and holy, causing those nauseated. It must make a Constitution sav- who see you to believe you to be a holy per- ing throw or become incapacitated for 1d6 son of virtue and kindness. For the duration, rounds due to vomiting and dry heaves. you gain proficiency and advantage in the skills Deception, Insight, Intimidation, and Bestow Enchantment Persuasion when attempting to illicit positive 5th-level evocation reactions towards you or your church. Casting Time: 1 round

Range: Touch Bestow Curse Components: V These are new variants of the spell bestow Duration: Instantaneous curse that appears in the Player’s Handbook, You give another willing creature a spell pg.218. Most of these variants are useful only with a range of Self. That creature is then

22 able to control and benefit from that spell as The hands perform various tasks for you, if she had cast it herself. which you must decide upon when casting the spell. Bigby’s Bookworm Bane Fantastic Fencers. The hands are created holding long blades made of force. They at- Evocation cantrip tack using your spell attack modifier, and Casting Time: 1 action can attack two different targets at once. On a Range: 60 feet hit, the target takes 1d8 force damage. Components: V, S, M (a child-sized glove) You may choose that the fencers do non- Duration: 10 minutes lethal damage instead, to use as a fencing You create a Tiny hand out of shimmer- partner. At the end of this version of the ing, translucent force. This hand immediate- spell, all damage taken vanishes. ly seeks out and destroys bookworms and Feeling Fingers. The hands have a other creatures that eat paper and glue. The Strength and Dexterity of 8 (-1) but otherwise bookworm bane has a Strength of 6 (-2) and a functions of an unseen servant. It also has an Dexterity of 12 (+1), so it can open books to amazingly sensitive sense of touch: it has seek out insects living inside. When it finds Perception 14 (+2) and has advantage on all an intrusive creature of no larger than Tiny Perception checks, allowing it to detect mi- size, it automatically hits, doing 1 point of nute cracks and openings. You can choose to damage, which is more than enough to au- use your action to treat the hands as a sensor tomatically squish a bookworm, roach, and feel through them. mouse, etc. The hand has 4 hit points and Pugnacious Pugilist. The hands are will not attack anything larger than Tiny, clenched and covered with bandages, as if cannot defend itself, and can perform no they belong to a boxer. They attack using other actions. your spell attack modifier. On a hit, the tar-

get takes 1d8 bludgeoning damage. Bigby’s Dexterous Digits You may choose that the pugilists do 2nd-level evocation nonlethal damage instead, to use as a boxing Casting Time: 1 action partner. At the end of this version of the Range: 60 feet spell, all damage taken vanishes. Components: V, S, M (a pair of gloves Silencing Hand. The hands fly towards a stitched with your name and studded with target you choose within range that you can gems worth at least 500 gp) see and clamp themselves tightly over the Duration: 1 minute creature’s mouth, using your spell attack You create a pair of Tiny hands made of modifier to grapple the creature. While shimmering, translucent force in an unoccu- grappling a creature, the hands cannot be pied space that you can see within range. pulled away. The hands take only half the The hands are objects that have AC 15 damage dealt to them and the creature grap- and 5 hit points. If all of the hands created by pled by the hands take the other half. While your spell are destroyed the spell ends. grappled, the creature is incapable of speak- When you cast the spell and as a bonus ac- ing and is at a disadvantage to all ranged tion on your subsequent turns, you can move attacks. the hands up to 30 feet.

23 Strangling Grip. The hands fly towards a Biting Shadow Small- or Medium-sized target you choose 7th-level evocation within range that you can see and grab onto Casting Time: 1 action its throat, using your spell attack modifier to Range: 90 feet attack. On a hit, it does 2d4 bludgeoning Components: V, S damage and the target is grappled (escape Duration: 1 minute DC is your Spell Save DC). Until this grapple You create a smoky cloud whose area ends, the target can’t breathe. consists of up to ten 10-foot cubes, which you

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

dispel magic and antimagic effects can affect it.

24 Blacksteel magically-induced or altered memories. You cannot use this spell on yourself. Transmutation cantrip

Casting Time: 1 action Range: Touch Bliss Components: V, S 2nd-level enchantment Duration: 10 minutes Casting Time: 1 action One weapon you touch becomes com- Range: 30 feet pletely matte-black and utterly silent—it Components: S makes no noise when being drawn, when Duration: 1 minute striking someone even if it hits armor, or You choose one creature within range when dropped. you can see. That creature must make a Wis- dom saving throw or fall into a trance of in- Blessed Abundance tense pleasure; for the duration of the spell, the creature is incapacitated. 5th-level conjuration

Casting Time: 1 action Range: Touch Blood Bond Components: V, S 1st-level necromancy (ritual) Duration: Permanent Casting Time: 1 minute You can duplicate up to 2 pounds of ani- Range: Touch mal or vegetable matter. You hold the object Components: V, S, M (a length of red silk you wish to duplicate in your hands while ribbon) you cast this spell. Magical items, minerals, Duration: 10 minutes and living creatures cannot be affected by You link the health of two creatures to- this spell. gether. Any damage one creature takes is At Higher Levels. When you cast this split evenly between the two. spell with a slot of 6th level or higher, you can duplicate up to 2 additional pounds per Bloodbridge spell slot above 5th. Necromancy cantrip

Casting Time: 1 action Blessed Forgetfulness Range: Touch 4th-level enchantment (ritual) Components: V, S, M (two golden needles) Casting Time: 1 action Duration: Instantaneous Range: Touch You touch two creatures and draw blood Components: V, S, M (a few drops of holy out from one (the “donor”), channel it water) through yourself, and infuse it into the other Duration: Instantaneous (the “recipient”). This causes the donor to You touch a willing creature and remove lose hit points equal to 1d6 + your one terrible memory it has. This can negate spellcasting ability modifier and the recipient the effect of a failed fear or sanity check or to gain that number of hit points. The donor simply remove a horrible memory that has does not need to be willing and may make a no actual game effect. This has no effect on Dexterity saving throw to evade your grasp. This spell has no effect on undead, con-

25 structs, plants, and other creatures that lack Body Link blood. 9th-level necromancy

Casting Time: 1 action Blossom Range: Self 3rd-level transmutation (ritual) Components: V, S, M (a small amount of tree Casting Time: 3 hours sap and a pearl worth 500 gp, which is con- Range: self (300-foot radius) sumed in the casting) Components: V, S, M (an ear of grain and a Duration: 1 hour gallon of water) You can prevent your own death by de- Duration: Instantaneous capitation or dismemberment. Your body You spend three hours meditating and parts become linked so that even if they are the area around you becomes much more separated from the rest of your body, you verdant and fertile than it was before. If the still in control of them. A severed arm can land was dry, it becomes moist. If the land still write and even wield weapons. A sev- was waterlogged and swampy, the water ered leg can still hop around. A severed head drains away to reveal fresh loam. can still think, talk, and even eat, although This spell cannot, in and of itself, over- the rest of the body will become inert. If the come truly bad conditions such as that severed body part is held against the stump caused by a long and terrible drought, but it during the spell’s duration, the two parts can help to improve conditions somewhat. will instantly fuse together. A particular plot of land can only be af- This does not prevent you from taking fected by this spell once per season, and the damage from the dismemberment of from effects last until the end of the current grow- other damage, nor does it prevent you from ing season. being killed from methods other than dis- memberment. Body Blades 2nd-level transmutation Bone Seize Casting Time: 1 action 4th-level necromancy Range: Self Casting Time: 1 action Components: V, S, M (two sharp pieces of Range: 50 feet metal) and a shard of bone. Components: V, S Duration: 1 minute Duration: 1 minute Dagger-like growths grow out of your You choose one target within range that body, passing harmlessly through any cloth- you can see that has bones. If the target is ing or armor you wear. You gain +1 AC. If alive or undead, it must make a Constitution you grapple anyone or are grappled, you do saving throw. On a failure, you gain control 2d4 + your spellcasting ability bonus in of that target’s bones. You can automatically piercing damage. take control of a corpse. You can make the The growths are metallic-looking but are target walk, lay or sit down, or sit or stand not made of metal and cannot be affected by up. You cannot make the creature speak, spells that affect metal. fight, cast spells, etc.

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

Range: Touch

27 Burning Blood choose to accept or reject it. If the target ac- cepts, it is instantly teleported to any safe 4th-level necromancy location within 30 feet of you. Casting Time: 1 action

Range: 60 feet Components: V, S, M (a drop of blood and a Call of Despair punch of saltpeter) 8th-level enchantment Duration: 1 minute Casting Time: 1 action You cause the open, bleeding wounds of Range: Self (150-foot radius) one target you can see within range to burst Components: V, S, M (a small brass gong) into blood-red flame. The target must make a Duration: 10 minutes Constitution saving throw each round. The All creatures who are not your allies creature takes 3d8 fire damage on a failed within range must make a Wisdom saving saving throw, or half as much damage on a throw or become frightened for 1 minute. successful one. The target can repeat the saving throw at the At Higher Levels. When you cast this spell end of each of its turns, ending the effect on using a spell slot of 5th level or higher, the itself on a success. Creatures who failed their damage increases by 1d8 for each slot level saving throws will also have disadvantage above 4th. on all saving throws, ability checks, and ini- tiative rolls for the remainder of the spell’s Calder’s Starry Sky duration.

1st-level illusion (ritual) Casting Time: 1 minute Call Society Range: 30 feet 2nd-level illusion Components: V, S, M (an unblemished silver Casting Time: 1 action mirror) Range: 1 mile Duration: 3 hours Components: V, S, M (a badge, letter, or oth- A completely accurate starmap of the lo- er symbol of membership, which is not con- cal sky is projected upwards from the mirror. sumed but must be on your person while It can be used to study the sky or, if cast out- casting this spell). side, the aid in navigation during the day or Duration: Instantaneous on overcast nights. You point in a direction and cast this spell to alert other members of an organization Call you belong to, such as a Mages’ Guild, that you require aid. The spell will travel in that 9th-level conjuration (ritual) direction. If it passes within 1 mile of a fel- Casting Time: 1 action low member of your organization, it will di- Range: Special vert to meet that creature and alert him or Components: V, S, M (a miniature wax stat- her as to your plight, giving that person a ue of the target) rough estimate of your location and a brief Duration: Instantaneous image of your situation. If it hits the end of You call a specific intelligent by name. If its range without locating a fellow member, that target is on the same plane as you, then the spell will dissipate. it becomes aware of your call and may

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

Duration: 1 round You call upon your god to bless you. If Catching Chain you have been true to faith (as determined 6th-level evocation by the DM) you may make one roll in your Casting Time: 1 action next round at advantage. Range: 60 feet Components: V, S, M (three joined links of Candletrick chain made from very pure metal) Duration: 1 minute Transmutation cantrip You call forth a chain made of pure, shin- Casting Time: 1 action ing energy, target a creature you can see Range: Touch within range, and make a ranged spell at- Components: S tack. On a hit, the chain coils around that Duration: 1 hour target. The target is not restrained by the You light a candle, torch, or lantern. For chain, but has disadvantage on all attack and the duration of the spell, this flame cannot be damage rolls, ability checks, and saving extinguished by normal means, although it throws, and reduces speed by 10 feet. can be extinguished if placed underwater, The chain is an object that has AC 20 and deprived of oxygen, or through magical hit points equal to your hit point maximum. means. Otherwise, if the flame is snuffed out, If it drops to 0 hit points, the spell ends. The it will automatically relight itself. spell can be modified to have one of two dif-

ferent effects. Castigate ♦ Howling Chain. The chain is blood- 3rd-level evocation red and constantly emits an ominous, howl- Casting Time: 1 action ing chant. It beats against its trapped target, Range: Self (20-foot radius) using your spell modifier to attack. On a hit, Components: V, S it deal 3d8 bludgeoning damage. Duration: Instantaneous ♦ Sighing Chain. The chain glows white- You deliver a blasting rebuke to your blue and constantly sighs, whispers, and foes. The creature must make a Wisdom sav- hums. If the trapped creature attempts to pull at it, the chain tightens, inflicting 3d10

29 bludgeoning damage. If someone tries to Channel Flame pull at the chain or remove it from the 6th-level evocation trapped creature, it inflicts 2d10 bludgeoning Casting Time: 1 action damage to both creatures. Range: Self (60-yard cone)

Components: V, S, M (a burning fire) Chain Madness Duration: Concentration, up to 10 minutes. 9th-level enchantment You stand within 30 feet of mundane Casting Time: 1 action flames at least the size of a Large bonfire and Range: 100 feet channel that fire into a deadly attack. The fire Components: V, S, M (a piece of brain matter travels through you and becomes a 60-foot from a mind flayer) cone. All creatures in that cone must make a Duration: Until dispelled Dexterity saving through. A creature takes You pick a creature within range that you 4d6 fire damage on a failed save, or half as can see and that has an Intelligence of 5 or much on a successful one. Each round, you higher. Over the next 48 hours, that creature may change your facing so that you attack a will begin showing the effects of insanity: the different area. DM can roll first on the short-term insanity This spell lasts for 10 minutes, or as long table, then the long-term table, then the in- as the fire you are channeling from continues definite-length table (’s Guide, to burn. p.258) to determine the individual effects. After one week, the creature must make a Chant Wisdom saving throw. On a success, the 4th-level abjuration creature regains sanity. On a failure, it takes Casting Time: 1 round 3d6 psychic damage and its hit point total is Range: Self (30-foot radius) reduced by that amount, and it remains in- Components: V, S sane for another week. At the end of that Duration: Concentration, up to 1 minute week, it must make another saving throw. You call upon your deity to grant you This continues until the creature succeeds a and your allies special favor and to curse saving throw or its hit point total is reduced your foes. to 0 hit points (at which case it dies). As long as you continue to recite the holy After this creature has been infected for 6 writ, your allies that are within range gain +1 hours, it has the potential to spread the mad- to attack and damage, +1 to AC, and 2d4 ness through physical, skin-to-skin contact. temporary hit points, while your enemies Each creature it touches must make a Wis- have their hit point totals reduced by 2d4. If dom saving throw or contract the madness. that reduces their hit point totals to 0, they If these secondary victims touch another fall unconscious. creature, they have the potential to pass on This spell continues for as long as you the madness as well, but the tertiary (and chant, up to 1 minute. If you take damage, later) victims have advantage on their saving you must make a Constitution saving throw throw. (DC equal to 10 or half the damage you take,

whichever is higher) to be able to continue chanting. Likewise, if you are silenced

30 through magical or mundane means, this Chilling Scythe spell ends. 4th-level necromancy

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

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

You create a billowy cloud colored like an Circle of Privacy old bruise that fills a 20-foot cube anywhere 2nd-level illusion (ritual) within range. This cloud moves with the Casting Time: 1 action prevailing wind and a magical wind quickly Range: Self (20-foot diameter radius) disperses it. The cloud is heavier than air and Components: V, S, M (hair from a skunk, a will sink to the ground rather than float mouse’s whisker, and a pound of salt) away. The cloud lasts for one minute before Duration: 8 hours vanishing, but the effects are permanent. This spell allows you to discourage pred- The cloud transmutes pure water into ators and trespassers from disturbing a filth, excrement, and garbage, and magically campsite. You spring salt in a circle around generates flies, and turns small animals into your camp while you cast this spell. For the rats and roaches. duration, sounds and scents generated with- in the circle are muted. All Perception checks Color made to find you or your food using hearing 1st-level illusion (ritual) or smell are at disadvantage. Casting Time: Special

Range: Touch Cloud of Purification Components: V, S 5th-level transmutation Duration: Permanent Casting Time: 1 action You may permanently change the color of Range: 30 feet cloth, leather, or any other inanimate object. Components: V, S The time it takes to color the item varies on Duration: Permanent the complexity of the color: changing the en- You create a billowy white cloud that fills tire item to a single color takes 1 action, but a 20-foot cube anywhere within range. This patterns or variations of color require you to

32 trace the design you wish on the item with Components: V, S, M (a handful of any kind your finger while picturing the colors you of gemstone dust) desire, a process that may take several Duration: 1 hour minutes. You render a single item of Medium-size or smaller completely undetectable when Comfort you hide it on your person. Only the spell true seeing will reveal its existence. 3rd-level abjuration

Casting Time: 1 action Range: 30 feet Conjure Beast Spirits Components: V, S 7th-level conjuration Duration: 1 hour Casting Time: 1 action You sing a pleasant song and all allies Range: 60 feet within range will cease feeling nonmagically- Components: V, S caused pain, heat, cold, hunger, thirst, or ex- Duration: Concentration, up to 1 hour haustion. This spell does not negate normal You summon a minor spirit that takes the damage, but affected creatures have ad- form of either a ghostly or elemental animal. vantage on all saving throws against magical Choose one of the following options for what effects that cause pain, negatively affect emo- appears: tions (such as by causing fright), or that ♦ One beast of challenge rating 4 or cause hunger, thirst, or exhaustion. lower ♦ Two beasts of challenge rating 3 or Compass lower ♦ Four beasts of challenge rating 2 or 1st-level divination (ritual) lower Casting Time: 1 action Depending on what sort of spirit you Range: Touch summon, it has one of the following tem- Components: V, S, M (a brass bowl filled plates: with water, an iron , and a cork) ♦ Flame-Beast. The flame-beast is re- Duration: 1 week sistant to bludgeoning, piercing, and slash- You use the pin, cork, and brass bowl to ing damage from nonmagical weapons, and make a simple compass. However, instead of is immune to fire damage, and being grap- pointing to magnetic north, the needle points pled, paralyzed, restrained, or unconscious. to a direction of choice, such as your home It can move through a space as narrow as 1 port or your destination (if you previously inch without squeezing. Its attacks do fire knew what it was). damage. Any creature that touches the The spell ends if the water is drained flame-beast or hits it with a melee attack from the bowl or the cork or needle is re- while within 5 feet of it takes 1d10 fire dam- moved. age. It takes 1d6 damage if splashed by at

least one gallon of water. Conceal Item ♦ Ghost-Beast. The ghost-beast has re- 3rd-level illusion sistance to bludgeoning, piercing, and slash- Casting Time: 1 action ing damage from nonmagical weapons, and Range: Touch is immune to necrotic and poison damage

33 and to being charmed, frightened, grappled, ions. Roll initiative for the summoned crea- paralyzed, poisoned, restrained, or uncon- tures as a group, which has its own turns. scious. It has truesight to 100 feet. It can They obey any verbal commands that you move through other creatures and objects as issue to them (no action required by you). If if they were difficult terrain. It takes 1d10 you don’t issue any commands to them, they force damage if it ends its turn inside an ob- defend themselves from hostile creatures, ject. The creature’s attacks do necrotic dam- but otherwise take no actions. age. The DM has the creatures’ statistics. ♦ Stone-Beast. The stone-beast can bur- At Higher Levels. When you cast this spell row at a speed of 30 feet, is resistant to using a higher-level spell slot, you choose bludgeoning, piercing, and slashing damage one of the summoning options above, and from nonmagical weapons, and is immune to more creatures appear: twice as many with a poison damage, bludgeoning damage from 8th-level slot or three times as many with a magical weapons, and to being petrified, 9th-level spell slot. poisoned, or unconscious. Its AC becomes 16 (natural armor). Conjure Divine Minion ♦ Wave-Beast. The wave-beast can 6th-level conjuration swim at a speed of 60 feet, is resistant to Casting Time: 1 action bludgeoning, piercing, and slashing damage Range: 60 feet from nonmagical weapons, and is immune to Components: V, S acid damage and bludgeoning damage from Duration: Concentration, up to 1 hour magical weapons, and to being poisoned, You summon a celestial (if you worship a grappled, paralyzed, restrained, or uncon- good or neutral deity) or fiend (if you wor- scious. It can enter a hostile creature’s space ship an evil deity) that takes the form of an and stop there, and can move through a animal. Choose one of the following options space as narrow as 1 inch without squeezing. for what appears: If it is struck my cold damage, its movement ♦ One beast of challenge rating 3 or is reduced to 20 feet. lower ♦ Wind-Beast. The air-beast can fly at a ♦ Two beasts of challenge rating 2 or speed of 60 feet, is resistant to bludgeoning, lower piercing, and slashing damage from ♦ Four beasts of challenge rating 1 or nonmagical weapons, and is immune to cold lower and lightning damage, and to being poi- Depending on what sort of minion you soned, grappled, paralyzed, restrained, or summon, it has one of the following tem- unconscious. It can enter a hostile creature’s plates: space and stop there, and can move through ♦ Celestial. The creature has resistance a space as narrow as 1 inch without squeez- to radiant damage and damage from bludg- ing. eoning, piercing, and slashing damage from Each beast is considered to be undead nonmagical weapons, and is immune to be- (ghost-beast) or elemental (the others), and it ing charmed or frightened. Its attacks are disappears when it drops to 0 hit points or magical and deal an additional 2d8 radiant when the spell ends. The summoned crea- damage. It has advantage on saving throws tures are friendly to you and your compan- against spells and other magical effects.

34 ♦ Fiendish. The creature has resistance cannot cause the creature damage through to necrotic or fire damage and damage from this spell. bludgeoning, piercing, and slashing damage from nonmagical weapons, and is immune to Converse being charmed or frightened. Its attacks are 5th-level divination magical and deal an additional 2d8 necrotic Casting Time: 1 action or fire damage. It has advantage on saving Range: 30 feet throws against spells and other magical ef- Components: V, S fects. Duration: Special

You choose a single natural object or crea- Control Temperature ture, such as a tree, stream, boulder, a bird, 4th-level evocation etc., and mentally commune with that ob- Casting Time: 1 action ject’s spirit. Range: Self (10-foot radius sphere) The DM secretly rolls 2d6 plus your Components: V, S, M (a strip of willow bark spellcasting ability modifier to determine or raspberry leaves) how many questions you may ask. When Duration: 1 hour you ask that number of questions, or 24 You lower or raise the air temperature by hours have passed, the spell ends. The spirit up to 50° F. You also gain resistance to area- will answer as truthfully as it can, but may effect attacks that cause cold or fire damage. be limited in knowledge. At Higher Levels. When you cast this At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you spell with a 7th- or 8th- level spell slot, the can lower or raise the air temperature by an GM rolls 3d6 plus your spellcasting ability additional 10° F for each slot level above 4th. modifier. When you cast this spell with a 9th-level spell slot, the GM rolls 4d6 plus Control Vapor your spellcasting ability modifier.

4th-level transmutation Casting Time: 1 action Cook Range: 100 feet 2nd-level transmutation (ritual) Components: V, S, M (a bean or pea) Casting Time: 1 action Duration: 1 minute Range: 10 feet You pick a point within range that con- Components: V, S, M (enough food for two tains mist of any sort, even magically-created meals, a pinch of tinder, and a small dab of mists. You can control all mists within a 30- sulfur) foot radius sphere of that point. You may Duration: Instantaneous move it as you will, with a speed of 40 feet, This automatically transforms prepared hold it still, or split it multiple smaller but raw ingredients into a delicious meal for clouds, and so on. two, regardless of the quality of the ingredi- If the mist is actually an intelligent being ents. This spell cannot be used on living be- such as a vampire in mist-form, that creature ings or plant matter that has not been picked. must make a Charisma saving throw. You This also removes natural toxins and harm- ful agents from the food.

35 At Higher Levels. When you cast this spell still linked to your body, and you may use using a spell slot of 3rd level or higher, you your action to transfer your senses to your can prepare food for two additional people original body. for each spell slot above 2nd level. You must If your host body drops to 0 hit points for provide ingredients for the additional meals. whatever reason, or the link between your host body and your real body is abruptly Copy severed (such as by a dispel magic or antimagic field), you must make a DC 16 Constitution Transmutation cantrip saving throw. On a failure, the shock of the Casting Time: 1 action destruction of the link was too great your Range: Touch own body immediately drops to 0 hit points Components: V, S as well. You may choose to end the link be- Duration: Instantaneous tween the two at any time and return to your You hold a blank sheet of paper, a book own body without harm. with empty pages, or another similar materi- al over a document and this spell produces a perfect copy. Each casting of this spell will Create Campsite duplicate a standard 8 inch ×10 inch quarto 2nd-level conjuration (ritual) size. Casting Time: 1 action Attempts to copy magical text of any sort Range: Self (30-foot radius) will automatically fail. Components: V, S, M (a bit of string, a bit of wood, and a drop of water) Corpse Host Duration: 10 minutes You create a squadron of tiny unseen 7th-level necromancy (ritual) servants that create a campsite for you and Casting Time: 10 minutes your companions—they will clear the land of Range: Touch debris, set up tents and bedrolls, start a fire, Components: V, S fetch water, and even begin cooking (they Duration: 1 week are not particularly good cooks, however). You or one person you touch may trans- They cannot create the materials needed for fer your soul to temporarily animate a fresh the campsite; they can only use what is humanoid corpse (dead for less than 1 day). available to them in the immediate area and The corpse will not decay during this time, what you and your companions have but will still look recently dead. brought. These servants have no other abili- While in the corpse, you may move and ties. act through it, and you can use your class abilities normally. You retain your Intelli- gence, Wisdom, and Charisma but you have Create Darkenbeast the Strength, Constitution, and Dexterity of 4th-level transmutation the host’s, as well as its original hit points. Casting Time: 1 minute You use the corpse’s senses as your own. Range: 30 feet Your own body is paralyzed and does not Components: V, S, M (dried wyvern’s blood) need to eat or drink, and must remain within Duration: Permanent 5 miles of your host body. However, you are

36 You transform one mammalian beast of one target. Hit: 5 (1d4+3) slashing. CR 1 or lower into a darkenbeast. You can Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., only cast this spell when you and your target one target. Hit: 7 (1d8+3) piercing. creature are not in sunlight At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you Creeping Darkness can create one additional darkenbeast per 1st-level illusion (ritual) spell slot above 4th level. Casting Time: 1 action Range: 300 feet DARKENBEAST Components: V, S, M (a whisker from a Medium monstrosity, neutral evil black cat and a tiny bottle of smoke) Armor Class: 14 (natural armor) Duration: Concentration, up to 10 minutes Hit Points: 45 (6d8+18) You create an Large, amorphous cloud of Speed: 5 ft., fly 40 ft. inky darkness. When you cast this spell and STR DEX CON INT WIS CHA as a bonus action each round, you can move 16 (+3) 15 (+2) 16 (+3) 5 (-3) 11 (+0) 5 (-3) the cloud 20 feet. The cloud can enter a hos- Saving Throws: Constitution +5 tile creature’s space and stop there, and it can Damage Vulnerabilities: radiant move through a space as narrow as 1 inch Condition Immunities: blinded, charmed, deaf- wide without squeezing. All creatures within ened, exhaustion, frightened, stunned the cloud may make a Wisdom saving throw Skills: Perception +4 Senses: 60 ft., passive Perception 14 or are blinded and deafened for as long as Languages: — they remain in it. Challenge: 3 (700 XP) Magic Resistance. The darkenbeast has ad- Crown of Angels vantage on saving throws against spells and oth- 8th-level evocation er magical effects. Casting Time: 1 action Spell Imprinting. Each darkenbeast may have a Range: Touch single spell imprinted on it, which it can cast, Components: V, S, M (an opal worth at least once per day, without need for material compo- 200 gp and a circlet or crown made of a ma- nents. This spell may be of any level and has a terial appropriate to your deity; the opal is 25% chance of failure. Whether the spell is cast shattered during the casting but the circlet is successfully or not, the darkenbeast immediately bursts into purple flame and dies, reverting to its not) true form. Duration: 1 minute You place a circlet on your head or the Sunlight Hypersensitivity: The darkenbeast takes head of an ally and the circlet begins to glow. 20 radiant damage when it starts its turn in sun- The circlet takes one of three forms: light. While in sunlight, it has disadvantage on attack rolls and ability checks. ♦ Crown of Brilliance. Your circlet glows with blazing golden light. If in battle, ACTIONS your opponents in melee combat must make Multiattack. The darkenbeast may make two a Constitution saving throw or be blinded for claw and one bite attack. 1 minute. Even if the save is successful, the opponent will be at disadvantage to attack Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,

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

saving throw. A greater restoration removes Crystalbrittle this curse immediately. 9th-level transmutation Casting Time: 1 action Curse Tablet Range: Touch 3rd-level necromancy (ritual) Components: V, S Casting Time: 10 minutes Duration: Instantaneous Range: 30 feet

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

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

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

Evocation cantrip Dancing Fire Casting Time: 1 action 1st-level evocation Range: Touch Casting Time: 1 action Components: V, S Range: 30 feet Duration: 6 hours Components: V This produces a pleasant breeze that Duration: 1 minute moves clockwise at approximately 4 miles You create a flashing, leaping, 12-foot- per hour (roughly the speed of a ceiling fan). long arc of flame in midair. It moves with a You may choose to place the effect on an ob- speed of 10 feet, leaping from its point of ject (including a willing target) or at a specif- origin to a destination you choose upon cast- ic point in midair. This cantrip’s primary ing the spell, until the spell expires or it the function is its use as air conditioning. arc comes into contact with a solid barrier it cannot burn through. Darsson’s Potion The flames inflicts 3d4 fire damage to 4th-level transmutation anything it touches and sets flammable ob- Casting Time: 1 minute jects on fire. Range: Touch

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

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

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

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

Deathmaster’s Vial Deepen Shadows 5th-level necromancy (ritual) Illusion cantrip Casting Time: 1 minute Casting Time: 1 minute Range: Touch Range: 30 feet Components: V, S, M (a vial filled with liq- Components: S uid from the boiled remains of a ghoul worth Duration: 1 hour 50 gp). Over the course of a minute, the shadows Duration: 1 week in one 10 foot × 10 foot or smaller area grow You create an evil fluid and seal it in a larger, deeper, and more concealing. A room specially-prepared jar. The liquid will remain that is brightly lit becomes dimly lit. The potent for 1 week, but will go bad within a change is so gradual that it requires a DC 16 hour of being directly exposed to sunlight or Wisdom (Insight) check to notice it. a spell that does radiant damage. The size of the area that can be affected You may throw the vial at a target within increases when you reach 5th level (20×20), 30 feet, using your spell attack modifier. On 11th level (50×50), and 17th level (100×100). a hit, the vial shatters and the target must make a Constitution saving throw. The target Deeppockets takes 6d6 necrotic damage and be paralyzed 2nd-level transmutation (ritual) for 10 minutes on a failed saving throw, or Casting Time: 10 minutes half as much damage and be paralyzed for 1 Range: Touch minute on a successful one. Components: V, S, M (a tiny golden needle

worth at least 5 gp that is consumed in the Decastave casting, and a strip of fine cloth twisted into 2nd-level evocation a Möbius strip) Casting Time: 1 action Duration: 1 day Range: Self You touch a pocket that has been sewn Components: V, S, M (a sliver of wood) into an existing garment and turn it into an Duration: 1 minute extradimensionally large container. It can You hold a sliver of wood and cast this hold up to 100 pounds of objects but weighs spell, and the wood turns into a pole of no more than 10 pounds. The objects must fit shimmering magical force. This pole can be into the mouth of the pocket. used as a quarterstaff and acts as a magical When the spell expires, the objects sud- weapon. On a hit, the staff does 2d6 force denly pour out of the pocket. You can also

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

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

Duration: Concentration, up to 1 minute Each creature in a 30-foot cone must suc- Detect Metals and Minerals ceed on a Wisdom saving throw or lapse into 1st-level divination (ritual) despondent depression as they realize the Casting Time: 1 action hopelessness and folly of their beliefs. An Range: Self affected creature will sit down and brood or Components: V, S, M (a small magnet, a vial start crying uncontrollably. An affected crea- of weak acid, and a small sample of the de- ture may make a new saving throw at the sired material) start of each of its turns, but at disadvantage. Duration: Concentration, up to 10 minutes. On a successful save, the spell ends for that For the duration, you sense the presence creature. of a single type of ore or mineral deposit within 60 feet of you. Detect Charm 2nd-level divination Detect Secret Passages and Portals Casting Time: 1 action 1st-level divination Range: 60 feet Casting Time: 1 action Components: V, S, M (the crushed petals of a Range: Self bleeding-heart flower) Components: V, S Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute You look into the eyes of a target and can For the duration, you can sense the pres- see if that creature is under a magical charm ence of secret doors, compartments, and so or under any similar spell (a spell that does on that have been deliberately constructed to not function if the target is immune to escape detection within 10 feet of you.

43 Diction Dimensional Anchor 1st-level evocation (ritual) 4th-level conjuration Casting Time: 1 action Casting Time: 1 action Range: Self (10 feet radius) Range: 60 feet Components: V, M (a pint of vinegar) Components: V, S Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes While this spell is active, any words you A green ray shoots out from your out- or anyone within ten feet of you magically stretched hand and strikes one creature you appear on a blank piece of paper in the lan- can see within range. Make a ranged spell guage in which they were spoken. Spells attack to hit. On a hit, the creature is envel- with verbal components that are cast during oped in a shimmering emerald field and is that time cannot be recorded; the spell will unable to move extradimensionally. This continue but simply skip the time when the prevents the creature from using spells such spell was cast or record a row of asterisks. as arcane gate, dimension door, misty step, plane Command words for magical items, howev- shift, or teleport. It also prevents creatures er, can be recorded. from using natural abilities like a blink dog’s or balor’s teleportation. Dig 3rd-level evocation (ritual) Dire Charm Casting Time: 1 action 3rd-level enchantment Range: 100 feet Casting Time: 1 action Components: V, S, M (a miniature shovel Range: 200 feet and bucket, which are consumed by the Components: V, S spell) Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes You magically infect a living creature This spell digs a hole 5 feet wide and 5 with murderous impulses, unless that crea- feet deep in one round. In each subsequent ture makes a successful Wisdom saving round, you can choose to make the hole wid- throw. If the saving throw fails, that creature er by five feet or deeper by five feet. You will instantly go berserk, similar to a barbar- may dig through earth, sand, mud, or loose ian’s rage, and will instantly seek to destroy gravel, but not through solid rock or large, everyone around, friend and foe alike. The compacted stones. creature will not attack you unless you attack This spell can also be used to inflict dam- it first. age against earth elementals and constructs While raging, the creature has advantage made of earth or clay. The target earth ele- on Strength checks and Strength saving mental must make a Constitution saving throws, does bonus damage equal to your throw. The target takes 4d10 force damage spell attack modifier when making an attack on a failed saving throw, or half as much that uses Strength, and has resistance to damage on a successful one. bludgeoning, piercing, and slashing damage. At Higher Levels. When you cast this The creature cannot cast spells or use spell with a 5th-level or higher spell slot, you missile attacks while raging. At the end of may dig through rock.

44 the rage, the creature will take a level of ex- ♦ Armor.* You improve its natural armor haustion. class by one level. ♦ Attack.* You give the creature one form Disarm of attack (grapple, constrict, bite, smother) that it didn’t have previously Evocation cantrip ♦ Breathing. You give the creature the Casting Time: 1 action ability to breathe air, water, or both. Range: 30 feet ♦ Diet. You change its diet (herbivore to Components: V, S carnivore). Duration: Instantaneous ♦ Energy Attack.* You give it a poisonous You create a minor telekinetic burst and bite, fiery breath, acidic spittle, etc., that does aim it at a weapon or other object held in a no more than 1d8 damage per hit die it has. target’s hand. The target must make a Dex- ♦ Extremities. You add claws, teeth, or terity saving throw, with advantage, or drop beak; hooves, add spikes to its tail or down the weapon. its back; give it horns; give it functional

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

45 ♦ Vigorous.* You improve its hit dice by you reach 5th level, and 12 when you reach 25%. 17th level. After choosing what change you want to make, the GM will roll 1d20 for each off- Divine Truth spring it has. If you are attempting to change 8th-level divination a trait marked by an asterisk, the GM rolls at Casting Time: 10 minutes disadvantage. Range: Self

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

46 against being frightened, or if you use your Drawmij’s Breath of Life action to dismiss the spell. 1st-level transmutation

Casting Time: 1 bonus action Dragon Breath Range: 100 feet 3rd-level evocation Components: V Casting Time: 1 action Duration: Instantaneous Range: Self (30-foot cone) You endow yourself and up eight other Components: V, S, M (a dragon’s tooth) allies with the ability to hold your breath for Duration: Instantaneous twice as long as normal. You breathe a 30-foot cone of dangerous energy, just like a dragon’s breath weapon, Drawmij’s Instant Exit doing acid, cold, fire, lightning, necrotic, or 4th-level conjuration poison damage. Each creature in the area Casting Time: 1 action must make a Dexterity saving throw, taking Range: 10 feet 5d10 damage on a failed save or half as much Components: V, S, M (a miniature silver damage on a successful one. door decorated worth 500 gp) At Higher Levels. When you cast this spell Duration: 1 round using a spell slot of 4th level or higher, the You open an extradimensional door in a spell does an additional 1d10 damage per wall or other flat surface that remains open spell slot above 3rd level. for one round. When the door closes, you

and anyone else who passed through the Draw Upon Holy Might door are teleported to a completely random 5th-level evocation location within 250 yards. You will be let out Casting Time: 1 action at ground level, but there is no guarantee Range: Self that you will be placed somewhere safe. Components: V, S, M (a vial of holy water blessed by a senior priest of your faith) Drawmij’s Light Step Duration: Concentration, up to 1 minute 1st-level transmutation You cast this spell and your body shud- Casting Time: 1 action ders and glows with holy (or unholy) radi- Range: Touch ance as you become a vessel for your god’s Components: V, S, M (a bit of cat fur and a power. duck feather) While this spell is in effect, you may in- Duration: 1 minute crease your Strength, Dexterity, or Charisma You or one willing creature you touch is by 1d4 + your spellcasting ability modifier. granted a the ability to walk at a normal pace This may increase your attribute above 20. without leaving tracks or disturbing the You also gain 15 temporary hit points and +1 ground below the it. The creature can also to your AC. walk across relatively calm fluids at normal When the spell ends and your god’s pres- speed. ence leaves, you gain 3 levels of exhaustion.

47 Drawmij’s Scent Mask the flame. When the spell expires, the stone reverts to flame. If the stone is shattered, it 2nd-level illusion extinguishes the flame. Casting Time: 1 action

Range: Touch Components: V, S, M (a scentless flower) Drought Duration: 30 minutes 3rd-level transmutation (ritual) One creature you touch is rendered scent- Casting Time: 1 hour less and cannot be tracked by smell. Range: Self (300-foot radius) This spell can be cast on a creature that Components: V, S, M (a dried rat) attacks through scent, such as a skunk or Duration: Instantaneous troglodyte. That creature may make a Consti- You spend an hour meditating and the tution saving throw. On a failure, it cannot area around you becomes much drier than use this attack. before. If the land was wet and swampy, the water drains away. If it was a field or forest, Drawmij’s Swift Mount the ground withers to dust and the vegeta- tion begins to die within a few days. 2nd-level transmutation This spell doesn’t work if cast on an area Casting Time: 1 action with more than a foot of standing water. Range: Touch A particular plot of land can only be af- Components: V, S, M (a hare’s foot or a bit of fected by this spell once per season, and the cheetah’s fur) effects last until the end of the current grow- Duration: 6 hours ing season. You touch a trained riding beast or mon- strosity that has an Intelligence of 5 or less, and its movement is doubled for the dura- Druidcraft tion of the spell. If you overload the animal, These are new variants of the spell druidcraft it automatically cancels this spell. When this that appears in the Player’s Handbook, pg.236 spell expires, the beast gains four levels of ♦ You perfectly mimic one animal or exhaustion. bird call. ♦ You place a magical mark on an object Drenal’s Stone Flame such as a rock or tree to mark a path or tell a message such as “danger: beasts” or “fresh 2nd-level transmutation Casting Time: 1 action water.” This mark is very subtle and causes Range: 30 feet no harm whatsoever, and lasts until you dis- pel it. Components: V, S, M (a fix of fine sand and ♦ You instantly make an unripe fruit sugar, which is thrown in the air) Duration: 10 minutes ripen. You point at an open flame no larger than ♦ You command one beast of CR 0. The command must be of no more than two a torch, and the flame turns into a cool but words (“sit,” “attack him”). brightly-glowing orange stone in the shape of the flame. It can then be picked up and ♦ You heal a Tiny plant. carried without harm, although it remains attached to the torch if that was the source of

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

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

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

50 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 Components: V, S Endless Dance Duration: Instantaneous 7th-level enchantment You look at one target within range and Casting Time: 1 action learn that the target is feeling one of the fol- Range: Self (100-foot radius) lowing emotions: anger, anticipation, anxie- Components: V, S ty, curiosity, desire, disgust, distress, fatigue, Duration: Concentration, up to 10 minutes 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 After the first minute, the creature begins it. Only one emotion (the most prominent taking 1d8 force damage each round until one the target is experiencing) per casting of the spell ends or, the creature successfully the spell is revealed. 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 9th-level necromancy to resist; otherwise, there is no saving throw. Casting Time: 1 action Only humanoids, giants, beasts, monstrosi- Range: Touch ties, and dragons with an Intelligence of 2 or Components: V, S, M (a pinch of dust from a higher can be affected with this spell. 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- Each time you cast this spell, you must tion. If the creature has the ability to pass roll 1d20. If you roll a 1, your connection to through solid stone and does not need to the Negative Plane is too strong and you lose activate that ability (such as if the creature is the same amount of Strength, Constitution, naturally immaterial), then it cannot be af- and hit points. fected by this spell. When the spell expires, the stone crumbles away, leaving the en- Enervation gulfed target unharmed.

4th-level necromancy Casting Time: 1 action Erase Range: 100 feet 1st-level transmutation Components: V, S Casting Time: 1 action Duration: 6 hours Range: 60 feet A black beam of enervating energy Components: V, S springs from your finger towards a creature Duration: Instantaneous within range. Make a ranged spell attack You magically remove one set of writings against the target. On a hit, the target gains you can see, up to one page’s worth at a 1d4+1 levels of exhaustion, it takes 2d10 ne- time. This automatically removes crotic damage, and its hit points are reduced nonmagical writings. If you are attempting by that amount. If the target already has one to remove magical writing, including spells or more levels of exhaustion, this spell can- such as glyph of warding or symbol, you must not take him past the fifth level. If the hit make an ability check using your spellcasting point reduction takes the target to 0 hit ability. The DC equals 10 + the spell’s level. points, it dies. This exhaustion and hit point On a successful check, the writing is erased. 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 3rd-level transmutation Erik’s Quills 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 heart of this spell is in the elemental- the chinks in the target’s armor. Each does 1 controlling item. If this item is disturbed in point of piercing damage each, for each of any way, the spell immediately fails and the three rounds, and remains in the wound. 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 If more than two arrows are withdrawn control elementals of the appropriate kind, in a single round, or if anyone other than you which must be placed in the center of the draws an arrow, the spell ends. You must area to be affected and remain there perma- use an arrow the same round you draw it; nently, and a large number of bricks made of otherwise, it fades into nothingness. elemental matter. This spell can only create nonmagical ar- Duration: Permanent. rows. You mark out a large area of land by sur- rounding it with bricks made out of the so- Evolve lidified material from one of the elemental 8th-level transmutation (ritual) planes (placed no more than five feet apart Casting Time: 1 hour and/or three feet underground), and in the Range: Touch center of that area, you place the elemental- Components: V, S, M (a bit of your hair or controlling item (which must be of the same blood, a miniature hand-tool of any kind, element as the bricks). Then, when you cast and a pearl worth 500 gp, which is consumed this spell, a sphere containing all the land, in the casting of this spell) water, and air you marked is permanently Duration: Instantaneous transferred to that plane, leaving nothing You touch a beast, plant, or monstrosity behind but a semicircular hole in the ground. with an Intelligence of 1 to 5 that has no You create a pocket of Prime Material magical abilities such as innate spellcasting. matter within that elemental plane. The wa- That creature must then make a Constitution ter and air are self-renewing, and the tem- saving throw, with disadvantage if it is of the perature and weather conditions of your 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 At the spell’s completion, the spirit must being. 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- On a success, nothing happens and the limbs become arms and hands and it walks exorcism fails. On a failure, the creature on its hind legs. A creature with no limbs or takes 2d6 psychic damage and must make a with wings instead of forelimbs has a 50% second saving throw. If that throw succeeds, chance of growing arms. If it doesn’t grow its hit point total is reduced by 2d6 and the arms, it gains another method of manipulat- attribute it used to make the saving throw is ing objects, such as prehensile feet or tail. 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- Regardless of the outcome, you take 1d4 creases by +8. Attributes that are 5 or lower levels of exhaustion and 2d6 psychic dam- increase by 2 each change to 7, and attributes age. higher than 20 become 20. If the creature At Higher Levels. If you cast this spell previously was unaligned, its alignment be- with a 5th-level or higher spell slot, the spirit comes neutral, neutral good, or neutral evil, rolls all saving throws at disadvantage. depending on its general disposition and how it has been treated prior to this event. Exterminate This change cannot be reversed save by 1st-level necromancy casting wish. Casting Time: 1 action This creature will breed true with other Range: Self (10-foot radius) creatures of this type (i.e., other creatures of Components: V, S, M (a pinch of lavender its original species that you cast evolve on), and dried garlic) and has a 50% chance of being able to breed Duration: Instantaneous true with a creature of its original type or When you cast this spell, all creatures of with a humanoid. Tiny size with 1 hit point within 10 feet of

you instantly die. Optionally, one Tiny crea- Exorcism ture with 5 hit points or fewer that is within 2nd-level abjuration (ritual) range and that you can see can be instantly Casting Time: 1 hour killed.

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

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

can create one box covered in gold filigree Fang Fist and worth 500 gp; this box is the master box 2nd-level transmutation and you only need to touch this one to cast Casting Time: 1 action 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 of that’s chasing you. Favor of Amelioration You are not in control of the chance event and if your god feels that you are abusing 3rd-level abjuration this spell, it may refuse to answer your pray- Casting Time: 1 action er or cause you to suffer from a dangerous Range: 30 feet consequence instead. Components: V, S

Duration: Special Granted by both gods of pain and of pro- Favor of the Earth 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 ♦ Banish Pain. One willing creature you Components: V, S choose within range is freed from pain. For a Duration: Permanent 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

2nd-level abjuration Favor of Serendipity Casting Time: 1 action 2nd-level transmutation Range: Touch Casting Time: 1 action Components: V, S Range: Special Duration: 24 hours Components: V, S This spell is granted by gods of luck and Duration: Until triggered 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 pair of impressive, feathered wings. The Favor of Ill Luck creature can then fly with perfect ease and has a flying speed of 60 feet. 2nd-level transmutation

Casting Time: 1 action Range: Touch Fertility Components: V, S 1st-level transmutation Duration: 24 hours 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 You touch a willing creature; for the du- this spell and roll the saving throw anyway; ration, that creature becomes incredibly fer- it occurs automatically. This spell can only be tile. You may not use this spell on yourself, used once per individual per day. 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 If you stare at one spot for three rounds, habitable with plenty of available fresh water any combustible materials in that spot burst and food (although not necessarily safe or into flame. close to civilization). If you look into the eyes of another crea- ture within 10 feet, that creature must make a Favor of the Flying Horse Wisdom saving throw or become incapaci- tated for 1 round due to being fascinated by 4th-level transmutation the unearthly light. Casting Time: 1 action If this spell is active while you cast a spell Range: Touch or use an ability that charms a target, and Components: V, S, M (a feather from a pega- that target is within 30 feet and can see your sus) eyes, it has disadvantage to its saving throw Duration: Concentration, up to 1 hour against the charm. This spell is granted by gods of the air, of birds, or of horses, and of travel. You touch a 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 Range: Self Fire Aura Components: V, S, M (a lump of coal) 3rd-level abjuration Duration: 1 minute Casting Time: 1 action Your hands become wreathed in blazing Range: Self blue fire. Your unarmed strikes do an addi- Components: V, S, M (a scrap of singed pa- tional 2d6 fire damage. In addition, on a suc- per and a piece of flint) cessful hit, the fire leaps up and produces a Duration: Concentration, up to 1 minute 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 While this spell is active, you have im- due to choking and coughing. munity to fire. In addition, any creature that attempts to grapple you or that hits you with Filth’s Bane an unarmed attack takes 2d6 fire damage and must make a Dexterity saving throw or 1st-level transmutation (ritual) be set on fire. Each round for the next 1d4 Casting Time: 1 round rounds, that creature takes 1d6 fire damage. Range: Touch

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 You light a fire (such as a bonfire, brazier, Casting Time: 1 action fireplace, candle, or lantern) while casting Range: 30 feet this spell and a gossamer veil of faint, multi- Components: V, S, M (a handful of sand and hued cool fire surrounds the flame; then you a drop of your spittle) issue a suggestion of 12 words or less, which Duration: Instantaneous 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- You may choose up to 4 creatures within ture takes 2d4 fire damage on a failed saving range who can see the flame and can under- throw, or half as much on a failed one. 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- If you or any of your companions damage tect a Large item; when using a 4th-level one of the targets, the spell ends for that tar- spell slot, you can protect a Huge item; and get. when moving 5th-level or higher spell slot, At Higher Levels. When you cast this spell you can protect a Gargantuan item. using a spell slot of 5th level or higher, you may charm an additional 2 creatures for each Firestaff slot level above 4th. 2nd-level evocation

Casting Time: 1 action Fire Truth Range: Self 1st-level divination (ritual) Components: V, S, M (a piece of phospho- Casting Time: 1 minute rous and a pinch of iron filings) Range: 5 feet Duration: 1 minute Components: V, S, M (a candle made of pure The ends of a wooden staff that you are beeswax that is worth 25 gp, which is con- holding burst into blue-white flame. You sumed by the spell) may use the staff itself or hand it to someone Duration: 1 minute else to use. When the staff hits a target, it You light a specially-made candle and does an additional 2d6 fire damage. place it within 5 feet of a named target. If the The flames on the staff cannot be extin- target then knowingly tells a lie, the candle guished by any means. It can be used to set flares brightly. A half-lie or slight deception combustibles on fire, but the fires it sets are causes the candle to gutter and flicker. If the normal and can be extinguished normally. target tells an outrageous lie, the candle ex- tinguishes itself. Fireward At Higher Levels. When you cast this 5th-level abjuration spell using a 5th-level or higher spell slot, Casting Time: 1 action and the target tells a lie, the fire leaps and Range: Self (10-foot radius sphere) burns the target, inflicting 1d8 fire damage Components: V, S, M (a pinch of sand and a with each lie. drop of water)

Duration: Concentration, up to 1 minute Fireproof You create an immovable area around 2nd-level abjuration (ritual) that is completely immune to fire of either Casting Time: 1 action mundane or magical origin. Flames will Range: Touch move around the sphere but cannot pene- Components: V, S, M (an ounce of powdered trate. lime) You can move about and exit and enter Duration: 1 hour the sphere as often as you wish, but the You touch a Medium-sized or smaller sphere remains in place. 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 After the initial blast, the fire will burn Casting Time: 1 reaction, which you take normally, inflicting 1d8 fire damage to any when are about to enter combat. creature that ends its turn in the area, until it Range: Self (10-foot radius) burns itself out. Components: V, S, M (a handful of sand, 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 You throw a pinch of powder into a burn- Range: Self ing fire and it causes a brilliant flash of light Components: V, S and a cloud of colorful smoke (one or two Duration: 1 minute 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 You can sculpt the smoke into a simple, a Strength of 16 with that hand (only). Un- two-dimensional image for as long as you armed attacks do 1d4+2 bludgeoning dam- concentrate on it (up to 1 minute), or you can age. use the flash and smoke to hide a quick es-

cape. Flame Harvest 7th-level evocation Fool’s Speech Casting Time: 1 hour 3rd-level illusion (ritual) Range: Self (90-foot radius) Casting Time: 1 minute Components: V, S Range: Touch Duration: 1 month 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- While casting this spell, you touch up to ing a magical trap. Afterwards, you set a eight willing targets. This gives you and your specific condition that will spring the trap. 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 touching and fingers spread, shards of ice Casting Time: 1 action shoot out from your outstretched fingertips. Range: Touch Each creature in a 15-foot cone must make a Components: V, S, M (a powdered piece of Dexterity saving throw. A creature takes 3d6 iron pyrite) cold damage on a failed save, or half as Duration: 6 hours much damage on a successful one. You touch a pile of up to 150 copper coins At Higher Levels. When you cast this spell or an object made out of copper, brass, or using a spell slot of 2nd level or higher, the bronze that weighs less than 1 pound, you damage increases by 1d6 for each slot level turn them into gold. When the spell has ex- above 1st. pired, they revert back to normal.

If one of these altered items is touched with a piece of iron, it has a 25% chance of Frost Whip instantly reverting back to normal. 3rd-level evocation At Higher Levels. When you cast this Casting Time: 1 action spell using a 4th-level or higher spell slot, the Range: Self resultant gold objects will not revert if Components: V, S touched with iron. Duration: 1 minute 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 You point to one creature within range Frostfire that you can see. If that creature is 2nd-level transmutation shapechanged, either through natural ability Casting Time: 1 action or by spell, that creature must make a Con- Range: 100 feet stitution saving throw or be forced back to its Components: V, S, M (a piece of ivory, a true shape and take 3d10 force damage from pinch of soot, and a shard of clear crystal) the forced change. If the creature succeeds on Duration: Concentration, up to 1 hour 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 does cold damage instead of fire damage. Glassee ♦ Chilled Flame. You make a ranged 4th-level transmutation (ritual) spell attack against one fire elemental or Casting Time: 1 action creature that is currently aflame due to mag- Range: Touch ical ability (not one that has been set on fire Components: V, S, M (a small piece of glass) in order to hurt it). On a hit, it inflicts 2d10 Duration: Concentration, up to 1 minute 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 1st-level transmutation can be up to 1 foot thick, and wood can be up Casting Time: 1 action to 2 feet thick. You can choose to make the Range: 60 feet area transparent to everyone, make it trans- Components: V, S parent only to you, or to create a one-way Duration: Concentration, up to 1 hour mirror. This spell does not work through You grant one beast or monstrosity with lead. an Intelligence of 1 to 4 the ability to speak your language and understand you. This Glassteel does not raise its Intelligence. 7th-level transmutation

Casting Time: 1 minute Glass Storm Range: Touch 8th-level conjuration Components: V, S, M (a piece of glass and a Casting Time: 1 minute piece of steel) Range: Self (30-foot radius) Duration: Instantaneous Components: V, S, M (a shard of glass) Up to 100 pounds of glass or crystal that Duration: Concentration, up to one minute you touch gains the tensile strength and du- You create extremely powerful winds rability of steel. that surround you, leaving you in the storm’s “eye.” The winds are full of danger- Glyph of Revealing ous glass and crystal shards. 5th-level divination (ritual) All creatures within the storm must make Casting Time: 1 action a Dexterity saving throw each time that they Range: Self (60-foot radius) end their turn in the storm. A creature takes Components: V, S, M (ink made out of the 10d6 piercing damage and is blinded for 1 juice of crushed eyebright flowers, white minute on a failed saving throw, or half as chalk, and powdered quartz) much damage and not be blinded on a suc- Duration: 10 minutes cessful one. You inscribe a special rune on a flat, hori- 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

2nd-level transmutation Glyph of Warding 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- A blade of grass that is under 1 foot in strained and incapacitated. These conditions length can be thrown as darts and do 1d4 + remain for 12 hours, until you release the your Dexterity modifier in piercing damage creature, or a dispel magic spell is cast on it. on a successful hit. A blade of grass longer While in the amber field, the creature does than that can be thrown as a javelin and do not age or need to eat, drink, breathe, or 1d6 + your Dexterity modifier in piercing sleep. damage. You have proficiency in both types of weapon when using a grassdart. Graft 6th-level necromancy (ritual) Ground Trace Casting Time: 10 minutes 2nd-level divination Range: Touch Casting Time: 1 action Components: V, S, M (a potion of healing and Range: Self (30-foot radius) 1,000 gp worth of powdered moonstone) Components: V, S, M (one of your hairs and Duration: Instantaneous 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 or similar closure against one type of crea- air. The vessel is still dependent on the ture: aberration, fey, undead, etc. If a crea- winds to move forward, however. 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. The seal does not prevent that type of Gunther’s Kaleidoscopic Strike 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

A beam of scintillating, kaleidoscopic Guardian Weapon 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) On a failure, the target’s mind is “short- Duration: Until triggered 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- If that area is disturbed by someone who prepare them. 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 This spell has no effect on non- 1 minute. The target must also make a spellcasters. Strength saving throw or be knocked prone. Hail of Stone Gullship 1st-level conjuration 7th-level transmutation (ritual) Casting Time: 1 action Casting Time: 10 minutes Range: 300 feet Range: Touch Components: V, S, M (a piece of jade worth Components: V, S, M (a model boat and the at least 5 gp) feather of a seagull) Duration: Instantaneous Duration: 12 hours A storm made of stones appears in a loca- One boat you touch that is no more than tion you choose within range. The area of the 100 feet long gains the ability to fly. You can 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 A flame springs forth from your palm. area must make a Dexterity saving throw. It The flame can be either red or white, and takes 1d6 bludgeoning damage on a failed you may switch between them as a bonus save, or half as much damage on a successful action. one, each round that the creature ends its ♦ Red Flame. Hot but not particularly turn in the storm. bright, you can use this flame to ignite flam- At Higher Levels. When you cast this spell mable materials, cook food, or to scorch be- using a spell slot of 2nd level or higher, the ings you touch, doing 1d8 + your damage increases by 1d6 for each slot level spellcasting ability modifier in fire damage. above 1st. ♦ White Flame. Bright but cool, the white flame cannot set anything on fire and Hailstone does no damage, but it sheds bright light in a 5-foot radius and dim light for an additional Evocation cantrip 5 feet. Casting Time: 1 action

Range: 10 feet Components: V, S Handfang Duration: Instantaneous Transmutation cantrip You fire a large hailstone from the palm Casting Time: 1 action of your hand. Make a ranged spell attack to Range: Self hit. If successful, you inflict 1d8 bludgeoning Components: V, S damage and the creature is stunned for 1 Duration: Concentration, up to 1 minute round. You cause a sharp-toothed maw to ap- This spell’s damage increases by 1d8 pear on the palm of your hand. The maw is when you reach 5th level (2d8), 11th level completely under your control and can be (3d8), and 17th level (4d8) easily hidden by curling your fingers over it, wearing a glove, keeping the palm flat Hair against your body, etc. If you touch someone with that hand (this 1st-level transmutation (ritual) requires an attack if done in combat), it bites, Casting Time: 1 action doing 1d4 + your Strength ability modifier in Range: Touch piercing damage and 1d4 acid damage from Components: V, S its corrosive saliva. Duration: Instantaneous The acid damage increases when you This spell allows you to clean, trim, style, reach 5th level (2d4), 11th-level (4d4), and dye, or bleach a willing target’s hair, beard, 17th level (8d4) or fur instantly.

Handcandle Hard Water 5th-level transmutation (ritual) Evocation cantrip Casting Time: 1 action Casting Time: 1 action Range: Touch Range: Self

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, ♦ Teleport. You choose up to 11 crea- unharmed. tures within a 30-foot radius and teleport them to a random location within 1 mile. If Harp of War the creatures are unwilling, they may make a Wisdom saving throw to resist. 9th-level evocation ♦ Wall of Stone. You cause a wall of Casting Time: 1 action stone to erupt up from the ground. The wall Range: Self is 6 inches long and composed of ten 10-foot Components: V, S, M (a strand of silver by 10-foot panels, each of which must be wire) touching at least one other panel. Duration: Concentration, up to 10 minutes Each string can be plucked once and van- A seven-stringed harp made of glowing ishes after its been used. When the last string silver light appears in mid-air in front of you. vanishes, so does the harp. It hovers immovably, allowing you to leave it there if you need to do something else. Each round, you may pluck one of its strings Haunting and release a power—you are aware of the Illusion cantrip power associated with each string. The pow- Casting Time: 1 action ers are as follows: Range: 10 feet ♦ Flame Strike. You call down a column Components: V of fire on one creature within 60 feet, who Duration: 1 round must make a Dexterity saving throw. The You create a “spooky” sound—the creak- creature takes 9d6 fire damage on a failed ing of a door, mysterious footsteps, a moan saving throw or half as much damage on a or groan, the rattling of chains, the type of successful one. rapping noise that is normally heard at a sé- ♦ Lightning Bolt. You may fire a bolt of ance, etc. A creature hearing the sound must lightning at one creature within 60 feet, who make a Wisdom saving throw or be fright- must make a Dexterity saving throw. The ened for 1 round. creature takes 9d6 lightning damage on a failed saving throw or half as much damage Heart Call on a successful one. 9th-level conjuration ♦ Scatter. You may teleport all magical Casting Time: 1 action items within a 30-foot radius to random loca- Range: 30 feet tions within 1 mile. If the object is held or

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. The creature may attempt to make a 8th-level necromancy (ritual) Strength (Athletics) ability check to pull the Casting Time: 1 day weapon out. If successful, the target has suc- Range: Self cessfully pulled the weapon out, but inflicts Components: V, S, M (a heart carved out of a 2d8 piercing damage on itself in the process. precious stone worth at least 5,000 gp)

Duration: One year You replace your own heart with one Helping Hand 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) While this spell is in effect, you have re- Components: V, S, M (a black silk glove) sistance to bludgeoning, piercing, and slash- Duration: 6 hours 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, When this spell ends, either after a year sex, and general appearance. 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 Range: Touch Hold Portal Components: V, S, M (fur from a creature Abjuration cantrip that hibernates) Casting Time: 1 action Duration: 1 month Range: 30 feet You touch a Large-sized creature, two Components: V Medium-sized creatures, or three Small or Duration: Concentration, up to 1 minute 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 Optionally, this spell can be used to hold brief time but will go back to sleep once it is a door, gate, or hatch open. Strength checks no longer needed. At the end of the duration, to force it closed are at a disadvantage. the creature will wake up very hungry and thirsty. If you are not the one in hibernation, Holy Flail you may use your action to dismiss the spell. 3rd-level transmutation At Higher Levels. When you cast this Casting Time: 1 action spell using a spell slot of 3rd-level or higher, Range: Touch the creature sleeps for an additional month Components: V, S, M (a pinch of powdered for each slot level above 4th. gemstone)

Duration: Concentration, up to 1 minute Hiding Place You turn your holy symbol into a bludg- 4th-level abjuration eoning weapon of your choice. This weapon Casting Time: 1 hour does 1d12 + your spellcasting ability modifi- Range: Special er in bludgeoning damage, plus 1d8 radiant Components: V, M (a scroll covered with (if you’re good or neutral) or necrotic (if pictograms and runes depicting eyes, ears, you’re evil) damage. You are considered pro- and brains, which are burned when you cast ficient in that weapon for the duration of the the spell) spell. If anyone other than you or another Duration: 1 week 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 You turn a hollowed-out horn into a mag- 65-68 The Olympic Glades of Arborea ical cornucopia. Each minute, it produces 69-72 The Peaceable Kingdoms of Arcadia enough raw fruits, vegetables, and grain to 73-76 The Seven Heavens of Mount Celestia feed six humanoids or two steeds for a day, 77-80 The Tarterian Depths of Carceri or enough water, wine, or ale to slake the 81-84 The Twin Paradises of Bytopia thirst of six humanoids or two steeds for a 85-88 The Wilderness of The Beastlands day. Each minute, you may choose whether 89-92 The Windswept Depths of Pandemo- you wish to produce food or drink. nium

93-96 The Outlands or the City of Sigil Hornung’s Random Dispatcher 97-00 The Far Realm 8th-level conjuration Casting Time: 1 action Hovering Road Range: 60 feet 7th-level conjuration (ritual) Components: V Casting Time: 1 minute Duration: Instantaneous Range: Self (20-foot road centered on your- You point to one creature you can see self) within range. That creature must make an Components: V, S, M (a chunk of black mar- Intelligence saving throw. On a failure, the ble and a loop of gold wire) creature is hurtled into a completely random Duration: Concentration, up to 12 hours plane of existence. You have no control over You create a magical road, 10 feet wide which plane the target ends up going to, and and extending 10 feet ahead of you and 20 it is entirely possible that the target’s destina- feet behind you, and that hovers anywhere tion will instantly kill it. The GM should roll from three to thirty feet above the ground, on the following table to randomly deter- for as long as you continue to walk forward. mine the destination: If you stop walking for longer than 15

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 09-12 The Ethereal Plane ble. It is an object that has AC 20 and hit 13-16 The Astral Plane points equal to your hit point maximum, and 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 24-28 The Elemental Plane of Fire If it is destroyed, it turns to black mist, drop- 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) You telekinetically hurl a loose rock that Duration: Concentration, up to 1 minute 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. 1-2 feet 2d6 On a hit, it inflicts 2d10 slashing damage 2-3 feet 2d8 and 1d12 cold damage. 3-4 feet 2d10 At Higher Levels. When you cast this 4-5 feet 3d8 spell using a spell slot of 5th-level or higher, 5-6 feet 4d10 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- 1st-level divination ture takes 2d6 damage on a failed saving Casting Time: 1 action throw, or half as much on a successful one. Range: Self Components: V, S, M (a platinum coin, Hurl Thunderbolt which is consumed in the casting) 4th-level evocation Duration: Instantaneous Casting Time: 1 action You gain advantage on a single Arcana, Range: 100 feet History, Insight, Investigation, Medicine, Components: V, S Nature, Performance Religion, or Survival Duration: Instantaneous 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- 4th-level abjuration tack. On a hit, the creature takes 6d6 light- Casting Time: 1 action ning damage and must make a Constitution Range: Self saving throw. The creature is deafened for 1 Components: V, S, M (an uncut gemstone minute and stunned for 1 round on a failed worth at least 25 gp) saving throw, or just deafened on a success- Duration: 1 minute ful one. 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 If you have a familiar, that familiar is also mistake that keeps it from finding the ob- covered by the mantle as long as it stays in ject—and creatures deliberately looking for it physical contact with you. have disadvantage on all ability checks made to locate it. Finally, all cantrip and 1st-level Imbue with Purpose divinations will fail to find it.

6th-level transmutation (ritual) Casting Time: 10 minutes Impeding Permission Range: Touch 5th-level enchantment Components: V, M (1,000 gp worth of pow- Casting Time: 1 action dered diamond) Range: 300 feet Duration: 24 hours Components: V, S One weapon you touch gains the purpose Duration: Concentration, up to 1 hour of slaying a particular type of creature (hu- You choose one creature in range that manoids, monstrosities, undead, etc.) whose you can see and that has an Intelligence of 5 alignment is diametrically opposed to yours. or greater. That creature must make a Wis- For instance, if you are lawful good, you can dom saving throw. If it fails, it is charmed by create a weapon that is purposed to slay evil you for the duration. Creatures immune to fey, chaotic fey, or just chaotic evil fey. being charmed are not affected by this spell. When the wielder strikes a creature of The creature can take no action without first that type, one of the following happens: gaining your permission. ♦ 100 hit points or more: the creature At Higher Levels. When you cast this takes an additional 6d6 force damage and the spell with a 6th-level or higher spell slot, the spell ends. duration increases by one hour for every slot ♦ 50-99 hit points: the creature takes an level above 5th, additional 6d6 force damage and must make a Wisdom saving throw. On a failure, the Impenetrable Falsehood creature is frightened of you for 1 minute. 3rd-level abjuration ♦ 49 or fewer hit points: the creature is Casting Time: 1 action slain outright. Range: Touch

Components: V, S Immurk’s Distraction Duration: Concentration, up to 12 hours 2nd-level enchantment (ritual) You or one willing creature you touch Casting Time: 1 minute becomes able to tell lies without being Range: Touch caught or stopped by mundane or magical Components: V, S, M (a scattering of sand means, including use of the Insight skill or and 500 gp worth of diamond dust) spells such as zone of truth. In addition, any- Duration: 24 hours one who reads your mind in order to find the You touch an item and then conceal it in truth must make an Intelligence saving 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

existing natural phenomena or condition. For Instant Audience 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 You conjure an semi-real audience. Every Intensify Sensation 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, You touch a creature, who must make a and eat available snacks. If it’s appropriate Constitution saving throw if unwilling. The for the circumstances, they may flirt or act as creature will perceive any physical or emo- bullies. They do not talk about themselves at tional sensation as being unbelievably pow- all, as they have no history or true erful, for good or bad. A creature under the knowledge beyond trivia you yourself might influence of this spell is incapacitated for the know. Nor do they leave the area. When the duration. spell’s duration ends, or you dismiss the Spells designed to create an emotion or spell, the audience members leave in the physical sensation have twice the duration as same way they came in. normal and the creature saves against them The members of the audience do not fight at disadvantage. in any manner. They have an AC of 10 and 1 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 Range: 30 feet Ivy Siege 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 You summon a suit of animated armor Components: V, S, M (an ivy leaf) (Monster Manual, page 19) that fights for you. Duration: Concentration, up to 1 hour 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. Starting after one-hour hour, the ivy Ironwood deepens in color to green-black and begins squeezing the walls, doing 3d10 bludgeoning 6th-level transmutation damage every minute for the next thirty Casting Time: 1 action minutes. At the end of the hour, the ivy dies Range: Touch and begins to die. Components: V, S, M (a pinch of metal fil- 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 One throwing weapon you throw is im- 3rd-level divination (ritual) bued with several properties: you have ad- Casting Time: 1 action vantage to hit, its range is doubled, and it Range: Touch inflicts an additional 2d10 force damage. Components: V, S, M (a crystal ball or gilt- framed mirror worth at least 250 gp)

73 At Higher Levels. When you cast this spell d8 Behavior The creature doesn’t move or take actions using a spell slot of 4th level or higher, the 1-3 damage increases by 1d10 for each slot level this turn. above 3rd. The creature uses its action to make a 4-6 melee attack against a randomly deter-

mined creature within its reach Khelben’s Blackstaff 7-8 The creature can act and move normally 8th-level transmutation Casting Time: 1 action ♦ The target must make a Constitution Range: Touch saving throw or be paralyzed for 1 minute. Components: V, S, M The target can repeat the saving throw at the Duration: Concentration, up to 1 minute end of each of its turns, ending the effect on One nonmagical staff, club, or pierce of itself on a success. wood you touch begins to shimmer with ♦ The target complete forgets all black, crawling light. For the duration of this cantrips and 1st-level spells they he or she spell, the staff’s wielder (who is either you or knows, if any. The target will not be able to someone who was holding the staff when re-cast those spells until after a short or long you cast the spell) has advantage on attacks rest. with it and on a hit, it nflicts 2d6 bludgeon- ♦ The target is assaulted by terrifying ing damage 4d8 necrotic damage. It cannot images and takes 4d6 psychic damage, and be used to harm you or the designated be at disadvantage on all Intelligence and wielder. The staff is also completely immune Charisma saving throws for the remainder of to any magic cast upon it, with the exception the spell’s duration. of wish and antimagic shell. ♦ If the target is a spellcaster, it forgets In addition, each round, the staff inflicts one prepared spell, chosen at random. If the one option from the following list, wielder’s target has innate spellcasting, it loses the choice: ability to cast one of its spells until it takes a ♦ On a successful attack that inflicts ne- long rest. crotic damage, the wielder regains 2d8 hit points. Kiss of Torment ♦ On a successful attack, the staff casts 4th-level necromancy dispel magic on the target. The dispel magic Casting Time: 1 action acts as if it was cast using a 6th-level spell Range: Touch slot. Components: V, S ♦ The target must make a Wisdom sav- Duration: Concentration, up to 1 minute ing throw or be frightened of the blackstaff’s You must touch a creature’s bare flesh, wielder for 1 minute. The target can repeat either literally kissing the creature or brush- the saving throw at the end of each of its ing it with your fingertips. That creature may turns, ending the effect on itself on a success. make a Constitution saving throw. On a suc- ♦ The target must make a Wisdom sav- cess, the spell ends. On a failure, the creature ing throw or become confused. It can’t take takes 4d6 psychic damage and is in so much reactions, and must roll a d8 at the start of pain that it is incapacitated for the duration. each of its turns to determine its behavior for It may make a new saving throw at the end that turn:

74 of each of its turns, ending that effect on a Laeral’s Cutting Hand success. However, each round that the crea- 1st-level transmutation ture remains incapacitated, it takes an addi- Casting Time: 1 action tional 2d6 psychic damage. Range: Self

Components: V, S Know Customs Duration: 1 minute 3rd-level divination (ritual) One of your hands gains a magical cut- Casting Time: 1 action ting edge. The merest touch of your hand Range: 60 feet will sever nonmagical ropes, sacks, and the Components: V, S like. Unarmed strikes do 1d6 + your Strength Duration: Instantaneous 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- 8th-level evocation ing throw. If the saving throw succeeds, the Casting Time: 1 action spell ends. On a failure, you gain the Range: 60 feet knowledge that creature possesses on local Components: V, S, M (a bladed weapon, customs, including common courtesies, local which is consumed in the casting of the spell, restrictions and taboos, upcoming and im- and a clear rock crystal) portant holidays and observances, and typi- Duration: 1 minute cal things that “everyone” knows. You create an invisible, silent, magical

sword that attacks on its own, using your Ladder spell attack modifier; it attacks one creature 1st-level evocation you can see within range until you tell it to Casting Time: 1 action change targets. On a hit, it does 6d10 force Range: 60 feet damage. The sword flies through the air with Components: V, S, M (a knot of wood) a move of 50 feet. Duration: Concentration, up to 10 minutes You create a ladder of magical force that Laughing Water is one foot wide and ten feet long. You may 6th-level transmutation place it vertically against a wall, lay it hori- Casting Time: 1 action zontally so it can be used to cross gaps, or Range: Touch have it lean at a 45° angle to be used as a Components: V, S, M (a pinch of diamond staircase. In any case, the ladder is firmly dust and a seed from any green plant) anchored and will not move once placed. Duration: Permanent At Higher Levels. When you cast this spell You transform up to a gallon of water using a spell slot of 2nd level or higher, the into sweet, sparkling, gently glowing laugh- ladder increases ten feet in length for each ing water. slot level above 1st. 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. ♦ You can change a Tiny creature or Leaf into Dagger object into another one. ♦ You can hide an object or creature of Transmutation cantrip up to Huge size by moving a curtain in front Casting Time: 1 action of it, by having it move behind an object, or Range: Touch otherwise briefly obscuring it for a moment. Components: V, S, M (a normal leaf) This only hides the target from vision; the Duration: Concentration, up to 1 minute target can still be heard, smelled, etc. You transform any tree leaf into a magical ♦ You can hide a Tiny object or creature dagger that does 1d4 + your spellcasting in your palm, up your sleeve, in your hat, ability modifier in piercing damage. You etc., hiding any bulges or sounds it makes, cannot be harmed by this blade and should while creating an illusory duplicate of it that you drop it, it instantly becomes a leaf again. lasts for three rounds.

♦ You can cause any Tiny object that is Legal Thoughts within 5 feet of you to appear in your hand. 7th-level enchantment (ritual) ♦ You conjure harmless mouse, song- Casting Time: 10 minutes bird, butterfly, or other such creature—the Range: 30 feet creature is actually taken from somewhere in Components: V, S a 1-mile radius. Because this is a real crea- Duration: Permanent ture, this version of legerdemain is permanent; One target with an Intelligence of 5 or you may choose to send it back at the end of higher that you see within range is perma- the spell’s duration. nently compelled to follow one specific law ♦ You create a puff of colored smoke. It prevalent in the area in which you and the provides light concealment for up to 2 target both currently reside. A creature im- rounds. mune to being charmed is unaffected by this spell. Leomund’s Trap Each time the creature attempts to break 2nd-level illusion (ritual) that law, it must make a Charisma saving Casting Time: 1 minute throw in order to do so. Range: Touch This does not place any moral restrictions Components: V, S, M (a small mechanism, on the target and only requires that it obey which can be reused, and a piece of iron py- the letter of the law, so it is perfectly capable rite and metal filings, which are consumed of thinking up and exploiting loopholes. by the spell)

Duration: Permanent Legerdemain You place a false trap which is covered Conjuration cantrip with an illusion to make it look like any sort Casting Time: 1 action of trap you like. Anyone searching for traps, Range: 10 feet either mundanely or magically, will find it. It Components: V, S

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 creature, something went horribly wrong Lifeblend with the transformation and it takes 10 8th-level necromancy (ritual) 15d10+20 necrotic damage. If it is still Casting Time: 10 minutes alive, it may be able to be nursed back to Range: Touch health. Components: V, S, M (a cage made of pre- cious metals, worth at least 2,500 gp, and a lit The resultant creature’s attributes, abili- candelabra studded with as many candles as ties, and attacks should be determined by the there creatures to blend and studded with GM, using the original creatures’ attributes 1,000 gp worth of rubies, which are all con- as a guideline. sumed by the casting) Duration: Instantaneous Lightning Curtain You place two living beasts, humanoids, 6th-level evocation giants, monstrosities, or plants (which must Casting Time: 1 action have an Intelligence of at least 1) in the cage Range: 120 feet and touch each of them while casting the Components: V, S, M (a piece of amber, a bit spell. When you finish casting the spell, each of fur, and a square of fine velvet) creature must make a Constitution saving Duration: Concentration, up to 1 minute throw. If either of these rolls are successful, You create a wall of crackling lightning. the spell fails. You can make the wall up to 60 feet long, 20 If both creatures fail their saving throws, feet high, and 1 foot thick, or a ringed wall then over the course of the next 24 hours, the up to 20 feet in diameter, 20 feet high, and 1 creatures begin to mutate and join together, foot thick. taking on characteristics of both “parent” When the wall appears, each creature creatures. The GM should roll a d20. within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 Roll Result lightning damage, or half as much damage Success. The resulting creature looks on a successful save. 1-5 more or less like a combination of its two original forms. Any creature that ends its turn within 10 Bonding. The creatures are not truly feet of the wall and wearing metal armor will 6 melded together but instead are conjoined attract a spark and must make a Dexterity in some way. saving throw. On a failed save, a creature Imperfect Melding. The two creatures takes 2d8 lightning damage, or half as much 7 have joined together in a “tauric” fash- damage on a successful save. ion—half one creature and half the other. One side of the wall, selected by you when Shapeshifter. The creature is melded but you cast this spell, deals 5d8 lightning dam- can shift between its two parent forms age to each creature that ends its turn within 8 and may have a split personality—it does 10 feet of that side or inside the wall. A crea- not have a “hybrid” form. The change ture takes the same damage when it enters may be voluntary or involuntary. 9 Dominance. The creature looks mostly 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 spell using a spell slot of 6th level or higher, Lightning Storm 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 3rd-level transmutation Duration: 1 minute 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 You touch a metal object of any sort that adjacent to the face of another cube. Each weighs less than 100 pounds. Then, whenev- creature in the area must make a Dexterity er a stroke of lightning (natural, magical, or saving throw. It takes 4d10 lightning on a created from a breath weapon) occurs within failed save, or half as much damage on a 150 feet of the rod, the lightning is redirected successful one, each round that the creature to the rod, which destroys it. If a creature is ends its turn in the storm and for one round in physical contact with the rod when it is afterwards. struck, that creatures takes full damage. Liquid Orb Lightning Shield Conjuration cantrip 4th-level evocation Casting Time: 1 action Casting Time: 1 action Range: Self Range: Self Components: V, S Components: V, S, M (a small bit of marble) Duration: 10 minutes Duration: 10 minutes You create a pint of any nonflammable, Crackling electrical sparks wreathes your nonacidic liquid you wish—water, juice, dye, body for the duration, shedding bright light ink, mediocre beer, chicken broth, etc. It ap- in a 10-foot radius and dim light for an addi- pears as a sphere and remains that way tional 10 feet. You can end the spell early by through magical surface tension. The liquid using an action to dismiss it. can be anywhere within 10 degrees of room The sparks provide you with a warm temperature but cannot be above boiling or shield or a chill shield, as you choose. The below freezing. chill shield grants you resistance to lightning The amount of liquid you create increases damage, and the warm shield grants you to 1 quart when you reach 5th level, 1 gallon resistance to acid damage. when you reach 11th level, and 10 gallons In addition, whenever a creature within 5 when you reach 17th level. 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 Duration: Instantaneous Lorloveim’s Creeping Shadow You may shed up to two limbs (arms, 5th-level illusion legs, tail, wings) at will without suffering Casting Time: 1 action any damage or pain. Lost limbs begin to Range: Self grow again an hour after they were lost and Components: V, S, M (a source of light and a regrow completely within 24 hours; if the small statuette of yourself made out of obsid- lost limb is recovered within 1 minute, it can ian) be reattached by holding it against the Duration: Concentration, up to 1 minute 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 You can see, hear, and speak through the Casting Time: 1 action shadow, although it is otherwise a normal Range: 60 feet shadow and you cannot use it to manipulate Components: V, S, M (a piece of reptilian objects, attack, or cast spells. Your shadow skin) can be attacked with magical weapons and Duration: 1 minute 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- You can also spend you action to move tion. 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.

Longevity Love Charm 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) You attempt to charm a humanoid you Duration: Permanent 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 strosity with an Intelligence of 4 or less, or charmed when the spell ends. willing creature with an Intelligence of 5 or greater. You create an unbreakable magical Mage Tunnel leash that only you can touch. The object or creature the leash is attached to cannot go 9th-level conjuration farther than 100 feet from you. Casting Time: 1 action You can use this tether to pull at the ob- Range: Up to 1,000 miles ject or creature and cause it to return to your Components: V, S, M (a 1-inch length of side. copper tubing engraved with silver runes)

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

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 on a Wisdom saving throw or become cursed Magical Tether for the duration of the spell. When you cast this spell, choose the nature of the curse from 1st-level evocation (ritual) the following options: Casting Time: 1 action ♦ Choose one ability score. That ability Range: 100 feet is reduced to 3. Components: V, S

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 ♦ All attacks and spells deal an addi- Components: V, S tional 1d12 necrotic damage to the target. Duration: 7 days ♦ The creature begins to slowly die. Af- You inflict a horrible disease on up to 12 ter every long rest, it takes 1d10 damage of a creatures you can see within range. Each tar- type of your choice and its hit point total is get must make a Constitution saving throw. reduced by 1 point. Its total is restored to On a failed save, it contracts a disease of normal only after this curse is lifted. your choice described in the contagion spell. ♦ Whenever the creature encounters a particular substance, it becomes incredibly nauseated. It must make a Constitution sav- Mass Dominate Person ing throw or become incapacitated for 2d6 7th-level enchantment rounds due to vomiting and dry heaves and Casting Time: 1 action be poisoned for 10 minutes. Range: 100 feet A remove curse ends this effect. At the Components: V, S DM’s option, you may choose an alternative Duration: Concentration, up to 1 minute curse effect, but it should be no more power- You attempt to beguile up to 12 human- ful than those described above. The DM has oids you can see within range. They must final say on the curse’s effect. succeed on a Wisdom saving throw or be At Higher Levels. If you cast this spell charmed by you for the duration. This spell using a spell slot of 7th level, the duration is is otherwise identical to dominate person. 24 hours. If you use a 9th-level spell slot, the At Higher Levels. When you cast this spell lasts until it is dispelled. Using a spell spell using a 8th-level spell slot, the duration slot of 7th level or higher grants a duration is concentration, up to 10 minutes. When you that doesn’t require concentration. use a 9th-level spell slot, the duration is con- centration, up to 1 hour. Mass 3rd-level transmutation Mass Jump Casting Time: 1 action 3rd-level transmutation Range: 100 feet Casting Time: 1 action Components: V, S, M (the feather of a hum- Range: 30 feet mingbird and the toenail of an elephant) Components: V, S, M (a grasshopper’s hind Duration: Concentration, up to 10 minutes leg) You can control the weight of one item Duration: 1 minute you choose within range, making it heavier Up to 8 creatures you can see within or lighter by 25%. range have their jump distance tripled until At Higher Levels. When you cast this spell the spell ends. 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.

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

82 edge, but there is 25% chance that it will not Mirage come out correctly. 4th-level illusion

Casting Time: 1 action Mindkiller Range: 60 feet 7th-level enchantment Components: V, S, M (seven drops of water) Casting Time: 1 action Duration: 6 hours Range: 300 feet You create an elusive mirage on the hori- Components: V, S, M (a gemstone worth at zon that beckons convincingly but never gets least 1,000 gp) any closer. It occupies no more than a 45° Duration: Special arc, vertically or horizontally, and always You completely suppress the personality appears fuzzy and indistinct. of a single humanoid, turning its body into a All creatures who are capable of seeing it mindless automaton. It follows your tele- when you cast the spell must make a Wis- pathic orders, as long as you are within 300 dom saving throw; if they fail, they see the feet. 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 If the mirage depicts something very de- nearly inflectionless. You can also use your sirable, anyone failing the first saving throw action to see and hear through the target’s must make a second one or feel compelled to senses. You can make the target engage in head towards the vision for the duration of combat or use its class abilities, including the spell. Creatures who are immune to be- spells, but it requires your full concentration; ing charmed cannot be affected by this spell. you can take no other actions while com- manding the target. Mirage of Despair You may control the target for a number 4th-level illusion of days equal to twice your spellcasting abil- Casting Time: 1 action ity modifier. At any point during that time, Range: 60 feet you may dismiss the spell and let the target’s Components: V mind reassert itself. The target will know Duration: 6 hours that you have controlled it and will remem- You affect one target in range that you ber what actions you have forced it to do. In can see. That target must make a Wisdom addition, this spell can be broken with a saving throw. If it fails, it sees everything greater restoration or remove curse. around it in the worst possible light. Allies If you allow the spell to continue, then look hateful or even become monsters, a when it expires, the creature’s personality beautiful garden appears dying and covered dies and body die. In addition, you must in rot, a tranquil pool looks covered in slime make a Constitution saving throw or take and filled with dead fish. 5d6 psychic damage. 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 An ally of that target may attempt to talk class, and so on. 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. At Higher Levels. When you cast this Mistaken Missive spell with a spell slot of 3rd level or higher, you can increase the number of runes you 2nd-level transmutation can write by seven for each spell slot above Casting Time: 1 action 2nd. Range: Touch

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 On the first day, it will become faint, as if Components: V, S, M (a thread woven out of the writer was running out of ink. On the cobweb) second through fourth days, the words be- Duration: Concentration, up to 1 minute 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- When you fire an arrow, it does 2d10 + veys the exact opposite of the original mean- your spellcasting ability modifier in piercing ing. damage plus 1d10 radiant damage on a hit. Against undead, it does an additional 3d10 Moon Rune radiant damage and outlines the undead with pale, flickering moonlight that acts 2nd-level illusion identically to faerie fire. Casting Time: 1 action Streams a trail of glowing motes of moon- Range: Touch light behind the arrow. The motes cast dim Components: V, S, M (metallic ink) light to a radius of 5 feet and continue to do Duration: Permanent so for the duration of the spell. You write up to seven nonmagical runes At Higher Levels. If you cast this spell on any surface. This mark remains invisible with a slot of 6th level or higher, it inflicts an until conditions you specify during the cast- additional 1d10 radiant damage for each slot ing of this spell. The condition can be any- level above 5th. thing: a specific time of day or year, when

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 Beasts Mystic Rope 3nd-level abjuration 3rd-level conjuration Casting Time: 1 action Casting Time: 1 action Range: Touch Range: 300 feet Components: V, S, M (a feather, a bit of fur, a Components: V, S, M (a rope made of braid- dead insect, or a scale) ed hairs from a nightmare or a pegasus) Duration: 1 minute Duration: 10 minutes You or one willing creature you touch has You create a magical, 100-foot long rope. resistance to the natural attacks of one kind You can mentally move the rope (it moves of beast: avians, mammals, insects and with a speed of 20 feet). The rope has two arachnids, or reptiles. The resistance is effec- functions, climbing and entangling, and each tive against normal, giant, and dire versions round you may choose which function you of those creatures. wish to use. ♦ 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 3rd-level abjuration to unknot and return to you. 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 You or one willing creature you touch has target (escape DC equal to your spell save resistance to the natural attacks of fungal DC), and the target is restrained until the plant creatures and all types of oozes. spell ends or you retract the rope.

85 Nap Range: Self (30-foot radius) Components: V, S 2nd-level enchantment Duration: 24 hours Casting Time: 1 action You cause one natural place to exert a Range: Touch special fascination to all creatures other than Components: V, S, M (a piece of pillow stuff- yourself and those native to the area. Any ing, a feather, and a pebble) creature who enters the area must make an Duration: 1 hour 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 You “milk” a living flower and squeeze Duration: Concentration, up to 1 hour 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 disappears when it drops to 0 hit points or Nchaser’s Glowing Globe 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, You fill the globe with a flickering light, three times as many when you reach 11th much like the one created by continual flame. level, and four times as many when you However, you can control the intensity of the reach 17th level. light, making it as bright as a torch to some- what dimmer than the light produced by the Nature’s Charm faerie fire spell. You may control the light from as far as 20 feet away. 5th-level enchantment

Casting Time: 1 action

86 Needlestorm Range: 90 feet Components: S 4th-level transmutation Duration: 1 week Casting Time: 1 action You place a magical mark on a creature Range: 100 feet which can only be seen by you, that creature, Components: V, S, M (a pine needle) and up to seven other individuals named by Duration: Instantaneous 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.

At Higher Levels. If you cast this spell with a slot of 5th level or higher, it inflicts an Nymph’s Beauty additional 1d12 piercing damage for each 7th-level enchantment slot level above 4th. Casting Time: 1 action Range: Self (30-foot radius) Nerve Dance Components: V, S, M (a nymph’s tear) 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 This spell can be used by both men and modifier to hit. 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 throw. The creature takes 7d6 psychic dam- Nystul’s Blacklight Burst 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 You bring forth a blast of dark energy 3rd-level illusion from the Negative Plane, sending it to a Casting Time: 1 action

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 At Higher Levels. When you cast this spell must make a Dexterity saving throw. A crea- using a spell slot of 4th level or higher, the ture takes 6d6 necrotic damage and have its damage increases by 1d8 radiant and 1d8 speed reduced to half for 1 minute on a color-specific damage for each slot level failed saving throw, or half as much on a above 3rd. successful one and have its speed reduced by 5 feet. Oathbinding At Higher Levels. When you cast this spell 5th-level enchantment (ritual) using a spell slot of 5th level or higher, the Casting Time: 10 minutes damage increases by 1d6 for each slot level Range: Touch above 4th. Components: V

Duration: 1 year Nystul’s Radiant Baton You or one willing creature you touch 3rd-level evocation vows to behave in a certain way for the Casting Time: 1 action length of the oath and, if it breaks its vow, to Range: Self perform a certain act of contrition, which Components: V, S, M (a crystal prism, which must be feasibly possible and not be suicidal shatters when you cast the spell, and seven in nature. Because this spell only affects will- small silver rods, which can be reused) ing creatures, it is effective on creatures that Duration: Concentration, up to 1 minute are immune to being charmed. You summon a slender baton made of If the creature breaks its vow, even un- glowing, colored light, drawn directly from knowingly, it takes 1d10 psychic damage. If the Elemental Plane of Radiance. You have the creature then fails to perform the chosen proficiency in using it and on a hit it does act of contrition within 1 week, it takes 5d10 2d8 + Strength modifier in radiant damage. psychic damage, and its hit point total is re- In addition, it has an extra affect which de- duced by that amount, until it performs the pends on what color you chose it to have act of contrition. when you cast the spell: Breaking the vow and performing the act ♦ Red Baton. The target takes an addi- of contrition does not end the spell. You may tional 2d8 fire damage. 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 ♦ Green Baton. The target takes an addi- spell lasts until it is ended by one of the tional 2d8 acid damage. spells mentioned above. ♦ Blue Baton. The target takes an addi- tional 2d8 lightning damage. Obedience ♦ Indigo Baton. The target takes an ad- 6th-level enchantment (ritual) ditional 2d8 force damage. Casting Time: 1 action

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 on an aberration, dragon, humanoid, giant, Odeen’s Magic Cloud 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. ♦ Storm Cloud. You create a personal On a success, the creature can remove the storm cloud directly over a target. At the be- circlet and is freed. ginning of your round, you may use a bonus

action to direct a lightning bolt to strike the Obold’s Brightness 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 ♦ Rainbow Cloud. The cloud emits an- tangle of wire) ywhere up to five small, pretty rainbows. Duration: Concentration, up to 1 minute 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 Transmutation cantrip (ritual) lightning. The cloud consists of ten 10-foot Casting Time: 1 minute cubes, which you can arrange as you wish. Range: 30 feet Each cube must have at least once face adja- Components: V, S cent to the face of another cube. 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 8th-level evocation within range you can see. 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 most basic prayers that an acolyte the blue streak explodes. Each creature with- learns, orisons are used to hone the in that radius must make a Dexterity saving spellcasting ability of priests. You create one throw. A creature takes 6d6 fire damage and of the following effects within range. 6d6 cold damage, and then 3d6 bludgeoning ♦ You cause mundane pain and nausea damage due to the resultant shock wave on a to lessen for up to 1 hour, or heal one crea- failed save, or half as much damage on a ture other than yourself of 1d4 hit points of successful one. damage. Once you heal a creature with this At Higher Levels. When you cast this spell spell, you cannot use this spell again on that using a spell slot of 8th level or higher, the creature again until you have taken a short fire and cold damage increases by 1d6 for or long rest. each slot level above 7th. ♦ You bless a meal (food to be shared by up to four individuals), and roll a d4. Add Otiluke’s Orb of Containment that number to any saving throw to avoid 3rd-level evocation being poisoned by that meal or drink. Casting Time: 1 action ♦ One candle cannot be extinguished by Range: 60 feet any means for as long as you hold it. Components: V, S, M (a diamond worth at ♦ You offer up a quick prayer along the least 100 gp, which is shattered when the lines of “give me strength!” or “don’t let me spell is cast) fail!” The GM secretly rolls 2d20 and records Duration: 1 day the better of the two rolls. At some point dur- You create a container made of pure mag- ing the next hour, you may choose to replace ical force, which forms around a substance of your roll with that roll, for good or for ill. your choice, up to one pound. The container ♦ You cause one creature you see within is completely unbreakable and inside of it, range to gain a +1 to their attack or saving the object is held in stasis so it doesn’t age. throw for the next minute. When the spell ends, the contents inside the ♦ You cause one creature you see within orb are released. range to suffer a -1 penalty to its attack or At Higher Levels. When you cast this saving throw for the next minute. spell using a spell slot of 4th level or higher,

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) Duration: 10 minutes Otto’s Drums You create a large, bolder-sized unbreak- 4th-level enchantment able sphere of force that can be fired from a Casting Time: 1 action catapult or trebuchet (and thus uses that Range: Self (100-foot radius) siege equipment’s range). You designate Components: V, S, M (a pair of miniature what form you wish the sphere to take: bronze drums) ♦ Crystal Shards. The sphere splinters Duration: Concentration, up to 10 minutes apart while 30 feet above the target. All crea- This spell is used to rally or demoralize tures in a 20-foot radius beneath it must troops. You choose which effect you wish to make a Dexterity saving throw. A creature use. 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 ♦ Liquid Fire. The sphere shatters on you designate, must make a Wisdom saving impact, spraying sticky fire in a 30-foot radi- throw. A creature who fails is filled with us. All creatures in that area must make a dread and despair and be at disadvantage on Dexterity saving throw. A creature takes 6d6 all saving throws for the duration. In addi- fire damage on a failed saving throw, or half tion, whenever an affected creature rolls a 20 as much damage on a successful one; all when rolling to attack, that creature must creatures also take 2d6 fire damage each reroll. round for 2d8 rounds. The sticky fire also ♦ Rousing Anthem. The sound of sets all combustibles on fire. rhythmic, encouraging drums fills the area. ♦ Wrecking Ball. The sphere becomes as All allies you designate are at advantage on hard as adamantine and twice as heavy. It all saving throws for the duration. In addi- does 8d8 bludgeoning damage. Objects and tion, whenever an affected creature rolls a 1 buildings take twice as much damage. when rolling to attack, that creature may re- roll. Otto’s Chime of Release 1st-level transmutation Otto’s Soothing Vibrations Casting Time: 1 action 2nd-level enchantment Range: Self (30-foot radius) Casting Time: 1 action Components: V, S, M (a small brass chime) Range: 100 feet Duration: 1 round Components: V

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, begin humming. All aberrations, beasts, does 2d6 + its Strength or Dexterity modifier dragons, monstrosities, oozes, and plants in force damage. with an Intelligence of 1 to 4 that are in a 20- foot-radius of that spot must make a Wisdom Phantom Plow 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) Creatures who fail hear the soothing hum Components: V, S and become calm. They stop what they doing Duration: Instantaneous 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.

You create additional furrows when you Pain 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 5th-level transmutation Duration: 1 minute 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 3rd-level illusion 20 feet wide with a maximum height of 50 Casting Time: 1 action feet. 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- You or one willing creature you touch nally. 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 extremely potent toxin. The creature is poi- Pit soned for 1 day and must make a Constitu- tion saving throw. On a success, the creature 4th-level transmutation (ritual) is unaffected. On a failure, the creature takes Casting Time: 1 action 1d6 poison damage every hour for 24 hours, Range: 100 feet and its hit point total is reduced by that Components: V, S, M (a mole’s claw) amount. If the creature’s hit point total is Duration: Instantaneous 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- At Higher Levels. When you cast this neath or in front of a creature, that creature spell with an 8th-level or higher spell slot, may make a Dexterity saving throw to avoid the poison does 1d10 damage every hour. falling. Those who fall in take 2d6 bludgeon- ing damage from the fall. Possess Pool of Deeds 5th-level necromancy (ritual) Casting Time: 1 minute 7th-level divination Range: 500 feet Casting Time: 1 hour Components: V, S, M (a bowl or stick of in- Range: Touch cense and a figurine of the being to be pos- Components: V, S, M (a handful of colored sessed) powder) Duration: Concentration, up to 1 hour Duration: 24 hours You release your soul from your body You turn a pool of water that is anywhere and possess another humanoid or beast. That from 1 foot to 30 feet in diameter as a story- creature must make a Charisma saving teller. It shows, in images only, the deeds of throw to resist. If it fails, you take over its any one person you name, living or dead. body. You must name which deeds you wish to see The target becomes incapacitated and (i.e., the deeds must be publically known), unconscious. While in control of this body, but the pool will show even unknown de- you have resistance to all forms of damage tails. It will show the event in realtime. If except for psychic—injuries your body takes there are details that the named person does will appear, in reduced form, on your actual or did not want known, you must make a DC body. You may use the target body’s 18 Intelligence check to reveal them. Strength, Dexterity and Constitution but you

retain your own Intelligence, Wisdom, and Poison Charisma. You do not have access to the tar- 6th-level necromancy get’s knowledge, memories, class features, or Casting Time: 1 action proficiencies. Range: Touch If the body you are in drops to 0 hit Components: V, S 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 tures within a 20-foot radius that have 30 or choose to end the possession at any time. 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 Range: 30 feet Preservation Components: V 2nd-level abjuration (ritual) Duration: Instantaneous Casting Time: 1 minute You utter a word of great power that Range: Touch forces one elemental, fiend, or celestial that Components: V, S, M (a pinch of salt) you can see within range to immediately re- Duration: 1 week 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 This spell can also be used to preserve a Components: V corpse in preparation for being raised; a week Duration: Instantaneous 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 At Higher Levels. When you cast this spell 50 hit points or fewer, it goes permanently using a spell slot of 3rd level or higher, you blind. If it has up to 100 hit points, it goes can preserve an additional 50 pounds for blind for 1 day. If it has more than 100 hit each slot level above 2nd. points, the spell has no effect.

All creatures within 10 feet of the creature you pointed out are permanently blinded if Prismal’s Handy Mirror 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 You create a floating mirror that is 4 7th-level enchantment square feet; you may pick its length and Casting Time: 1 action height. When you cast this spell, and on each Range: 60 feet subsequent turn, you can use a bonus action Components: V

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 The mirror is an object that has AC 12 effect. and 10 hit points. If broken, razor-sharp shards explode outward and all creatures Projected Magnification 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) At Higher Levels. When you cast this Duration: Concentration, up to 10 minutes 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 7th-level transmutation faint blue light, and covers an area of up to Casting Time: 1 action 10 square feet. You can zoom in and out up Range: 30 feet to 10× magnification. Components: V, S, M (an empty ink well, a feather pen, and a surface on which to write) Prophecy Duration: Until dispelled 6th-level divination (ritual) You turn one creature or object in range Casting Time: 1 hour that you can see into a full-color, two- Range: Self dimensional image on the surface you have Components: V, S, M (a plant with halluci- provided. The creature or object is reduced natory properties or a hallucinatory drug, to 12:1 scale; it must be able to fit on the writ- which is burned during the casting of the ing surface in its reduced form for the spell spell, and a crystal worth at least 1,000 gp) to work. An unwilling creature may make a Duration: 10 minutes Charisma saving throw to avoid the effect. You enter a long trance and get a vision You decide whether the creature is to re- of the future, which describes an important main animate (in which case, it counts as event that shall occur at some point in the restrained, although it still can move slowly near future. It may be vague and open to about its canvas in a stilted manner), or if it interpretation. In addition, the DM will se- to become a still picture. If you choose to al- cretly roll a d10. On a roll of 1, the vision will low it to remain animate, it can see and hear, be completely false. 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 If you attempt to cast this spell more than the picture indefinitely. 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 5th-level necromancy attempt to divine a prophecy that concerns Casting Time: 1 action an area as large as a kingdom. The DM will Range: 150 feet secretly roll a d10. On a roll of 1, the vision Components: V, S, M (a vial of fresh blood) will be completely false; on a roll of 2-5, you Duration: 1 minute will receive no vision at all. A storm of sticky, life-leeching, brilliant

red blood appears in a location you choose Protective Amulet within range. The area of the storm consists 1st-level abjuration (ritual) of up to ten 10-foot cubes, which you can Casting Time: 1 hour arrange as you wish. Each cube must have at Range: Touch least once face adjacent to the face of another Components: V, S, M (an item of jewelry that cube. Each creature in the area must make a costs 50 gp per level of the spell it is de- Dexterity saving throw. A creature takes 5d6 signed to protect against) 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. When the wearer is attacked by that spell Rain of Terror 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, You point the finger bone at a creature centipedes, fish, lumps of gelatinous slime, within range. That creature must make a putrid black, yellow, or red water, salaman- Charisma saving throw or take 6d12 +30 ders, small birds, small lizards, small snakes, psychic damage. spiders, toads, or worms. If the rain consists A humanoid killed by this spell rises at the of living creatures, only around half of the start of your next turn as a zombie that is animals will survive the fall. None of these permanently under your command, follow- animals are capable of harming anyone. ing your verbal orders to the best of its abil- ity. Rainshield

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

Duration: Instantaneous Rary’s Replay A sickly yellow beam of enervating ener- 5th-level divination (ritual) gy springs from your finger towards a crea- Casting Time: 1 minute ture within range. Make a ranged spell attack Range: Self (10-foot radius) against the creature. On a hit, the creature Components: V, S takes a level of exhaustion. This cannot bring Duration: Concentration, up to 1 hour the target past the 5th level exhaustion You read the residual psychic impres- sions in a room or area. Typically, you can Ray of Paralysis only read the most recent events, but a high- 3rd-level necromancy ly-emotional event, especially one that is also Casting Time: 1 action very unusual or violent, leaves psychic ener- Range: 60 feet gies that can be picked up for months or Components: V, S years afterwards. The event is played back Duration: Concentration, up to 1 minute perfectly—you see, hear, smell, and feel the A green beam of enervating energy events perfectly. shoots from your finger towards a creature The event that is replayed for you is done within range. Make a ranged spell attack so in real-time, so the replay takes as long to against the creature. On a hit, the creature complete as the original event, to a maxi- becomes paralyzed. 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 Casting Time: 1 action Read Object Range: Touch 3rd-level divination Components: V, S, M (a copper brooch) Casting Time: 1 action Duration: 6 hours Range: Touch You cast this spell on a copper brooch Components: V, S, M (rare incense worth at and give it to another creature to wear. As least 50 gp)

97 Duration: Instantaneous stones (silver, gold, amethyst, to- You hold an item and learn the current or paz) most recent owner’s race, class or profession, Very rare metal, very valuable gem- and alignment. In addition, roll a d6. On a stones (mithral, adamantine, black 100 years roll of 1-4, it also reveals the last event that opal, diamond) happened to the owner while he still had the object in its possession, if that event had Resist Magic some emotional importance. It does not re- 5th-level abjuration veal that person’s name, age, or anything Casting Time: 1 action else about him or her. Range: Touch Components: V, S, M (a piece of string, a Reed Staff block of wood, and an unlit candle) 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 You turn a normal blade of grass into a Restore Earth magical quarterstaff that does 1d10 bludg- 3rd-level conjuration eoning damage. If anyone other than you Casting Time: 1 action touches the staff, it turns back into grass. Range: Touch Components: V, S, M (a piece of clay with Renew Deposit iron filings in it, which is shaped to resemble the original structure of the object to be re- 9th-level transmutation (ritual) paired) Casting Time: 6 hours Duration: Concentration, up to 1 minute 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, the spell ends. Return to Earth 4th-level necromancy Time to Casting Time: 1 action Metal Regrow Range: Self (30-foot radius) Base metal and semiprecious gem- 20 years Components: V, M (a pinch of dust) stones (iron, copper, quartz, citrine) Duration: Instantaneous Previous metal and fancy gem- 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 2nd-level abjuration Rising Colossus 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 One undead creature you touch is grant- of string, wire, or natural fiber) ed a measure of resistance. It has advantage Duration: Concentration, up to 10 minutes 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 Duration: Concentration, up to 10 minutes COLOSSUS You become larger, more powerful, and Gargantuan construct, unaligned far more commanding. Armor Class: 20 (natural armor) Hit Points: 310 (20d20+100) Your size double in all dimensions and Speed: 18 (20,000 XP) 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 Damage Immunities: poison 22. Your clothing and equipment enlarge Damage Resistances: bludgeoning, piercing, and with you and your weapons do an additional slashing damage from nonmagical weapons 1d4 damage, plus your new Strength modifi- Condition Immunities: blinded, charmed, deaf- er. You also gain advantage on Strength ened, frightened, petrified, poisoned, prone, checks and Strength saving throws. 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., one target. Hit: 48 (6d12+9) bludgeoning Range: Touch 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 This spell’s duration increases when you spores) reach 5th level (6 hours), 11th level (12 Duration: Instantaneous 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 4th-level transmutation range you can see. That creature must make Casting Time: 1 action a Constitution saving throw each round. The Range: Touch creature takes 1d8 poison damage and 1d8 Components: V, S, M (the antenna or a scale necrotic damage on a failed saving throw, or from a rust monster) half as much damage on a successful one. Duration: Concentration, up to 1 minute These effects continue until the target has You touch a ferrous metal or alloy and successfully save three times, although they cause it to rust. This inflicts 4d10 acid dam- do not have to be consecutive. age each round to an inanimate object such At Higher Levels. If you cast this spell as an iron wall. Magical metallic objects take with a 7th-level or higher spell slot, it inflicts half damage. 2d8 poison damage and 2d8 necrotic damage If you touch either metal armor or a metal each round. shield, it takes a permanent and cumulative - 1 penalty to the AC it offers. Armor reduced Resist Turning to AC 10 or a shield that drops to a +0 bonus 3rd-level abjuration is destroyed. If you touch a metal weapon, Casting Time: 1 action the weapon takes a permanent and cumula- Range: Touch tive -1 to the damage it deals. If the penalty Components: V, S drops to -5, the weapon is destroyed. Touch- Duration: 1 minute 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 You may use this to attack a metallic crea- have this ability. ture, such as an iron golem or a gorgon. The creature may make a Constitution saving throw. The creature takes 4d10 acid damage

100 on a failed roll, or half as much damage on a You turn a handful of sand into 2d4 cut successful one. and polished gemstones. Roll d20 to deter- mine the type and value. The transformation Sacred Guardian is permanent and the gemstones continue to radiate magic. 1st-level abjuration (ritual)

Casting Time: 1 action d20 Gemstone. Range: Touch 1-4 White agate or tiger eye (10 gp) Components: V, S, M (a rose petal) Duration: 24 hours 5-8 Chalcedony or citrine (50 gp) You touch a willing creature. For the 9-12 Moonstone or sardonyx (50 gp) spell’s duration, if that creature is ever in 13-14 Amber or coral (100 gp) danger, you are mentally warned and given a mental image of the situation. This works Red or red-brown garnet, spinel, or 15-16 tourmaline (100 gp) no matter how far away that creature is, but will not inform you of its location. 17-19 Topaz (500 gp)

19 Fire opal or yellow sapphire (1,000 gp) Sacred Strike 20 Jacinth or ruby (5,000 gp) 4th-level necromancy

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

Casting Time: 1 minute Range: Touch Sand Sword Components: V, S, M (a handful of sand) 3rd-level transmutation Duration: Permanent Casting Time: 1 action

101 Range: Self outside, it is a physical object that has AC 20 Components: V, S, M (a pound of sand or and hit points equal to your hit point maxi- dry dirt) mum. If it drops to 0 hit points, the spell Duration: Concentration, up to 1 minute ends. The sand or dirt you hold becomes a sword of a type of your choice. You may use Sargasso the sword or give it to someone else to use. It 4th-level transmutation deals damage as normal weapon of that type. Casting Time: 1 action However, it is immune to spells that affect Range: 300 feet metal. Components: V, S, M (a small amount of

seaweed and live brine shrimp) Sap Duration: Concentration, up to 1 hour 2nd-level conjuration You choose a point within range. The ar- Casting Time: 1 action ea within a 100 foot radius of that point be- Range: 30 feet comes choked with seaweed, turning it into Components: V, S, M (a drop of tree sap) difficult terrain for both ships and swimmers Duration: 1 minute for the duration of the spell. You choose a point within range. Every- thing within a 10-foot radius of that point is Scalding Spout covered in sticky tree sap. 3rd-level evocation The area becomes difficult terrain. In or- Casting Time: 1 action der to perform any action that is not purely Range: 100 feet mental or vocal in nature requires a DC 10 Components: V, S, M (an ounce of fresh wa- Dexterity ability check first. Creatures in the ter) area lose their Dexterity bonus to AC. Duration: Instantaneous Winged creatures cannot fly. A creature un- You hold of your hand and a gout of boil- der the effects of a freedom of movement spell ing water shoots forth at a target you choose is unaffected by this spell. within range. Make a ranged spell attack to

hit. On a hit, you inflict 3d10 bludgeoning Sarcophagus of Death damage and 2d10 fire damage to the target. 5th-level evocation At Higher Levels. When you cast this Casting Time: 1 action spell using a spell slot of 4th level or higher, Range: 60 feet the spell does an additional 1d10 fire or Components: V, S, M (a fragment of a sar- bludgeoning damage, your choice, for each cophagus) slot level above 2nd. Duration: 10 minutes A coffin-shaped rectangle of force forms Scalesnare around one target you can see within range. 6th-level transmutation That target must make a Dexterity saving Casting Time: 1 action throw to avoid being trapped inside. Range: 30 feet The sarcophagus is completely airtight Components: V, S, M (a live snake) and cannot be broken from the inside. On the Duration: 1 day

102 You throw a snake at a target. Make a so, all creatures within 20 feet must make a ranged spell attack to hit. On a hit, the snake Dexterity saving throw or take 1 to 1d4 turns into a magical, grappling tentacle that points of either bludgeoning or piercing restrains the target (escape DC equal to your damage, depending on the weight and type spell save DC). of item that is scattered. The snake is an object with AC 15, hit points equal to your hit point total; if it drops Scent of Vengeance to 0 hit points, the spell ends. The snake is 2nd-level transmutation (ritual) immune to bludgeoning, piercing, and slash- Casting Time: 1 action ing damage from nonmagical weapons. Range: Self

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

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

103 Sea Sight Components: V Duration: Instantaneous 1st-level divination You sing a deadly song. This can have Casting Time: 1 action one of two different effects: Range: Touch ♦ You shout the song. It forms a line of Components: V, S solid air aimed at one target within 60 feet. Duration: Concentration, up to 1 minute That creature may make a Dexterity saving You or one willing target you choose can throw. It takes 4d10 bludgeoning damage on see through water to a range of 100 feet, no a failed saving throw, or half as much dam- matter how dark or murky it is, as if it was age on a successful one. crystal clear. This works whether the target is ♦ You touch a creature, and the song’s already in the water or on land looking in. vibrations melt the creature’s flesh. You use

your spell attack modifier to hit. On a hit, Seal of Destiny this inflicts 5d10 acid damage. 7th-level abjuration (ritual) Although this is a dangerous song, deaf- Casting Time: 10 minutes ness does not protect against it. Range: 100 feet Components: V, M (1 ounce of your blood) Secret Page Duration: Permanent 1st-level transmutation (ritual) You seal a creature or object against any Casting Time: 1 minute sort of divination that would reveal its desti- Range: Touch ny, fate, or role in epic events. Components: V, S, M (powdered herring

scales and the essence of a will o’wisp) Seal Mouth Duration: Permanent 2nd-level enchantment You touch a piece of paper or a page in a Casting Time: 1 action book that has writing on it, and the writing Range: 30 feet changes to something completely different, Components: V, S of your choice. You may speak a command Duration: 1 hour word to see the original text. A true seeing You target a creature within range that is spell will reveal the original text. capable of speech. That creature must make a Wisdom saving throw. On a failure, that Secret Signs creature cannot say anything insulting, criti- Divination cantrip cal, or otherwise defamatory or disparaging Casting Time: 1 action about you—if the target tries, its lips seal Range: Self shut. You can end this spell at any time, and Components: S a remove curse is also effective. Duration: 1 round

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

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

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

105 ♦ Eye of the Mind. If you are attacked You gain the ability enter a shadow and by a spell that would charm or paralyze you, move from inside it to inside another shad- you can choose to have the eye absorb that ow within 60 feet. Both shadows must be at spell. You can also use the eye to cast charm least the same size as you. You must use 5 person. feet of movement to enter a shadow. You can ♦ Eye of the Sword. If you are attacked use this transportation ability once per round by a physical melee or ranged weapon, you for the duration. can choose to have the eye take the blow it- self. You can also have the eye cast magic mis- Shadow Dance sile. 3rd-level transmutation ♦ Eye of the Mage. If you are attacked Casting Time: 1 action by a spell that inflicts acid, cold, fire, force, or Range: Touch lightning damage, you can choose to have Components: V, S, M (a cobweb that has the eye absorb that spell. You can also use been touched by moonlight) the eye to cast lightning bolt. Duration: 1 minute ♦ Eye of Venom. If you are attacked by You or one creature you touch is trans- anything that inflicts poison damage or the formed into a translucent, insubstantial poisoned condition, you can choose to have shadow. the eye absorb the poison. You can also use In this form, the creature can move the eye to cast poison spray, using your level through a space as narrow as 1 inch wide to determine the damage. without squeezing, has resistance to bludg- ♦ Eye of the Soul. If you are attacked by eoning, piercing, and slashing damage from anything that inflicts necrotic damage, you nonmagical weapons, has advantage on Dex- can choose to have the eye absorb the dam- terity (Stealth) ability checks, can take the age. You can also use the eye to cast inflict Hide action as a bonus action when in dim wounds. light or darkness, can levitate up to 100 feet, ♦ Eye of Artifice. If you are attacked by and is immune to falling damage. Finally, the an affect from a rod, staff, wand, or ring, you creature can move through other creatures can choose to have the eye absorb the dam- and objects as if they were difficult terrain, age. You can also use the eye to cast dispel and takes 1d10 force damage if it ends its magic. turn inside an object. ♦ Eye of Stone. If you are attacked by an effect that can petrify you, you can choose to have the eye absorb the effect. You can also Shadow Play use the eye to cast hold person. 5th-level divination (ritual) Casting Time: 1 minute Shadow Blink Range: 30 feet Components: V, S, M (a candle) 5th-level conjuration Duration: Concentration, up to 3 hours Casting Time: 1 action You place a lit candle in the middle of a Range: 200 feet room that is no larger than 30 feet by 30 feet, Components: V, S and cast this spell. The shadows projected by Duration: Concentration, up to 1 minute the candle transform into the shadows of the

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

modifier. Shadowcat 5th-level illusion Shandaril’s Tracer Casting Time: 1 action 5th-level divination Range: 30 feet Casting Time: 1 action Components: V, S, M (a black pearl worth at Range: Touch least 100 gp and a cat’s claw) Components: V, S, M Duration: Concentration, up to 1 hour Duration: Permanent You create a cat made of semi-solid shad- You place an invisible rune on a single ow. You have full telepathic control over it inanimate object. Thereafter, you can concen- and can use your action to see, hear, and trate for a minute and learn direction and speak through it. While seeing through the distance to that object, even if it’s on another cat’s eyes, you have darkvision to 60 feet. plane; you can also tell if the object is han- The cat is an object that has AC 15, a dled by another creature. If the rune is dis- speed of 40, hit points equal to your hit point pelled or the item is destroyed, you will be maximum, and has immunity to bludgeon- instantly alerted. ing, piercing, and slashing damage from The rune will be revealed if a detect magic nonmagical weapons. If it drops to 0 hit or true seeing spell is cast on the item. If this points, the spell ends. It can move through a happens, you will be instantly alerted. Final- space as narrow as 1 inch wide without ly, an object with this spell on it acts as an squeezing, has the Stealth skill using your “associated object” for purposes of teleporta- proficiency bonus and has advantage on tion. Dexterity (Stealth) ability checks, can take the

Hide action as a bonus action when in dim light or darkness. Finally, the cat can move Shape Wood through other creatures and objects as if they 3rd-level transmutation were difficult terrain, and takes 1d10 force Casting Time: 1 action damage if it ends its turn inside an object. Range: Touch The cat cannot attack but otherwise has the Components: V, S, M (a handful of sawdust) attributes of a normal cat (Monster Manual, Duration: Instantaneous pg. 320). You touch a wooden object of Medium size and form it into any shape that suits your purpose. The object you create can have

107 up to two hinges and a latch, but finer detail Range: Touch isn’t possible. Components: V Duration: 1 minute Shark Bolt One willing creature’s skin is altered to become a chitinous substance that grants AC 2nd-level evocation 16 and provides resistance to piercing attacks Casting Time: 1 action from nonmagical weapons. Range: 300 feet

Components: V, S, M (a pinch of salt, three shark’s teeth, and an ounce of water. Shoondal’s Seeking Duration: Concentration, up to 1 minute 3rd-level divination You create a three-foot long, glowing Casting Time: 1 action amber-brown shark out of magical force. The Range: Self (20-foot radius) shark swims with a speed of 60 and attacks Components: V, S, M (a key, which is con- one target you can see within range. It uses sumed by the spell) your spell attack modifier to attack and on a Duration: 1 round hit, it inflicts 2d6 piercing damage. It will You cast this spell and all locks, fasten- continue to attack the chosen target for as ings, bolts, clasps, and so on within range are long as you concentrate on it; you may use a illuminated in brilliant gold. In addition, all bonus action to redirect it to attack a differ- keys are illuminated as well If any of the re- ent creature. vealed devices are enchanted, they glow ru- The shark is an object that has AC 16 and by instead. This spell is blocked by 1 foot of 20 hit points. If it drops to 0 hit points, the stone, 1 inch of common metal, a thin sheet spell ends. of lead, or 3 feet of wood or dirt. At Higher Levels. When you cast this spell with a slot of 3rd level or higher, you Shout create one additional shark per spell slot 4th-level evocation above 2nd level. Casting Time: 1 action

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

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

You hum, sing, or play a short tune or Simbul’s Skeletal Deliquescence recite a poem (one that can be sung in less 8th-level transmutation than a minute) into a stone. Thereafter, Casting Time: 1 action whenever if the stone is sharply tapped or Range: Touch completely immersed in water, it plays the Components: V, S tune; if it remains immersed, it will repeat it Duration: 1 week every ten minutes. You touch a living creature, which must The stone will capture music from no one make a Constitution saving throw. If the sav- other than yourself. ing throw fails, all of the creature’s bones turn to jelly for the duration. Sinister Surroundings The boneless creature can breathe, speak, 2nd-level illusion and perceive, but its move is reduced to 5 Casting Time: 1 minute feet and it can perform no other actions. The Range: Self (2-mile radius) creature also gains resistance to bludgeoning Components: V, S weapons but vulnerability to piercing weap- Duration: 1 month ons. The land within the radius around you When the spell expires, the creature’s becomes grim and dismal-feeling for the du- bones grow back to normal. ration. The area’s appearance is not masked At Higher Levels. When you cast this in anyway; it merely becomes foreboding spell with a 9th-level spell slot, the duration and gloomy. Non-evil creatures are at disad- increases to 1 month. vantage when saving against being fright-

ened while in this area. Simulate Skill 4th-level necromancy Siren Song Casting Time: 1 action 4th-level enchantment Range: Touch Casting Time: 1 action Components: V, S, M (a magnet and a piece Range: 300 feet of mirror) Components: V, S, M (a large conch shell Duration: 24 hours and a pint of water) You touch a corpse that has been dead for Duration: Concentration, up to 10 minutes no less than 12 hours. For the spell’s dura- You choose one humanoid target within tion, you gain proficiency with all skills, range that you can see. That target hears tools, and weapons that were known to that haunting, beautiful music and must make a creature in life. You use your own proficien- Wisdom saving throw or become over- cy modifier when using the stolen skills. whelmed with the need to find the source.

109 As the music is illusory, it has no actual away; at the same time, you are telepathical- source and so the target will wander aimless- ly alerted. ly. Once placed, the skull does not move and The target will ignore all distractions and cannot see behind it, so it can be sneaked up will attempt to walk through any obstacle upon and moved from behind. that isn’t an obvious danger. If the target’s If you have multiple skull watches, you companions keep him from finding the cannot tell which one has been triggered source of the music, the target will fight simply through the mental alert. them. Skycastle Skip Day 9th-level transmutation (ritual) 9th-level evocation Casting Time: 10 minutes Casting Time: 1 action Range: Touch Range: Self (10-foot radius) Components: V, S, M (a richly-appointed Components: V, S chair, sofa, or other form of seating worth at Duration: Instantaneous least 10,000 gp) You and up to 8 others within range are Duration: Permanent instantly transported 24 hours into the fu- You place a special seat in the center of a ture. Unwilling people may make a Charis- building of no more than 1 million square ma saving throw to resist. To outsiders, it feet (a castle and environs; approximately 23 appears that you simply disappear. acres) and remain seated in it the entire time You appear in the exact spot you disap- you cast this spell. Prior to casting this spell, peared in. If there is something in that spot, you must also walk every inch of the build- you appear within 5 feet of it. There is no ing, over and over again, for an entire month. guarantee that this area will be any safer This spell causes the building and its im- than the one you left. mediate surroundings to rise into the air. When you sit in the chair, you may move the Skull Watch building upwards to a maximum height of 1,500 feet, or have it fly at a speed of 10 feet. 2nd-level necromancy If this spell is successfully dispelled, the Casting Time: 1 action building will float gently downwards for 30 Range: Touch seconds and then plummet the rest of the Components: V, S, M (the skull of a human- way. If it falls more than 200 feet, the castle is oid) destroyed and everything inside and under- Duration: 1 day neath it is killed. You cast this spell while holding a hu- manoid’s skull, then let go. The skull contin- ues to float in mid-air, facing the same direc- Skyhook tion you had originally pointed. The skull 2nd-level evocation has truesight out to 90 feet and is blind be- Casting Time: 1 action yond that. If any creature enters its field of Range: 100 feet vision within 90 feet, it releases a piercing Components: V, S, M (a metal fishhook) shriek that can be heard up to a quarter-mile Duration: 1 hour

110 You create a solid hook of force that hov- Sleepwalking ers immovably in midair. You may choose to 4th-level enchantment make the hook visible or invisible to every- Casting Time: 1 minute one else but you. Range: 100 feet The hook can support up to 30 tons of Components: V, S, M (the crushed petal of a weight and can be used as a handhold or as blue lotus flower and a drop of honey) the base of a pulley system. It is too small to Duration: Concentration, up to 1 hour be stood on, but it can hold the ropes that You target one sleeping creature within hold a platform. The hook cannot be harmed, range; you do not have to see the creature for although flying creatures that collide with it this spell to work, but you do need to know take 1d8 bludgeoning damage. that it’s there. You plant a magical sugges-

tion in that creature’s mind (identical to the Skylight Blade type made when you cast suggestion). Crea- 6th-level evocation tures that can’t be charmed are immune to Casting Time: 1 action this effect; likewise, creatures asleep due to Range: Self magic cannot be affected. You must word the Components: V, S suggestion in such a manner to make it Duration: Concentration, up to 1 minute sound reasonable. The creature may make a You create a silent, weightless, magical Wisdom saving throw to resist. If you or an four-foot-long sword made out of moonlight ally are also using the spell dream on the tar- or sunlight, your choice. Only you may use get, the target has disadvantage on the sav- it, and it cannot be dropped. You use your ing throw. spell attack modifier to hit. On a hit, it does 2d8 + your spellcasting attribute modifier in Smite radiant damage. Against undead, it does 8th-level evocation 2d12 + twice your spellcasting attribute mod- Casting Time: 1 action ifier in radiant damage. This weapon does Range: 30 feet not leave visible wounds, except on undead; Components: V, S with them, their substance visibly boils away Duration: Instantaneous at the weapon’s touch. You pick any point within range and If you use a moonlight blade, this spell does shout out your god’s wrath. All creatures 2d12 + twice your spellcasting attribute mod- within 20 feet of that point must make a ifier in radiant damage to shapechangers as Constitution saving throw; you may choose well as undead. to exempt your allies, if they are in that area. If you use a sunlight blade, anyone hit by The affected creatures are smote by an in- this sword must make a Constitution saving tense, obviously divine light. throw or be blinded for 1 minute. A creature takes 12d6 lightning damage In addition, on a successful hit, the target and is blinded and poisoned for 24 hours on must make a saving throw using its a failed saving throw, or half as much dam- spellcasting ability modifier or lose the abil- age and is blinded and poisoned for 1 hour ity to cast spells the following round. If the on a successful one. target does not have the ability to cast spells, this has no effect.

111 Smoke Shape Duration: Until triggered You create a snare or simple trap that is Transmutation cantrip almost completely undetectable without the Casting Time: 1 action use of magic. In order to locate it, a searcher Range: Touch would need to make an Intelligence (Insight) Components: V, S check with a DC of 25. Duration: Concentration, up to 1 minute At Higher Levels. When you cast this You may shape masses of smoke, mist, or spell with a 5th-level or higher spell slot, the fog into any shape you want, although you DC increases to 30. will be incapable of fine detail. Once you have created the desired shape, you may give it a gentle push or blow hard on it, pro- Song of Compulsion pelling it in one direction with a speed of 30 3rd-level enchantment feet. You can only affect a cloud of smoke up Casting Time: 1 action to Large sized. A strong wind will rapidly Range: 60 feet dissipate the shape. Components: V Duration: Concentration, up to 1 hour Snapdragon You start singing a well-known and mindless travelling song that has many vers- 3rd-level transmutation es. All living creatures within range that can Casting Time: 1 action hear and understand you must make a Wis- Range: 100 feet dom saving throw or begin singing along. Components: V, S, M (a snapdragon blos- Neither you nor singing creatures are unable som) to take offensive actions, cast spells, or using Duration: 1 minute any magic items (unless they would help You pick a point within range. All flower- with the song). A creature may make a new ing plants within 20 feet of that point tempo- saving throw, at disadvantage, every minute, rarily awaken and become carnivorous. A to end this effect. creature that ends its turn within that area must make a Dexterity saving throw. The creature takes 4d6 piercing damage on a Soul Anchor failed saving throw, or half as much on a 7th-level enchantment successful one. Casting Time: 1 action The animated flowers also spit pollen. Range: Touch This causes disabling sneezing and choking Components: V, S while in that area. All creatures have their Duration: Permanent movement reduced to 10 feet. You tie the target’s life force to a particu- lar building, an estate, or another place with Snare a clearly-defined border, unless the target succeeds at a Wisdom saving throw. While 3rd-level transmutation this spell is in effect, the target cannot leave Casting Time: 1 action that place unless you or the building’s owner Range: Touch (if that is not also the target) grant permis- Components: V, S, M (a snakeskin and a sin- ew from a large animal)

112 sion, or a dispel magic or remove curse spell is Spectral Beast successfully cast on the target. 6th-level illusion If the target attempts to leave, the area Casting Time: 1 action outside the border becomes difficult terrain, Range: Self and the target takes 1d10 force damage each Components: V, S, M (a bit of tooth, fur, time it ends its turn outside the designated scale, or other body part from the creature place. you wish to create)

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

113 At Higher Levels. If you cast this spell a 9th-level spell slot, you increase the range with a 8th-level or higher spell slot, the dura- to 20 miles. tion increases to 1 week. Splinter Wood Spirit Mask 2nd-level transmutation 1st-level abjuration Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Self Components: V, S Components: V, S Duration: Instantaneous Duration: Concentration, up to 10 minutes You cause a wooden object, including You catch a minor spirit and wrap a part trees, of Medium-size or smaller to violently of your soul around it and let it go. While explode. All creatures within 30 feet must under the effects of this spell, all attempts to make a Dexterity saving throw. A creature use a divination spell on you are misdirected takes 3d6 piercing damage on a failed saving to the spirit instead. throw, or half as much on a successful one. If the wooden object is held by a creature (such Spirit of Flame as a spear or quarterstaff), the creature who is holding it may not attempt to make a sav- 6th-level conjuration ing throw to avoid damage, but must make a Casting Time: 1 action Constitution saving throw or be blinded for 1 Range: Self minute due to flying splinters (if the creature Components: V, S is wearing something over its eyes, such as a Duration: Concentration, up to 1 minute full-face helmet, it is immune). You gain the ability to enter a flame of at least Small size and move from inside it to another flame within 1 miles. You must use 5 Spring feet of movement to enter the fire, and you 3rd-level transmutation take no damage from it. You instantly know Casting Time: 1 action the location of all fires within 1 miles. You Range: 30 feet appear in a spot of your choice within 5 feet Components: V, S, M (a small forked stick, of the destination fire, using another 5 feet of which is thrust into the ground) movement. If you have no movement left, Duration: 24 hours you appear within 5 feet of the fire you en- You create a temporary freshwater spring tered. You can use this transportation ability that flows at a rate of 2d6 gallons per minute; once per round for the duration. You must if the area is overly arid, then it only produc- end each turn outside a tree. es 1d4 gallons per minute. At Higher Levels. When you cast this spell with a higher-level spell slot, you in- Squeaking Floor crease the range. When you use a 7th-level Abjuration cantrip spell slot, you increase the range to 5 miles. Casting Time: 1 action When you use an 8th-level spell slot, you Range: 30 feet increase the range to 10 miles. When you use Components: V, S, M (a rusty iron hinge) Duration: 1 hour

114 A 5-foot-square area of floor squeaks At Higher Levels. If you cast this spell loudly if anything that weighs more than 3 with a 7th-level or higher spell slot, the sticks pounds passes over it. turn into giant constrictor snakes (p.324) or The duration of the spell increases at 5th- giant poisonous snakes (p.327) instead. level (3 hours), 11th-level (8 hours), and 17th- level (24 hours). Stone Tell

5th-level transmutation Starharp Casting Time: 1 action 6th-level abjuration Range: Self (30-foot radius) Casting Time: 1 action Components: V, S Range: Self (10-foot radius) Duration: 10 minutes Components: V, S, M (one of your tears and You imbue a Medium- or Large-sized a tiny harp, carved out of wood, bone, or rock with limited sentience and the ability to ivory) communicate with you. You can question the Duration: 1 minute water as to the events in the spell’s area You softly hum or sing a song and a blue- within the past day, gaining information white, glowing image of a harp, surrounded about creatures and objects that have come by little stars of twinkling radiance, that close to the rock. floats in mid-air just above you. All creatures within 10 feet of you are Storm freed from one effect of being charmed, 8th-level evocation (ritual) frightened, incapacitated, or stunned, or it Casting Time: 10 minutes will restore one level of exhaustion. In addi- Range: Self (10-mile radius) tion, each round, if you choose to, you may Components: V, S, M (a lightning rod or a concentrate on a creature within range, and branch from a which has been struck by that creature regains 30 hit points. You may lightning at least once) continue to concentrate on that individual Duration: 12 hours for multiple rounds, or you may pick a dif- You cause a horrendous thunderstorm to ferent target. develop over the course of half an hour and

rage for 12 hours. Rain falls at the rate of 1/2 Sticks to Snakes inch per hour. 4th-level transmutation Once every 10 minutes, you may direct a Casting Time: 1 action lightning bolt to hit a target of your choice. If Range: 60 feet the target is a living being, it may make a Components: V, S, M (a piece of snakeskin) Dexterity saving throw. The target takes 4d8 Duration: 1 minute lightning damage on a failed saving throw, You transform 2d6 sticks into either con- or half as much on a successful one. strictor snakes (Monster Manual, p.320) or poisonous snakes (p.334), with a 50% chance Succor of either. They will fight under your direc- 8th-level conjuration (ritual) tion. Casting Time: 1 hour Range: Touch

115 Components: V, S, M (gemstones totaling at must succeed on a second Constitution sav- least 5,000 gp, which are consumed in the ing throw or take double damage. casting of the spell) Duration: Until triggered Sunscorch You enchant a specially-prepared object, 3rd-level evocation such as a statuette, a gemstone, etc., and give Casting Time: 1 action it to a willing creature; you also must tell that Range: 60 feet creature the item’s command word). When it Components: V, S speaks the command and breaks or crushes Duration: Instantaneous the item, that creature, along with everything An intense blast of heat and light ema- it is carrying, is instantly teleported to your nates from your hand, forming a narrow home. beam that curves around obstacles and

moves to follow its target, which it strikes Suffocate unerringly. 7th-level necromancy The blast deals 2d10 fire damage and Casting Time: 1 action 2d10 radiant damage. If the creature is wear- Range: Self (30-foot radius) ing metal armor or a shield, or holding any Components: V, S, M (a silk bag studded metal item that is larger than Small, then it with black opals worth at least 5,000 gp) takes an additional 1d10 fire damage as the Duration: Concentration, up to 10 minutes. sun heats the metal up to unbearable tem- You draw the breath out of all creatures peratures. in range. Each creature in range must make a At Higher Levels. When you cast this Constitution saving throw to resist. On a spell with a 4th-level or higher spell slot, it failure, the creature begins to suffocate. does an additional 1d10 fire or radiant dam- age per slot level above 3rd. Sunbolt 4th-level evocation Sustain Fire Casting Time: 1 action Transmutation cantrip Range: 120 feet Casting Time: 1 action Components: V, S, M (a small sunstone Range: 30 feet worth at least 10 gp) Components: V, S Duration: Instantaneous Duration: Special You hurl a mote of pure sunlight at a One nonmagical fire that is no larger than creature or object within range. Make a a Large bonfire is slowed and consumes its ranged spell attack against the target. On a fuel at one-tenth its normal rate, while still hit, the target takes 4d10 radiant damage, giving off the normal amount of heat and and the target and all creatures within 20 feet light. It lasts until it goes out, or 24 hours must make a Constitution saving throw or be have passed. blinded for 1 minute. If the creature has the trait Sunlight Sensi- Swim tivity or Sunlight Hypersensitivity, they 1st-level transmutation Casting Time: 1 action

116 Range: Touch If you cast a spell such as enthrall while Components: V, S, M (a piece of pumice using this spell, the targets are at disad- stone) vantage on their saving throws. Duration: 1 hour Two willing creatures you touch has ad- Talon’s Soundmaster vantage on Strength (Athletics) ability checks 4th-level illusion and Dexterity (Acrobatics) ability checks Casting Time: 1 action made while swimming, and gains a Swim Range: Touch speed of 40 feet. Components: V, S, M (an ivory cube at least At Higher Levels. When you cast this 1 inch square) spell with a 2nd-level or higher spell slot, Duration: 24 hours you may cast this spell on two additional You record up to six sounds that you, creatures for each slot level above 1st. personally have heard. The sounds can be as

soft or as loud as you wish, but can never be Talon’s Skitmaster so loud as to cause harm. Each sound can be 4th-level illusion no more than 1 round in length and do not Casting Time: 1 action have to be audible while you are casting the Range: Self (10-foot radius sphere) spell. Components: V, S, M (a pound of sand) At any point during the spell’s duration, Duration: 3 hours you may firmly press one of cube’s sides and You draw a square of sand no greater it will release the sound. Each sound can on- than 20 feet by 20 feet, and tell a story. This ly be called forth once. spell creates illusions of the creatures and objects in the story, which move and act ac- Talon’s Waterproof cording to your narration. At the same time, Abjuration cantrip you are covered in shadows—you do not Casting Time: 1 action disappear, but your body (although not your Range: Touch voice) seems to fades into the background. Components: V, S M (a drop of water) The creatures are slightly translucent and Duration: 1 hour are obviously illusions. They cannot move You touch an item or object of Large size past the sandy line and are completely in- or smaller. For the duration, the object is substantial and silent—you must produce immune to getting wet from natural water, the voices and sound effects. However, you such as rainfall. This spell offers no protec- can direct the illusions to appear to interact tion from water-based attacks or spells. Full with living creatures and physical objects, if immersion in water breaks the spell. you wish.

If you stop narrating the story or per- forming actions (including singing or addi- Tame Animal tional spellcasting) that enhance the story, 5th-level enchantment take a break longer than 15 minutes, or step Casting Time: 1 action beyond the boundary of the sandy line, the Range: Touch spend ends. Components: V, S Duration: Permanent

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

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

Teleport Object 3rd-level conjuration Casting Time: 1 action

118 Range: Touch You and up to seven other willing targets Components: V, S become completely intangible to metal items. Duration: Instantaneous A target is immune to bludgeoning, piercing, You may teleport a Small-sized inanimate and slashing damage from nonmagical me- object weighing 1 pound or less to any loca- tallic weapons. It can pass through metal tion on the same plane as you. The destina- bars, gates and the like as if they were diffi- tion you choose must be familiar to you, and cult terrain (a creature takes 1d10 force dam- your familiarity with the destination deter- age if it ends its turn inside a metal struc- mines whether the object arrives their suc- ture). cessfully. The DM rolls 1d100 and consults Each target may specify one metal object the table. that they are holding while you cast this spell. The target will be able to continue Similar Off On holding that item for the duration. If that Familiarity Mishap Area Target Target item is a container of some sort, it can con- Permanent — — — 01-100 tinue hold other metal items inside of it. circle Associated — — — 01-100 object Tenser’s Hunting Hawk Very 2nd-level transmutation 01-05 06-13 14-24 25-100 familiar Casting Time: 1 action Seen 01-33 34-43 44-53 54-100 Range: Touch casually Components: V, S, M (a hawk’s wing feath- Viewed once 01-43 44-53 54-73 74-100 er)

Duration: Concentration, up to 1 minute This spell otherwise acts exactly as the You touch an arrow, which is then fired teleport spell. from a bow. As soon as it leaves the bow, the At Higher Levels. When you cast this spell arrow turns into a hawk (Monster Manual, with a spell slot of 4th level or higher, you p.330). The hawk will then attack. You may double the weight of the item you can send use a bonus action to direct its attack. When for each spell slot above 3rd. (2 pounds with the duration expires, or the hawk is slain, it a 4th-level slot, 4 pounds with a 5th-level reverts back to an arrow and falls. slot, 8 pounds with a 6th-level slot, 16 If you cast this spell on a magical arrow pounds with a 7th-level slot, 32 pounds with (except for an arrow of slaying), the hawk re- a 8th-level slot, and 64 pounds with a 9th- tains the magical properties. For instance, if level slot.) cast on an arrow +1, the hawk gains +1 to attack and damage. Tenfold Ironguard At Higher Levels. When you cast this 7th-level abjuration spell with a 3rd- or 4th-level spell slot, the Casting Time: 1 action arrow transforms into an eagle. When you Range: Touch cast this spell with a 5th-level or higher spell Components: V, S, M (a handful of iron fil- slot, the arrow transforms into a giant eagle. ings and a drop of aqua regia) Duration: Concentration, up to 10 minutes

119 Tentacles You can use this tentacle to pick up objects with ease. The tentacle is 30 feet long. 6th-level transmutation If you strike someone with this tentacle, it Casting Time: 1 action does 1d6 + your Strength ability modifier in Range: Self (10-foot long tentacles) bludgeoning damage, plus 2d8 necrotic Components: V, M (a dried octopus tentacle) damage. In addition, the DM rolls on the fol- Duration: Concentration, up to 1 hour lowing table to determine hit location and Two 10-foot-long greenish tentacles grow the effect that has: out of your body. You may use them as addi- tional arms. They grant you one additional d8 Body Part Effect attack: you may use the tentacles to wield That limb is paralyzed until weapons, using your proficiency bonus, or to the end of your next turn. If slam an opponent, using your spell attack it’s an arm, you cannot hold modifier. 1-6 Limb a weapon or shield in that If you use them to slam, they inflict 2d6 + hand. If it’s a leg, you must your Strength modifier in bludgeoning dam- make a DC 15 Dexterity age, and if the creature is your size or small- check or fall prone. er, it is grappled (escape DC equal to your The creature is blinded or spell save DC) and restrained until the grap- 7-8 Head deafened until the end of ple ends. You may only grapple as many your next turn. creatures as you have available tentacles. At the beginning of each of your turns, you con- On a successful hit, you may choose to strict, inflicting an additional 1d6 bludgeon- grapple that creature (escape DC is equal to ing damage as long as the creature is re- your spell save DC). As long as the grapple strained. remains in effect, that target is restrained. At Each tentacle has AC 11 + your Dexterity the start of each of your turns, you inflict an modifier and 8 hit points. Damage inflicted additional 2d8 necrotic damage. on a tentacle does not harm you. At Higher Levels. When you cast this Thief’s Lament spell with a 7th-level or higher spell slot, you 3rd-level abjuration grow an additional tentacle for each spell slot Casting Time: 1 action higher than 6th level. Range: Self (30-foot cube) Components: V, S, M (a silver key) Tentacle of Withering Duration: 1 hour 6th-level transmutation You ward an area against mundane Casting Time: 1 action thievery. All creatures who enter the area are Range: Self at disadvantage when using thieves’ tools, Components: V, S, M (a small bone and a when attempting a sneak attack, and when piece of rubber) using Sleight of Hand or Stealth. Duration: Concentration, up to 1 minute At Higher Levels. When you cast this One of your arms transforms into a wrig- spell with a higher-level spell slot, you in- gling gray tentacle with sticky suction cups. crease its duration. When you use a 5th-level spell slot, the duration increases to 12 hours.

120 When you use a 7th-level spell slot, the dura- Thump tion increases to 24 hours. When you use a Evocation cantrip 9th-level spell slot, the duration increases to Casting Time: 1 reaction, which you take 1 week. when another creature attacks you

Range: Touch Thornwrack Components: V, S, M (a fan, book, rolled-up 5th-level transmutation scroll, or other non-weapon object you can Casting Time: 1 action hold in one hand) Range: Touch Duration: Concentration, up to 1 minute Components: V, S You smack a hostile, attacking creature Duration: Concentration, up to 10 minutes with the item you are holding on the head, You touch a creature and cause long, face, or hand, forelimb, or paw while berat- painful thorns to grow out of its flesh, pierc- ing it, using an unarmed attack or your spell ing the skin from the inside. A thorn takes 1 attack modifier to hit. The creature must round to grow and inflicts 1d4 + your make a Wisdom saving throw or be stunned spellcasting ability modifier in piercing for 1 round. damage each round. After each minute, the creature must make a Constitution saving Thunderball throw or fall unconscious from the pain. 2nd-level evocation

Casting Time: 1 action Throbbing Bones Range: 60 feet 5th-level necromancy Components: V, S M (an amber rod) Casting Time: 1 action Duration: Instantaneous Range: 30 feet An explosion of lightning and crash of Components: V, M (a small bone that you thunder erupts for a point you choose within snap in half) range. All creatures within 20 feet of that Duration: Concentration, up to 1 minute point must make a Constitution saving You choose one target you can see within throw. A creature takes 1d6 lightning dam- range. That creature’s bones begin to throb age and 1d6 thunder damage and is deaf- and pulsate. Plants, oozes, and other crea- ened for 1 minute on a failed saving throw, tures that do not have bones (or other crea- or takes half as much damage and is deaf- tures that only have cartilage or an exoskele- ened for 1 round on a successful one. ton) are immune to this spell. At Higher Levels. When you cast this The pain the creature suffers due to this spell using a spell slot of 3rd level or higher, spell causes it to be at disadvantage for all the damage increases by 1d6 lightning and attack rolls and ability checks, and its speed 1d6 thunder damage for each slot level above is reduced by 10 feet. In addition, the target 2nd. must make a Constitution saving throw each round. The creature takes 1d10 bludgeoning Timed Stasis damage on a failed saving throw, or half as 7th-level transmutation (ritual) much on a successful one. Casting Time: 10 minutes

Range: Touch

121 Components: V, S, M (a platinum spring One creature you touch must make an worth at least 500 gp) Intelligence saving throw or completely for- Duration: Special get the events of the previous 24 hours. The- You touch an inanimate object and it put se memories are forever gone and can only in stasis. The object can be handled, moved, be retrieved by the use of a wish spell. or carried, but it cannot be damaged, opened, or otherwise affected in any way, Transmute Bone to Steel even by yourself. 6th-level transmutation This spell lasts for as long as you wish, up Casting Time: 1 action to for 1 month, plus a number of months Range: Touch equal to your spellcasting ability modifier. Components: V, S, M (steel filings and pow- You may use an action to dismiss the spell at dered bone) any time. Duration: Permanent

You touch a dead skeleton or any object Timelessness made out of bone and give it the tensile 9th-level transmutation strength and durability of steel. If you touch Casting Time: 1 action a skeleton, you may then animate it as a Range: Touch skeleton. The undead skeleton then has AC Components: V, S, M (a gemstone worth at 17. least 1,000 gp and a cylinder of obsidian, both of which are crushed in the casting) Transmute Rock Duration: 1 month This are new variants of the spell transmute You touch a creature, who, if unwilling rock that appears in the Elemental Evil Player’s must make a Wisdom saving throw. If it Companion, pg.22. fails, that creature is removed from time. You ♦ Flowstone. You cause normal rock to may declare while casting the spell how long flow like thick syrup, allowing it to move you want this state to continue, up to 1 around objects, be directed into a mold and month. then allowed to harden, etc. This version of A creature that has been removed from the spell has a duration of 1 minute. time is paralyzed, does not age, and does not ♦ Transmute Sand to Stone. need to eat, drink, breathe, or sleep. It is im- Nonmagical sand in the area no more than 10 mune to all forms of damage and all condi- feet deep transforms into sandstone for the tions. spell’s duration. This is otherwise identical to A creature under the effect of this spell the transmute mud to rock version of this spell. can only be freed by casting a wish. ♦ Transmute Snow to Stone.

Nonmagical snow or ice in the area no more Touch of the Styx than 10 feet deep can be transformed into a 7th-level enchantment soft, porous white rock such as soapstone or Casting Time: 1 action talc, or into chalk. This is otherwise identical Range: Touch to the transmute mud to rock version of this Components: V, S spell. Duration: Instantaneous

122 ♦ Transmute Stone to Sand. creature you targeted learns your name and Nonmagical rock of any type, including appearance. gemstones, is transformed into an equal vol- ume of sand. This is otherwise identical to Unburn the transmute rock to mud version of this spell. 7th-level transmutation ♦ Transmute Stone to Snow. Non- Casting Time: 1 action magical stone of any type is transformed into Range: 30 feet an equal volume snow. This is otherwise Components: V, S, M (a small vial of water) identical to the transmute rock to mud version Duration: Permanent of this spell. You cast this spell on anything that has

been burned within the last 24 hours. It con- Trick jures of a hand-sized black flame that radi- 5th-level illusion ates cold and shadow, which proceeds to Casting Time: 1 action “unburn” the burnt material, taking it back Range: 100 feet to its pre-fire state. Anyone who touches this Components: V, S, M (a ball of wax) flame will take 1 point of cold damage. It will Duration: 1 hour not reverse burn damage to living creatures You switch your appearance and the and will not restore hit points lost to fire sound of your voice with one creature of damage. If a living creature died due to fire similar size and shape within range that you damage, this spell will remove the burns can see: you look like that creature and it from the corpse, but will not restore the crea- looks like you. The creature makes an Intelli- ture to life. gence saving throw to resist, but at disad- Like normal fire, this black flame spreads vantage if it is unaware of you. and grows, consuming all burnt items until 24 hours have passed or it runs out of burnt True Name material to consume. If the original fire reduced an object to 6th-level divination ashes, and some of those ashes have blown Casting Time: 1 action away, then this spell will restore the item Range: 30 feet with gaps. Components: V, S, M (a potion of mind read- Because rust is a form of oxidation, the ing, which you must consume while casting black flame will reverse the effects of rust, this spell) tarnish, and corrosion on metal. Duration: Instantaneous

You target a celestial, fey, fiend, or other creature within range that has a hidden true Vaporize name. That creature must make a Charisma 8th-level transmutation saving throw. On a failure, you learn that Casting Time: 1 action creature’s true name. Range: 100 feet At the same time, you must make an In- Components: V, S, M (a bit of ash and spit- telligence saving throw equal to 8 + the total tle) of the creature’s Intelligence, Wisdom, and Duration: Instantaneous Charisma attribute modifiers. If you fail, the

123 You pick a point within range. All rock, effective for three successful strikes on a earth, stone, metal, crystals within a 20-foot blade, or for one use each on a missile. radius cube that is centered on that point Each blow inflicts an additional 2d6 poi- vanish, turned into a dense, billowing fog son damage, and the target must make a that eventually evaporates. The fog provides Constitution saving throw or be poisoned for light concealment and can be blown away 1 minute. with a stiff breeze. At Higher Levels. When you cast this Creatures made of rock, earth, metal, or spell with a 3rd-level or higher spell slot, you crystal must make a Constitution saving may use the blade for one additional strike, throw. A creature takes 10d10 force damage or poison one additional missile, for each slot on a failed saving throw, or half as much on level above 2nd. a successful one. Vision Stone Venomdust 4th-level divination 3rd-level evocation Casting Time: 1 minute Casting Time: 1 action Range: Touch Range: Touch Components: V, S, M (the gemstone to be Components: V, S enchanted, which must be worth at least 50 Duration: 1 month gp each), an eyelash, and a tooth from any You create an ounce of highly toxic dust, creature) which you can sprinkle on objects (or parts Duration: Until triggered of an object) that are no larger than to 1 You enclose a telepathic message in one square foot. The venomdust adheres to the to five gemstones and set the circumstances material and cannot be blown or washed off. under which the message will be revealed. It stays potent for 1 month. When a creature holds a vision stone in the A creature that touches an object with criterion is met, the message is transmitted bare hands or thin gloves must make a Con- telepathically to that creature. The message stitution saving throw. The creature takes can be 50 words long or a one-minute silent 6d10 poison damage and is poisoned for 1 vision. All vision stones created with a single hour on a failure, or no damage but is poi- casting of this spell must share the same lan- soned for 1 hour on a success. guage. At Higher Levels. When you cast this Venomous Blade spell with a spell slot of 5th level or higher, you may create an additional two stones for 2nd-level transmutation each slot above 4th level. Casting Time: 1 action

Range: Touch Components: V, S, M (a drop of poison) Wail of the Banshee Duration: Special 6th-level necromancy You magically cover one bladed weapon Casting Time: 1 action or three projectile or thrown weapons with a Range: Self (30 feet radius) deadly contact poison. This poison remains Components: V, S, M (a lock of hair from an evil female )

124 Duration: Instantaneous damage as a normal weapon of its type; it is You cry out loudly and up to 12 living also immune to effects that target metal. creatures within range you can see must make a Constitution saving throw. A crea- Weapon Return ture drops to 0 hit points on a failure, or 3rd-level transmutation takes 3d6 psychic damage on a success. Casting Time: 1 action

Range: Touch Warning Shout Components: V, S Evocation cantrip Duration: 1 minute Casting Time: 1 action You touch a throwing weapon; you may Range: Self use this weapon or give it to someone else to Components: V, S use. When it is thrown, it will instantly re- Duration: Instantaneous turn to the thrower’s hand and can be used You can shout a single word (such as again the following round. “Help!” or “Orcs!”), which is magically am- plified loud enough to be heard a half-mile Web of Shadows away. You must be outside to cast this spell. 6th-level conjuration

Casting Time: 1 action Watching Shadow Range: 100 feet 4th-level divination Components: V, S, M (a piece of spider web) Casting Time: 1 action Duration: 12 hours Range: 500 feet You fill an area 40 cubic feet with shad- Components: V, S ow-grey, intangible strands of force that re- Duration: 1 round sembles a giant spider web. The webbing is You create a mobile shadow that sends almost invisible. It requires a DC 18 Investi- you visual information in a way similar to an gation check to locate them. Once created, arcane eye. You can direct it to move along these webs cannot be harmed by any walls and the floor with a speed of 60 feet, nonmagical attacks. and can pass through a crack as narrow as 1 Any creature who enters the web has its inch without squeezing. You may use your movement slowed to 10 feet. Each round a action to change the shadow’s shape. creature ends its turn in the webbing, the creature must make a Constitution saving Weapon of the Earth throw. The creature takes 3d10 cold damage on a failed saving throw and has its Strength 1st-level transmutation reduced by 1; the creature takes half as much Casting Time: 1 action damage on a successful check and does not Range: Touch lose Strength. Lost Strength returns after the Components: V, S, M (a chink of iron ore) creature takes a long rest. Duration: 1 minute

You pick up a chunk of rock and turn it into a one-handed melee weapon of your Weapon Shift choice. While it is made of stone, it inflicts 2nd-level transmutation Casting Time: 1 action

125 Range: Touch You create a web of force that wraps Components: V, S around the wings and body of any one flying Duration: 1 minute creature within range. The creature is grap- You change one hand-held, nonmagical pled (escape DC equal to your spell save DC) weapon into an entirely different one that and restrained as long as the grapple re- you are proficient in. The weapon’s material mains. remains the same (you cannot turn a wooden club into a steel sword, for instance). You Wing Gifting cannot give this weapon to anyone else to 4th-level transmutation use. Casting Time: 1 action

Range: 100 feet Whip of Flame Components: V, S 3rd-level evocation Duration: 1 hour Casting Time: 1 action One willing creature you touch gains a Range: Self pair of wings. The creature’s flying speed is Components: V, S, M (a lump of charcoal) double your walking speed, and the creature Duration: 1 minute gains one additional ability, depending on You create a ten-foot long, flaming line of the type of wing: magical force, which you can use as a whip. ♦ Butterfly Wings. These wings grant You use your spell attack modifier to attack. the bearer the ability to flutter—the bearer On a hit, it does 4d10 fire damage. It can also moves in an erratic fashion. While in the air, be used to set combustibles alight. any creature targeting the bearer with a me- lee or missile weapon attack are at disad- Whispers vantage to do so. ♦ Dragon Wings. These wings grant the 2nd-level divination (ritual) bearer a wing buffet attack, which can be Casting Time: 1 action used as a bonus action. This attack has a Range: 300 feet reach of 10 feet and inflicts 1d4 + the bearer’s Components: V, S Strength modifier, and that creature must Duration: Concentration, up to 10 minutes make a Strength saving throw, with a DC You direct the breezes to carry the sounds equal to 8 + the bearer’s Strength modifier, or of distant conversation to you. You can hear fall prone. what any speaking creature you can see ♦ Dragonfly Wings. These wings grant within range as clearly as if they were right the bearer the ability to hover. next to you. ♦ Eagle Wings. These wings grant the

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

126 Wolfjaws Components: V, S, M (the blood of the in- tended victim, a glass screen, and a black 2nd-level transmutation candle) Casting Time: 1 action Duration: Permanent Range: Self You take the blood and use it to inscribe Components: V, S, M (a wolf’s tool) ritualistic runes on the screen, all the while Duration: 1 minute holding the lit candle. At the end of the cast- You transform your hand into a pair of ing, the creature’s whose blood you are using powerful, wolf-like jaws. You use your spell must make a Constitution saving throw. The attack modifier to attack. On a hit, you inflict creature takes 6d6 necrotic damage and your 2d8 + your Strength modifier in piercing age is reduced by a number of years equal to damage and, if you choose, the target is half the amount of damage inflicted. If the grappled (escape DC equals your spell save creature takes enough damage to kill it, it DC). Until this grapple ends, the target is will look as though it died of old age. restrained and you can’t bite another target.

At the beginning of each of your turns, you inflict an additional 1d8 piercing damage for Zone of Deception as long as the grapple remains in effect. 2nd-level enchantment Casting Time: 1 action Wyvern Watch Range: 60 feet Components: 2nd-level evocation V, S Duration: 10 minutes Casting Time: 1 action Range: 120 feet You create a magical zone that guards Components: V, S against the truth in a 15-foot-radius sphere centered on a point of your choice within Duration: 12 hours range. Until the spell ends, a creature that You create a cloud of mauve smoke in roughly the shape of a wyvern, which you enters the spell’s area for the first time on a turn or starts its turn there must make a Cha- set to guard an area. If a creature of Small risma saving throw. On a failed save, a crea- size or larger approaches within 10 feet, the ture can’t speak the truth while in the radius. wyvern strikes and the creature must make a Dexterity saving throw or be paralyzed for 1 You know whether each creature succeeds or fails on its saving throw. minute. An affected creature is aware of the spell As soon as a creature has succumbed to the wyvern’s attack, or when 12 hours has and can thus avoid answering questions to which it doesn’t want to lie. Such a creature passed, the wyvern will dissipate. can hint at the truth as long as the bulk of its

statement is a lie. Year Stealing 8th-level necromancy (ritual) Casting Time: 1 hour Range: 1 mile

127 Mass Protection from Evil 3rd Level

Abjuration and Good Mystic Rope Mordenkainen’s Defense Nectar 0th-Level (Cantrip) Against Lycanthropes Restore Earth Banish Dazzle Thief’s Lament Teleport Object Death Prayer Hold Portal 5th Level 4th Level Rainshield Favor of the Ocean Winds Bands of Sirellyn Ritual Strength Fireward Dimensional Anchor Squeaking Floor Resist Magic Everfull Quiver Talon’s Waterproof Iron Maiden 6th Level 1st Level Mass Protection from Ener- 5th Level Fire Aura gy Blessed Abundance Protective Amulet Starharp Sacred Guardian 6th Level Segojan’s Armor 7th Level Conjure Divine Minion Spirit Mask Breath of Life Moonbow Seal of Destiny Horn of Plenty 2nd Level Seven-Eyes Web of Shadows Agra’s Ambush Sphere of Adaptation Elude Blow Tenfold Ironguard 7th Level Exorcisms Conjure Beast Spirits Favor of Good Luck 9th Level Cyclone Chariot Fireproof Ancient Curse Rain of Terror Preservation Elminster’s Effulgent Revenance Epuration 8th Level

Chariot of Sustarre 3rd Level Glass Storm Amulet Conjuration Favor of Amelioration 9th Level Glyph of Warding (new var- Black Blade of Disaster iant) 0th-Level (Cantrip) Call Impenetrable Falsehood Erik’s Quills Estate Transference Mordenkainen’s Defense Legerdemain Mage Tunnel Against Beasts Liquid Orb Power Word Banish Mordenkainen’s Defense Nature Call Rising Colossus Against Slimes Thump Resist Turning

1st Level 4th Level Hail of Stone Divination Chant Guardian Weapon 2nd Level 0th-Level (Cantrip) Empathy Guardian Seal Create Campsite Idea Hiding Place Prismal’s Handy Mirror Secret Signs Ilyykur’s Mantle Sap

Invisibility Purge Thunderball

128 1st Level 8th Level 6th Level Assess Value Divine Truth Obedience Compass Death Candle 7th Level Detect Metals and Minerals Endless Dance Detect Harmony Enchantment Legal Thoughts Detect Secret Passages and Mass Dominate Person Portals 0th-Level (Cantrip) Mindkiller Fire Truth Distraction Nymph’s Beauty Sea Sight Power Word Sleep 1st Level Soul Anchor 2nd Level Alert Vigil Touch of the Styx Death Recall Animal Animosity Detect Charm 8th Level Ground Trace 2nd Level Call of Despair See Through Other Eyes Bliss Disbelief Whispers Immurk’s Distraction Intensify Sensation 9th Level 3rd Level Nap Bad Medicine Astral Awareness Otto’s Soothing Vibrations Chain Madness Isolde’s Answer Zone of Deception Know Customs Read Object 3rd Level Seek Teleporter Anesthesia Evocation Shoondal’s Seeking Animal Trick Comfort 0th-Level (Cantrip) 4th Level Hibernation Bigby’s Bookworm Bane Memory Road Song of Compulsion Call Upon Faith Projected Magnification Darsson’s Cooling Breeze Rastor’s Mystical Spy 4th Level Disarm Vision Stone Blessed Forgetfulness Fiery Eyes Watching Shadow Despair Flashpuff Fire Charm Hailstone 5th Level Music of the Spheres Handcandle Converse Otto’s Drums Helping Hand Glyph of Revealing Siren Song Odeen’s Magic Cloud Rary’s Replay Sleepwalking Scatterspray Shadow Play Warning Shout Shandaril’s Tracer 5th Level Impending Permission 1st Level 6th Level Love Charm Beneficence Prophecy Nature’s Charm Dancing Fire True Name Oathbinding Diction Scapegoat Frost Fingers 7th Level Tame Animal Ladder Pool of Deeds Tasirin’s Haunted Sleep Magical Tether

129 2nd Level Chromatic Blade Bigby’s Dexterous Digits Draw Upon Holy Might Illusion Decastave Electric Bow Fiery Fists Sand Shroud 0th-Level (Cantrip) Fire Arrows Sarcophagus of Death Deepen Shadows Firestaff Shadow Blink Haunting Hurl Rock Telepathic Broadcast Shark Bolt Thornwrack 1st Level Skyhook Transmute Rock (new vari- Calder’s Starry Sky Wyvern Watch ants) Color Wingbind Creeping Darkness 3rd Level Elonia’s Glamer Acid Lash 6th Level False Tracks Archer’s Redoubt Catching Chain Castigate Channel Flame 2nd Level Darkbolt Lightning Curtain Beastmask Dig Obold’s Brightness Call Society Dragon Breath Skylight Blade Circle of Privacy Frost Whip Spirit of Flame Drawmij’s Scent Mask Javelin Echoes Nchaser’s Glowing Globe 7th Level Leomund’s Trap Nystul’s Radiant Baton Acid Storm Moon Rune Otiluke’s Orb of Contain- Ballant’s Stonesplit Sinister Surroundings ment Biting Shadow Scalding Spout Bolt of Glory 3rd Level Seeking Flame Harvest Conceal Item Sunscorch Hovering Road Dire Charm Venomdust Otiluke’s Siege Sphere Doomhound Whip of Flame Encrypt 8th Level Fool’s Speech 4th Level Crown of Angels Merchant’s Glamer Animate Flame Gunther’s Kaleidoscopic Nightscar Bigby’s Force Sculpture Strike Phantom Arms and Armor Chant Heartseeker Control Temperature Hornung’s Random Dis- 4th Level Hurl Thunderbolt patcher Fool’s Gold Ice Blade Lightning Storm Instant Audience Lightning Shield Otiluke’s Fire and Ice Mirage Nystul’s Blacklight Burst Smite Mirage of Despair Searing Song Succor Shadowstrike Storm 5th Level Shout False Vision Sunbolt 9th Level Lorloveim’s Creeping Shad- Death Pact ow 5th Level Harp of War Shadowcat Ballant’s Stonestrength Heart Call Talon’s Skitmaster Bestow Enchantment Skip Day Talon’s Soundmaster

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

131 3rd Level Hard Water Vaporize Amanuensis Magnetism Bearhug Mass 9th Level Blossom Metal Shape Ivy Siege Boon of Fortune Pillar of Borogar Renew Deposit Drought Spring Skycastle Entomb Timelessness Farspeaker 6th Level Lightning Rod Age Animal Mass Jump Curse of Lycanthropy Sand Sword Distort Life Ritual Spells Shadow Dance Dusts of Death Adhesion Shape Wood Earthmaw Age Animal Singing Stone Imbue with Purpose Airboat Snapdragon Ironwood Alter Beast Snare Laughing Water Amanuensis Weapon Return Scalesnare Amorphous Blob Weapon Shift Stone Tell Amulet Tattoo of Power Ancestral Blessing 4th Level Tentacles Anesthesia Adamantine Mace Tentacles of Withering Assess Value Alter Path Banish Blight Barrier Reaver 7th Level Blessed Forgetfulness Control Vapor Amorphous Blob Blood Bond Create Darkenbeast Duo-Dimension Blossom Darsson’s Potion Glassteel Breath of Death Depress Resistance Gullship Breath of Life Drawmij’s Instant Exit Intensify Nature Calder’s Starry Sky Favor of the Flying Horse Prismal’s Pictograph Call Glassee Right of Might Chariot of Sustarre Holy Flail Timed Stasis Circle of Privacy. Log to Lizard Transmute Bone to Steel Color Needlestorm Cook Pit 8th Level Create Campsite Rusting Grasp Airboat Creeping Darkness Sargasso Alter Beast Corpse Host Shellskin Circle of Blindness Curse Tablet Speak with Water Crystalbrittle Cursed Image Sticks to Snakes Evolve Death Candle Wing Gifting Khelben’s Blackstaff Death Pact Laeral’s Invisible Blade Death Recall 5th Level Magic Susceptibility Deathmaster’s Vial Age Object Power Word Blind Deeppockets Battletide Sand Gems Detect Harmony Cloud of Purification Simbul’s Skeletal Deliques- Detect Metals and Minerals Cloud of Putrefaction cence Diction Force Shapechange Unburn Dig

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

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