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Necromancer Games Is Not Affiliated with Wizards of the Coast™

Necromancer Games Is Not Affiliated with Wizards of the Coast™

Book of Lost Spells Book of Lost Spells Authors: Faisal Abdullah, Scott Alvarado, Jose De La Puente Alvarez, Krister Michl, Adam Silva Miramon, James Mishler, Ben Monk, Clinton Antony Ball, Erica Balsley, Robert Baxter, David Best, Rick Bibeault, Clark Napper, Geoffrey T. Nelson, Scott Nimmo, Matt Noble, Robert Jeff Binder, Terje Erwing Bjelkholm, Christopher Bjork, N. E. Bloom, Olla, Pier Giorgio Pacifici, Michael Paddock, Lee Palmer, Dean Paolilo, Mario Boulanger, Ed Bourelle, Bret Boyd, Joseph Boyd, David Brohman, William Patterson, W. Jason Peck, E. A. Penna, Steve Peterson, Clark Deirdre Brooks, Michelle Brooks-Nimmo, Glenn David Brown, Peterson, Kimberly Pino-DiGennaro, Anthony Pitman, Anthony Pryor, Christopher Bundy, Chris Campbell, Bernard Cana, Joseph Carriker, Jr., Greg Ragland, Lawson Reilly, Stuart Renton, Darrell Ridley, Jeffrey Stephen Cheney, Casey W. Chrisofferson, Aaron Clancy, Casey C. Clark, A. Robbins, T. Patrick Rooney, Aaron Rosenberg, Chris Ryan, Gary Bill Collins, Jim Collura, Wendy Connick, David S. Corcoran, Charles Schafer, Michael Schell, Gary Schotter, Elias Scorsone, J. T. Scott, Jason Corley, Chad Coulter, Colin W. Cross, Mihael D’Andrea, Aaron Day, Scott, Daniel Shaefer, James Sharkey, Jr., Bryan R. Shipp, Christopher David Ayala De Garay, Tom deMayo, David Dolph, Peter Donis, Sean Shiverdecker, Andrew Shockney, Dean Shomshak, Catrion Singfield, Duncan, Steven Ehrbar, Adam Eichelberger, Roosevelt T. Eldridge, Robert Ethan Skemp, Richard Smith II, William D. Smith Jr., Andrew Snow, N. Emerson, Dale Earnest, John D. Faugno, Guillerjo Sanchez Fernandez, Julian Soullard, John Henry Stam, Michael Strauss, Christina Stiles, James Fischer, Brett Friley, Tom Frisby, Jason Fultz, James Garr, Brendan James Sverapa IV, Jeff Tabrum, Eric Tam, Laban Tatro, Jeff Taylor, Paul Gasparin, Brian Giammalva, Michael Gill, Travis N. Gillespie, Kelly Thompson, Lawrence Thurman, William H. Timmins, John D. Tolin, Golden, Patrick Goulah, Skeeter Green, Scott Greene, Allan Grohe, Eric Sean Treacy, Jason Treon, Kieran Turley, Ian Turner, Matt Tweedt, Guindon, Bruce Gulke, C. J. Hammer, Jeff Harkness, Eric Harry, Lance Bradford Walker, Joe Walmsley, Greg Weatherford, Bill Webb, George Hawvermale, Travis Hawvermale, Jess Heinig, Christopher Henry, Matt Trace Webster, David A. Wendt, Jeff Weskamp, Erik Lees White, Stewart Holman, Robert Holmberg, James Holt, Nathan Hook, Clifford Horowitz, Wieck, James Wilbur, Brian Williams, Clifford Wolter, R.L. Wood, Wayne Richard Hughes, Ryan C. Houle, Conrad Hubbard, Stefan Huddleston, Woodman, Jason B. Wyrick, Karlo Yeager, Fred Yelk, Jeffrey Yurkiw, C. Erich Hudson, Robert Hunter, Andrew Hurwitz, Ben Iglaur, Gabe Bernardo Perez Zamorano Ivan, Evan Jamieson, Eric Jansing, J. S. Johnson, Spike Y. Jones, Chad Developer: Steven Winter Justice, Lysle Kapp, Ryan Karr, Shawn Kehoe, Christopher Kennedy, Editors: Steven Winter, Merric Blackman Michael Koal, Alan I. Kravit, Al Krombach, George Krubski, John Kubisz, Layout, Typesetting: Charles A. Wright Benjamin Lam, Jean Michel Lavarenne, Patrick Lawinger, Michael P. Cover Art: Feleipe Gaon Lazure, Clyde Lekel, Lizard, Rhiannon Louve, James Maliszewski, David Interior Art: Felipe Gaon, Brian LeBlanc, Llyn Hunter, Tom Biondillo, Mannes, Rob Mason, Matt McGee, Mike Mearls, Doug Meerschaert, D. Malachai Penney, Eric Lofgren, Jeremy McHugh, Mike Chaney

Necromancer Games is not affiliated with Wizards of the Coast™. We make no claim to or challenge to any trademarks held by Wizards of the Coast™.

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Necromancer SampleGames file 5th Edition Rules, 1st Edition Feel 1 Book of Lost Spells Table of Contents Foreward...... p. 3 Spell Lists...... p. 10

Spells in Alphabetical Order A...... p. 10 N...... p. 88 B...... p. 16 O...... p. 90 C...... p. 27 P...... p. 92 D...... p. 38 Q...... p. 95 E...... p. 49 R...... p. 97 F...... p. 55 S...... p. 100 G...... p. 63 T...... p. 116 H...... p. 66 U...... p. 120 I...... p. 73 V...... p. 122 J...... p. 79 W...... p. 124 K...... p. 79 X...... p. 130 L...... p. 80 Y...... p. 130 M...... p. 84 Z...... p. 130 Appendix - Wizard Spells by School...... p. 132 Legal Appendix...... p. 135 Sample file

2 Book of Lost Spells Foreword On Reading Spell Entries Spell descriptions in The Book of Lost Spells follow some standard Welcome to the Book of Lost Spells! Within its pages, you’ll find a conventions and some nonstandard ones. Knowing what those are before large number of spells originally designed for previous versions of the you start reading will help you understand these new spells. game, newly updated to the latest edition. The necromancers have been Each entry begins with the spell’s name, level, school or type, and the very busy, delivering a number of musty old tomes to my tower. I spent character classes that can cast it. many happy hours examining the contents and choosing the best spells to This is followed by standard notations for components: V for verbal, S present to you. The result is the tome you are now reading. for somatic, and M for material. Material components are specified where Not every spell managed to make its way across. There are some spells they apply. that were deemed to be too similar to other spells, and others that used Casting time is 1 action in most cases. These entries are self- mechanics that are no longer in the current edition. A number of spells explanatory. managed to sneak their name across, but their effects are quite different Duration describes the length of time that the spell’s magic is active. to how they were originally presented. The new edition may evoke older The spell’s effects can linger much longer, obviously. Exceptions and editions, but its biggest changes may be in how magic works, especially unusual cases are spelled out in the main text. Most “permanent” spells enhancement spells. can still be dispelled or ended with other magic. Steve and I wanted to draw your attention to the spells that care about Range describes how far from the caster the spell’s target or origin alignment. The significance of alignment has been depreciated in the most point can be. Range is always assumed to be a limiting factor when casting current rules, but we thought it would be a good idea to bring a few across. a spell, even if text doesn’t explicitly state “within range” when describing After all, they’re part of the feel of the earlier editions. We’d be careful how a spell is targeted. For example, many spell descriptions instruct the of the know alignment spell, though. There are good reasons that spell caster to “select a target you can see,” without stipulating that the target disappeared from the lists of common spells. We wanted it for the sake of must be within the spell’s range. Assume the range restriction is always in completeness, but it’s a spell that can utterly change how the game plays. force unless text explicitly states that it’s not. This is true of many spells, of course. There should be a label on this Range only restricts the spell’s target point, not its effect. An area of book. “Use with care!” Perhaps the best way of using these spells is to effect can extend beyond the spell’s range. For example, acid storm has slowly drop them into a campaign, with rumours of arcane secrets and a range of 120 feet, and it affects a cylindrical area with a radius of 20 mysterious tomes. In the dungeon of an elder lich – a scroll with three feet around the target point. If the spell is targeted at the full extent of its previously unknown spells! Treasure! range, the area of effect will reach another 20 feet farther; it could attack I’m indebted to the work of Steve Winter in creating this tome. Apart a creature 140 feet away from the spellcaster. That’s fine by the rules, from his advice and editorial skills, both incredibly significant, he shaped unless the spell description specifically says the whole effect needs to be the format we used to present the spells. We’ve given you a little extra kept within range. detail in the header of each spell, which we hope you’ll find useful. Area of Effect describes the spell’s most obvious effect. Many spells Finally, this tome wouldn’t exist without the faith and passion of Bill have secondary or lingering effects that extend beyond the initial area Webb. Thank you very much, Bill! described in the summary. Merric Blackman Saving Throw gives only the first or most obvious saving throw against merricb.com the spell and its effect. Like areas of effect, many spells call for continuing 11 February 2015 or secondary saving throws that aren’t mentioned in the summary. In many cases, saving throws are triggered when a creature “starts its turn in or enters the area of affect.” The default rule in these cases is that a creature never needs to make more than one saving throw per turn against a particular spell, even if it starts its turn in the area, leaves it, and re- enters. Exceptions are noted explicitly in the few cases where they occur. In short, always read spell descriptions thoroughly and carefully! Magic is tricky. Finally, the GM is the ultimate arbiter of whether any particular spell can be used in his or her campaign. Some of these Lost Spells have dramatic effects, and they aren’t all thematically suitable in every setting. In particular, be sure to check with your GM before adding alignment- detecting spells to your spell book. The ability to detect alignment, especially Good and Evil, is significantly (and intentionally) restricted in Fifth Edition. Giving heroes the ability to unerringly identify Evil creatures has far-reaching implications in the game world and on adventures; your GM might want to keep a tight lid on that particular can of worms. Such spells are included for those who prefer an older style of play where the ability to detect alignment was relatively common. We leave the decision Sampleof whether it’s right for your game up tofile you.

3 Book of Lost Spells Spell Lists The lists in this section are organized by class and level. For wizard spells grouped by school, see the appendix.

Bait Choose Fate Bead of Blasting Level 1 Corpse Armor Bard Bladelust Battle Wisdom Curse of Horror Crystal Wail Bubble Net Curse of Light Cantrips (Level 0) Distance Distortion Cloud Burst Delay Decorate Object Harmonic DIscord Detect Disease Detect Land Detect Charm Maligned Performance Detect Life Divine Mantle Detune Paean of Greater Glory Empathic Resonance Expunge Shadow Dissonance Paper Tigers Enhance Oration Fire Gills Encrypt Portrait Heraldic Mastiff Firm Ally Pepper’s Purpose Stupefy Heraldic Owl Godly Patronage Shield Open Flame Voice of Confession Heraldic Ox Health Transfer Hives Heraldic Lion Mercurial Smite Liar’s Remorse Level 1 Level 5 Necrotic Feast Lifebread Bewitch Cone of Silence Putrefy Food and Drink Copy Mind Link Dance of Seduction Protection from Pressure Decrypt Discordant Chorus Enhance Oration Restore the Undead Euphoric Ecstasy Level 2 Retribution Flash of Light Air Forge Fugue Speak with Objects Forked Tongue Augment Skeleton Harmony of the Gods Squeaking Floor Alarm Quick Change Battle Guidance Interrogation Summon Undead Serpent’s Gaze Battle Insight Mantle of Dread Walk in the Moonlight Slow Draw Blessed Harvest Reverence Weeping Wounds Sonic Boom Blessed Watchman Shattering Cry Whirlwind of Gore Twitch Blessing of the Dawn Song of Vengeance Whisper Wind Unchained Melody Blood Geyser Violent Scream Wine Fount <3>Level 2 Bolster Mental Fortitude Voice of Memories Wise Defense Bead of Blazing Boost Potency Wail of Fate Damage Morale Bug Bites Detect Illusion Chanting Level 4 Harmony of Heroes Level 6 Charnel Stench Air Sphere Helpless Grief Confounding Battlefield Damage Morale Association Menace Illusory Illusion Detect Curse Assume True Form Phantom Accompaniment Instant Fluency Energetic Burst Aura of Tsathogga Shadow Embrace Nymph’s Aura Faerie Ward Balance of the Mind Taunt Song Barrier Find Corpse Barbaric Rage Undetectable Charm Words of Thunder Fortify Armor Bastion Fresh Seal Comrades in Arms Level 3 Glowing Bones Demon Flesh Air of Nobility Level 7 Heraldic Fox Divine Communion Agitate Crowd Babel’s Curse Heraldic Horse Exorcise Charismatic Shield Bad Luck Know Alignment Force Corporeality Pocket Paradise Barbaric Yawp Luck of the Saints Heraldic Leopard Revelation Field Blade Song Menace Heraldic Tortoise Cacophony Protection from Paralysis Infuse Shadow Curse of Horror Level 8 Slur Iron Bones Dancer’s Grace Greater Curse Speed Undead Iron Core Detect Land Harmonic Dissolution Willful Transformation Light Control Dread Scream Imbue Passion Wisdom of the Divine Lock Form Firm Ally Xenophobic Rage Wound Reading Negative Energy Aura Musical Mural Wyvern Guard Null the Soothing Touch Player Instrument Profane Link Resonant Imbalance Level 9 Righteous Cloak Sound Worm Curse of the Ancient Mariner Level 3 Snakes into Staves Air Bridge Spiteful Images Stonefast Twisted Magic Air of Nobility Twig Torture Unfasten Aspect Tattoo Umbral Touch SampleCleric Babel’s Curse file Wailing Dirge Bad Luck Cantrips (Level 0) Blinding Ash Level 5 Level 4 Decorate Object Bone Armor Billow the Sails Association Detect Charm Cause the Bends Blessing of the Forge 4 Book of Lost Spells Bone Blight Halt Aging Branch Assault Cloak of Serpents Heraldic Hydra Bug Bites Level 4 Clot Impart Strength Catnip Absorption Corrupt Water Solar Flare Cave Walker Air Sphere Dark Empowerment Soul Strike Chatterwild Assume True Form Deathly Gaze Strength of the Wyrm Constant Heat Bramble Armor Earthen Snare Xenophobic Rage Dolphin Fins Desert Refuge Ethereal Shield Zone of Metamagic Minimization Dust to Death Earthburst Enliven Wood Forced March Earth Ear Fluid Form Heraldic Bear Energetic Burst Forest Home Interrogation Level 9 Eyes of the Hawk Annihilate Soul Forgebane Intimate Knowledge Fleet Feet Curse of the Ancient Mariner Green Slime Mystic Negation Forecast Disable Iceform Necrotic Touch Fresh Seal Reverence Divine Inspiration Infinite Knowledge Icy Hammer Quicksand Sacred Champion Heraldic Phoenix Identify Tracks Snakes into Staves Skull Bomb Heraldic Wyrm Jungle Cry Stonefast Slime Bucket Hide the Soul Keen Ears Transform Boulder to Pebble Spellcaster’s Refusal Phoenix Cloak Leaf Fall Transform Pebble to Boulder Tracker’s Gaze Wither Limb Leaf Tide Vines of Binding Transfer of Vigor Melt Unholy Glare Molten Strike Vile Vintage Druid Nature’s Aura Level 5 Wail of Fate Net Billow the Sails Watery Blood Open Trail Blades of Bone Cantrips (Level 0) Cloak of Serpents Alter Normal Fires Pollen Cloud Corrupt Water Daze Animal Quell the Wild Level 6 Death Spores Drench Regenerate Plant Angel’s Cloak Divine Burden Headwind Arcane Obstruction Rooted in Place Earth Shift Black Exhalation Pepper’s Purpose Sandbody Earthen Snare Call the Heart Shield Open Flame Scent Mask Enrich Soil Ebon Water Silver Spear Gutsprout Elemental Cloak Stench of Death Improve Senses Extract Life Level 1 Sticky Tongue Affect Normal Fog Inner Storm Giant’s Potency Thorn Snare Alter Scent Kiss of the Nereid Healing Draught Tremorsense Bee Sting Mystic Negation Hound of Hell Wolf’s Hearing Binding Sap Prey’s Scent Instant Fluency Wolf’s Howl Bubble Net Transfer of Vigor Invigorating Touch Wound Reading Vengeful Environs Buoyancy Lost Wanderer Vile Vintage Call of the Wild Companion One with the Earth Watery Blood Camouflage Torrent Level 3 Chlorophyll Air Breathing Claws of the Beast Air Bridge Level 6 Level 7 Cloud Burst Animal Mask Acorn Grove Bound Hearts Detect Disease Aspect Tattoo Blades of Jade Charismatic Shield Divining Rod Bestow Speech Blood of the Hydra Chill of Evil Feather Step Charged Touch Change Dust to Water Create Crypt Thing Fists of Stone Detect Land Change Water to Dust Disassemble Hound’s Scent Discern Lycanthrope Chrysalis Divine Intervention Locate Fish Earthen Concealment Claws of Digging Grim Harvest Locate Water Essence of the Wild Elemental Cloak Heraldic Boar Otter’s Grace Exile from Nature Elemental Scimitar Immunity to Energy Pattern Grass Far Strike Ice Sled Protection from Oozes Mark of Exile Fire Gills Invigorating Touch Pummel Purple Haze Halt Plant Landslide Putrefy Food and Drink Revelation Field Hornet Wall Lightning Wheel Sacred Aegis Quill Skin Locust Leap Lost Wanderer Sanguine Creatures Signal Flare Nature’s Support Moonbeam Tree Ladder One with the Earth Nature’s Repast Wind Speak Plant Form Nature’s Strength Level 8 Woodland Shriek Serpent Hands Spyworm Blazing Blood Solar Fury Steam Bolt Call Divine Warrior Torrent Death BringerSampleLevel 2 Undulating Earth file Divine Assimilation Air Forge Volley of Thorns Elemental Infusion Augment Flames Walk in the Moonlight Level 7 Godsblood Blessed Harvest Wall of Water Acid Swamp Greater Curse Boost Potency Weather Calming Assault of Stone 5 Book of Lost Spells Create Iceberg Tremorsense Battle Double Deep Freeze Wolf’s Hearing Level 4 Breath of the Dragon Divine Disconnection Wolf’s Howl Circle of Divine Censure Chaos Bolt Electrical Storm Wound Reading Comrades in Arms Electromagnetic Storm Establish Foundation Divine Charge Far Strike Grim Harvest Hand of Judgment Frost Shards Immunity to Energy Level 3 Heraldic Leopard Hard Water Blast Air Breathing Heraldic Tortoise Heat Flesh Animal Mask Iron Core Ooze Bolt Level 8 Axe of Destruction Iron Judgment Sand Blast Chariot of Fire Bestow Speech Paean of the Holy Shadow Bolt Darken Forest Detect Land Peacebinding Steam Bolt Deny Succor Dire Rage Righteous Cloak Elemental Infusion Discern Lycanthrope Silver Shield Tranquil Grove Earthen Concealment Level 4 Nature’s Strength Abiding Webs Smart Arrow Level 5 Air Sphere Level 9 Unstoppable Tracker Divine Beacon’s Answer Bead of Blasting Creation’s Fury Divine Sovereignty Bubble Goop Ravaging Fire Heraldic Bear Desail Rimeshatter Level 4 Holy Blazon Assume True Form Earthburst Sacred Champion Desert Refuge Enduring Missiles Zone of Ablation Enliven Wood Fiery Blast Ranger Forgebane Flame Spiral Track Magic Flames of Purification Level 1 Sorcerer Rainbow Spear Alter Scent Scalding Sea Bee Sting Level 5 Slimeball Vengeful Environs Cantrips (Level 0) Solar Spear Bewildering Tracks Alter Normal Fires Steam Cloud Binding Sap Burden Buoyancy Call of the Wild Companion Paladin Level 5 Camouflage Level 1 Arcane Shield Detect Disease Acid Wind Devouring Darkness Divining Rod Level 1 Bubble Net Battle Wisdom Earthen Snare Empower Companion Caustic Spittle Cloth of Honorable Melee Ethereal Blast Feather Step Divine Beacon Debilitate Locate Fish Dragon’s Gauntlet Euphoric Ecstasy Heraldic Mastiff Rainbow Staff Locate Water Heraldic Owl Earthen Blast Otter’s Grace Fire Burst Shattering Cry Heraldic Ox Violent Scream Pattern Grass Holy Infusion Flaming Bolts Signal Flare Flash of Light Wail of Fate Mercurial Smite Weaken Fiendish Will Tree Ladder Unfettered Steed Frostfire Wind Speak Gossamer Webbing Ice Bolts Level 6 Level 2 Push Acid Blast Level 2 Battle Guidance With the Wind Biting Blade Chilling Gaze Battle Insight Cold Fog Boost Potency Blade of Light Curse of Infirmity Bug Bites Chanting Level 2 Death’s Imposition Catnip Energetic Burst Bead of Blazing Fangstorm Charged Missile Fortify Armor Bead of Frost Constant Heat Heraldic Fox Dragon Scales Fiery Constrictor Dust to Death Heraldic Horse Ethereal Strike Life Shot Earth Ear Luck of the Saints Flame of Chaos Lightning Storm Eyes of the Hawk Sanctified Reverie of Arms Flameswell Lightning Wheel Fleet Feet Vigil of Enlightenment Force Wave Words of Thunder Forecast Willful Transformation Frost Snap Hunter’s Insight Wisdom of the Divine Ignite Identify Tracks Molten Strike Level 7 Acid Storm Jungle Cry Net Crawling Chaos Keen Ears Level 3 Silver Spear Deep Freeze Leaf Fall Favor Mount Smothering Cloud Ebon Lightning Leaf Tide Health Transfer Spirit Blast Nature’s Aura Heraldic Lion Electrical Storm Open TrailSampleMighty Steed Forcefulfile Crush Quell the Wild Retribution Level 3 Liquid Fire Scent Mask Weapon of Retribution Air Breathing Magma Eruption Shifter’s Bane Wings of Heaven Arcane Spear Scorching Air Swirling Leaves Wise Defense Barbaric Yawp Searing Flash 6 Book of Lost Spells Bone Trap Lasting Breath Level 8 Delay Death Level 7 Malicious Intent Ebonflame Hemophilia Cone of Decay Morph Shadow Ice Geyser Infuse Weapon Divine Disconnection Mucilage Life Leech Weapon Interdiction Muddy Appearance Link Perception Obliterate Soul Nearsighted Level 9 See the Ephemeral Necrotic Feast Arcane Censure Spell Kill Pilfer Sleep Conflagration Tenacious Blade Level 8 Push Scintillating Doom Deny Succor Quick Change Storm of Vitriol Destined Doom Rock Bolt Devour Essence Tendrils of Night Level 4 Serpent’s Gaze Ebonflame Aura of Tsathogga Shroud the Shadow Fuse Joints Bait Signal Flare Imbue Passion Warlock Corpulent Bloat Slow Draw Demon Flesh Twitch Flames of Darkness Level 9 Web Orb Cantrips (Level 0) Flames of Purification Alter Normal Fires Arcane Censure With the Wind Force Corporeality Assassin’s Mark Eternal Sleep Fumble Detect Charm Hide the Soul Gallows Tree Quicken Assassin Level 2 Infirmity Air Forge Level 1 Purifying Bath Augment Flames Assassin’s Coin Shadow Form Augment Skeleton Wizard Bead of Blazing Farsighted Twig Torture Bead of Frost Fiery Grasp Warrior’s Touch Biting Blade Fire Burst Cantrips (Level 0) Blindfold Flame Water Alter Normal Fires Level 5 Assassin’s Mark Blood Bath Flash of Light Arcane Retribution Blood Geyser Frostfire Befuddle Arcane Shield Burden Blunt the Edge Gossamer Webbing Blades of Bone Boarding Plank Grave-Touched Weapon Decorate Object Bloody Tentacles Detect Charm Bolster Mental Fortitude Hives Bone Blight Encrypt Brittle Know the Mark Clot Ferment Burn the Sight Nearsighted Corrupt Water Itemize Buttress Pilfer Sleep Dark Curtain Pepper’s Purpose Character Flaw Serpent’s Gaze Dark Empowerment Shield Open Flame Charged Missile Shroud the Shadow Divine Burden Combat Mind Donor Damage Morale Euphoric Ecstasy Level 1 Death March Level 2 Foggy Flying Carpet Acid Wind Death Rattle Blindfold Fugue Assassin’s Coin Delude Blood Bath Grim Resilience Bewitch Detect Curse Burn the Sight Heat Bone Bubble Net Detect Illusion Charnel Stench Mantle of Dread Caustic Spittle Dragon Scales Damage Morale Mystic Negation Commune with Shade Dream Speaker Death Rattle Spirit Doll Copy Ethereal Blade Dream Speaker Transfer of Vigor Dead Man’s Hands Ethereal Strike Faerie Ward Debilitate Faerie Ward False Gold Decrypt False Gold Frame Level 6 Dragon’s Gauntlet Fiery Shield Ghostly Throttle Advance the Years Earthen Blast Flame of Chaos Glowing Bones Bead of Iron Enhance Oration Flameswell Hesitate Blight Fog Erase Force Wave Insomnia Breach Defenses Farsighted Frame Inverted Compass Chilling Gaze Fiery Cloth Frost Snap Menace Crew with the Dead Fiery Grasp Gaze Mirroring Pain of Giving Curse of Infirmity Fire Burst Ghostly Howl Precision of Arms Death Gaze Flame Water Ghostly Throttle Slur Ebon Water Flaming Bolts Glide Extract Life Flash of Light Glowing Bones Giant’s Potency Frostfire Hesitate Level 3 Hound of Hell Gossamer Webbing Ignite Babel’s SampleCurse Illusory Illusion Grave-Touched Weapon Insomniafile Bad Luck Inflict Lycanthropy Hives Inverted Compass Battle Double Lost Wanderer Ice Bolts Ironshot Blackout Negative Energy Mantle Impressive Blow Melt Blinding Ash Spiritbreaker Know the Mark Menace 7 Book of Lost Spells Molten Strike Twisted Magic Slimeball Weaken Fiendish Will Net Umbral Images Solar Spear Pain of Giving Umbral Strike Spectral Archers Precision of Arms Undulating Earth Steam Cloud Level 6 Protection from Paralysis Unfasten Steel Butterflies Acid Blast Safeguarded Slumber Wall of Water Stonefast Adamantine Bones Scent Mask Water Double Stupefy Bead of Iron Shadow Sight Whisper Wind Transform Boulder to Pebble Black Exhalation Silver Spear Yellow Smoke Transform Pebble to Boulder Blade Bond Breach Defenses Slur Twig Torture Change Dust to Water Smothering Cloud Umbral Touch Change Water to Dust Soul Shield Level 4 Vermin Swarm Chilling Gaze Spirit Blast Abiding Webs Wall of Blood Claws of Digging Spirit Cartographer Aetheric Shield Warrior’s Touch Cold Fog Undead Alteration Air Sphere Zombify Self Confounding Battlefield Undertow Association Crew with the Dead Undetectable Charm Aura of Tsathogga Bait Level 5 Curse of Infirmity Bastion Absorb Object Death Gaze Level 3 Bead of Blasting Arcane Retribution Death’s Imposition Aerial Pilot Bead of Luck Arcane Shield Dust of Death Air Breathing Bladelust Blades of Bone Ebon Water Air Bridge Bloodburn Blood Blade Extract Life Anchor Bubble Goop Blood Purge Fangstorm Arcane Spear Charge Bloody Tentacles Farvision Babel’s Curse Circle of Scrying Clot Fiery Constrictor Bad Luck Corpulent Bloat Cone of Silence Giant’s Potency Barbaric Yawp Creeping Eye Corrupt Water Glass Window Battle Double Deflect Ram Dance of Seduction Hound of Hell Binding Chains Desail Dark Curtain Ice Sled Blackout Dig Dark Empowerment Illusory Illusion Inflict Lycanthropy Blade Song Distance Distortion Devouring Darkness Instant Fluency Blinding Ash Earthburst Divine Burden Judicious Concealment Blinding Flare Endless Abyss Donor Life Shot Bone Trap Enduring Missiles Earthen Snare Lightning Storm Breath of the Dragon Fiery Blast Ethereal Blast Lightning Wheel Cacophony Fire Fascination Ethereal Shield Lost Wanderer Cause the Bends Flame Spiral Euphoric Ecstasy Merge into Art Chaos Bolt Flames of Darkness Foggy Flying Carpet Negative Energy Mantle Charged Touch Flames of Purification Forced March Ogre’s Visage Delay Death Fluid Form Fugue Serpent Hands Detect Land Force Corporeality Grim Resilience Shade Swarm Electromagnetic Storm Fumble Heat Bone Spell Inhibitor Explosive Cloud Gallows Tree Jolt Spilling of Blood Far Strike Hard Water Weapon Lower Spell Resistance Spiritbreaker Finger Missile Iceform Mantle of Dread Transmute Gold to Steel Frost Shards Infirmity Mark of Fire Transparent Steel Glass House Infuse Shadow Mark of Ice Umbral Transformation Hard Water Blast Instant Exit Mark of Ooze Words of Thunder Heat Flesh Iron Bones Memento Hemophilia Iron Rope Mystic Negation Infuse Weapon Lock Form Necrotic Touch Level 7 Life Leech Weapon Maligned Performance Nullifying Cloak Acid Storm Link Perception Mark of Ownership Rainbow Staff Acid Swamp Lustful Gaze Megalomania Resist Channeling Burning Rain Ooze Bolt Mind Carve Shattering Cry Chain Enervation Protection from Pressure Multiple Shot Skull Bomb Chronal Displacement Reshape Metal Negative Energy Aura Soul Shatter Cone of Decay Restore the Undead Piercing Vision Spell Legs Containment Orbs Sand Blast Portrait Spellcaster’s Refusal Crawling Chaos See the Ephemeral Profane Link Spirit Doll Create Crypt Thing Shadow Bolt Projectile Link Tattoo Object Create Iceberg Silver Bones Purifying Bath Transfer of Vigor Dancing Daggers Speak with Objects Rainbow Spear Transform Deep Freeze Spell KillSampleRemember Seas Umbral Weapon Divinefile Disconnection Spiteful Images Scalding Sea Unyielding Durability Ebon Lightning Steam Bolt Searing Projectiles Vile Vintage Electrical Storm Summon Undead Shadow Form Violent Scream Establish Foundation Tenacious Blade Shadowbind Wail of Fate Forceful Crush 8 Book of Lost Spells Hovership Volley Spell Imbue Passion Icebreaker Impart Strength Level 9 Immunity to Energy Life Leech Arcane Censure Interdiction Level 8 Outside of Time Conflagration Dark Geyser Liquid Fire Raise Shipwreck Crag Warrior Death Bringer Curtain of Fire Magma Eruption Deny Succor Shadowstaff Eternal Sleep Mangling Foot Destined Doom Soul Strike Obliterate Soul Ebonflame Spirit Disk Hide the Soul Raise Island Elemental Infusion Strength of the Wyrm Quicken Assassin Revelation Field Fuse Joints Touch of Madness Rimeshatter Scorching Air Glass into Iron Umbral Storm Scintillating Doom Searing Flash Greater Curse Xenophobic Rage Storm of Vitriol Shield of Crackling Fire Halt Aging Zephyr of Death Tendrils of Night Sleep of Power Ice Geyser Zone of Metamagic Minimization Wrack the Mind

Sample file

9 Book of Lost Spells Spells in Alphabetical Order Abiding Webs Acid Blast

4th-level conjuration 6th-level evocation Sorcerer, Wizard Sorcerer, Wizard Components: V, S, M (spider and a bit of webbing frozen in Components: V, S amber) Casting Time: 1 action Casting Time: 1 action Duration: Instantaneous Duration: Permanent Range: Self Range: 100 ft. Area of Effect: Cone, 30 ft. long Area of Effect: Cube, 20 ft. square Saving Throw: Dex / half damage Saving Throw: Dex / avoids A blast of caustic acid erupts from your fingers. Every creature in the You create a 20-foot cube of sticky webs at a point you can see. Abiding cone takes 6d8 acid damage, or half damage with a successful Dexterity webs works identically to web, except as noted otherwise. saving throw. Creatures that fail their saving throw also take an additional These webs are crawling with tiny, harmless spiders. Damage to the 2d8 acid damage at the end of their next turn. web is repaired by the spiders that live in it, at the rate of one 5-foot cube Enhancement: For each spell slot used higher than 6th level, the per round (125 cubic feet; the entire volume of the webs can be sixteen subsequent damage increases by 1d8. times this size). This repair occurs on initiative count 20. If the webs are completely destroyed, the spell ends. The spiders themselves are immortal and need neither air nor food to survive; the magic of the spell produces Acid Storm more spiders as needed. 7th-level evocation Sorcerer, Wizard Absorb Object Components: V, S, M (a small vial of acid) Casting Time: 1 action 5th-level transmutation Duration: Concentration, up to 1 minute Wizard Range: 120 ft. Components: V, S, M (seven drops of the host’s blood, a bit Area of Effect: Cylinder, 20-ft. radius, 30 ft. high of gauze, and 100 gp in ritual items that are consumed Saving Throw: None during casting) You create a caustic downpour of acid in a cylindrical area with a 20- Casting Time: 1 hour foot radius, 30 feet high, extending downward from a point you can see. Duration: Permanent For the duration, each creature that starts its turn in the area or enters the Range: Touch area takes 5d8 acid damage. Even after leaving the area, a creature is still Area of Effect: 1 object weighing up to 1 lb. coated with the acid and continues taking 2d8 acid damage at the end of Saving Throw: None each of its turns. A creature can use an action to rinse off the acid if it You cause a small object of up to a pound in weight to sink harmlessly has water, vinegar, or another suitable substance available. All ongoing into the flesh of the target. Magical rings, amulets, or other items melded damage ends when the spell ends. in this way still give their benefits to the wearer as if they were being The acid can also damage objects in the affected area, but the extent of worn. A slight warping of the flesh and a magical aura are the only clues this damage must be determined by the GM. to the item’s existence. Items carried in this way are considered attuned to the recipient and count toward the limit of how many items can be attuned. If the creature is already at the limit, the spell fails to take effect. Acid Swamp If absorb object is dispelled or otherwise ends early, the object tears itself free of its recipient, doing 2d8 piercing damage in the process. The 7th-level transmutation original spell-caster can end the spell as an action, causing the item to be Druid, Wizard expelled harmlessly. Components: V, S, M (a small vial of acid) Casting Time: 1 action Duration: Concentration, up to 1 minute Absorption Range: 120 ft. Area of Effect: Up to 100 ft. by 100 ft. by 20 ft. of water 4th-level transmutation Saving Throw: Con / half damage Druid You transform a normal body of water into a pool of thick, bubbling Components: V, S, M (a pinch of sand) acid. The spell affects an area up to 100 ft. by 100 feet by 20 feet deep. Casting Time: 1 action The acid is black and opaque and reeks of sulfur. Anyone splashed by the Duration: Instantaneous acid takes 2d6 acid damage. A creature that starts its turn in the acid or that Range: 30 ft. enters the acid takes 10d6 acid damage, or half damage with a successful Area of Effect: 1 creature Constitution saving throw. Saving Throw: Wis / negates effect You cause liquids carried by a creature to dry up. All nonmagical liquid (water, alcohol, lamp oil) evaporates instantly unless the target creature Acid Wind makes aSample successful Wisdom saving throw. In addition, three potions file carried by the target will also be affected by this spell. If the target carries 1st-level evocation more than three potions, the three that dry up are selected randomly. Sorcerer, Wizard Absorption has no direct effect on living (or unliving) creatures or Components: V, S, M (a dried lemon peel) plants, only on liquids they carry. Casting Time: 1 action 10 Book of Lost Spells Duration: Instantaneous Range: Self Aerial Pilot Area of Effect: 15-ft. cube Saving Throw: Con / half damage, no blindness 3rd-level conjuration You call forth a breeze full of stinging acid droplets from your Wizard outstretched hand. Each creature in a 15-foot cube originating from you Components: V, S, M (a piece of string and a bit of wood) must make a Constitution saving throw. On a failed save, a creature takes Casting Time: 1 action 2d6 acid damage and is blinded until the end of your next turn. On a Duration: 12 hours successful save, the creature takes half as much damage and isn’t blinded. Range: 60 ft. Enhancement: For each spell slot used higher than 1st level, the Area of Effect: 1 summoned creature damage increases by 1d6. Saving Throw: None You summon an invisible creature capable of steering and navigating any vessel competently. It follows simple instructions you give it regarding Acorn Grove the bearing and speed of the vessel. Treat the creature as if it had a +6 bonus to relevant ability checks when performing its duties. 6th-level conjuration The creature has AC 10, 1 hit point, Strength 10, and it can’t attack. If Druid it drops to 0 hit points, the spell ends. Components: V, S, M (acorns) Casting Time: 1 action Duration: 24 hours Aetheric Shield Range: Touch Area of Effect: 6 acorns 4th-level abjuration Saving Throw: None Wizard As part of casting this spell, you throw up to six acorns, which take Components: V, S, M (a glass lens) root and rapidly grow into adult trees where they land. The acorns can Casting Time: 1 action be thrown up to 60 feet. They can all be thrown in the same direction, Duration: Concentration, up to 1 minute or in different directions. They must land in fertile ground (not on bare Range: 30 ft. rock or a wooden floor, for example) for the spell to be effective, and Area of Effect: 1 lens, 10-ft. diameter they must have enough space to grow. You have a special bond with Saving Throw: None this grove; it grants you tactical advantage on saving throws you make You conjure an aetheric lens, 10 feet wide, within 30 feet of you. The within 30 feet of one of the trees. This benefit ends if all of the trees are lens protects those behind it from magic; any spell of 4th level or lower destroyed. that requires a clear path through the lens is stopped entirely. The lens The trees shrink back into acorns when the spell ends. doesn’t interfere with spells you cast, and it doesn’t block area effects. For example, a fireball couldn’t be aimed directly through the lens, but if it was set off immediately in front of the lens, the blast would still affect Adamantine Bones people on the other side of the lens and within the fireball’s radius. You can spend a bonus action to move the lens to any point within 30 feet of 6th-level you. Wizard Enhancement: If aetheric shield is cast using a spell slot higher than Components: V, S, M (1 pound of adamantine, which is 4th level, the lens protects against spells of equal or lower level than the consumed in the casting) spell slot you used. Casting Time: 1 action Duration: Permanent Range: Touch Affect Normal Fog Area of Effect: 1 skeleton Saving Throw: None 1st-level transmutation One skeleton that you touch gains immunity to bludgeoning, slashing, Druid and piercing damage from nonmagical weapons that are not made of Components: V, S, M (a tiny candle and a small horn) adamantine, and resistance to bludgeoning, slashing, and piercing damage Casting Time: 1 action from magical weapons that are not made of adamantine. Duration: Concentration, up to 1 hour Enhancement: For each spell slot used higher than 6th level, you can Range: 120 ft. affect one additional skeleton. Area of Effect: 1,000 cubic ft. Saving Throw: None You can manipulate a normal fog bank of up to 1,000 cubic feet you can Advance the Years see within range. The fog can be gathered into a thick mass of opaque fog, creating a heavily obscured area, or dispersed to create an area of patchy 6th-level necromancy fog that lightly obscures its area. Magically-created fog can’t be affected Warlock by this spell. Components: V, S, M (a lock of an elderly person’s hair) Casting Time: 1 action Duration: Permanent Agitate Crowd Range: Touch Area of Effect: 1 creature 7th-level enchantment Saving Throw: Con / negates effect Bard You touch a creature, and that creature becomes cursed with age unless Components: V, S is makesSample a successful Constitution saving throw. The creature becomes Casting Time: 10 minutes file wizened and enfeebled and has disadvantage on Strength, Dexterity, and Duration: 8 hours Constitution-based ability checks, attack rolls, skill rolls, and saving Range: Self throws. It does half damage with weapon attacks. Area of Effect: Sphere, 60-ft. radius This effect can be ended by magic that removes curses. Saving Throw: Wis / negates effect 11 Book of Lost Spells This spell enables you to sway a large group of people toward accomplishing a specific goal. You must speak emphatically on the subject for 10 minutes, playing on the crowd’s emotions and reason, to inflame their fervor for or against a cause or person. You must be clear about the specific goal you want to achieve. For example, shouting that “The Academy of Wizards is evil and corrupt!” might make people dislike the academy, but it won’t spur them to action because it doesn’t tell them what to do. Adding “Follow me, and we’ll burn it to the ground!” will send a crowd of torch-bearing arsonists to the academy tower. The spell affects all sentient creatures that are able to hear and understand you within 60 feet. When you finish casting the spell, all potential targets of the spell who fail a Wisdom saving throw are compelled to follow your instructions for the duration of the spell, as long as those orders are in keeping with the goal stated in the speech and you personally lead them. If these conditions aren’t met, the spell ends and the crowd becomes hostile toward you. The spell also ends when the goal has been achieved.

Air Breathing

3rd-level transmutation (ritual) Druid, Ranger, Sorcerer, Wizard Components: V, S, M (a sliver of copper) Casting Time: 1 action Duration: 24 hours Range: 30 ft. Area of Effect: 1 to 10 creatures Saving Throw: None You grant up to ten willing creatures you can see the ability to breathe air until the spell ends. These creatures retain the ability to breathe in their normal element.

Air Bridge

3rd-level transmutation (ritual) Cleric, Druid, Wizard Components: V, S, M (a tiny model bridge) Casting Time: 1 action Duration: 10 minutes Range: 120 ft. Area of Effect: 1 bridge, 60 ft. long, 10 ft. wide Saving Throw: None You create an invisible bridge up to 60 feet long and 10 feet wide that connects two points of your choosing. Both ends of the bridge must be within the spell’s range, and both must be solid objects that can support the weight of whatever physical objects cross the bridge. The bridge itself has no weight. Anyone can cross this bridge while it exists, provided they know where it is. Enhancement: When you cast air bridge using a slot of 5th level or higher, the bridge is substantial only to those you nominate; to all others, it does not exist. This is also true if you cast the spell as a ritual and are capable of casting 5th level spells.

Air Forge

2nd-level transmutation (ritual) Cleric, Druid, Wizard Components: V, S Casting Time: 1 action Duration: 8 hours Range: 30 ft. Area of Effect: 2 cubic ft. of air SavingSample Throw: None file You heat a patch of air to the great temperatures of a forge. You can hold up metal to that area and soften it just as a real forge would and then work the metal appropriately. Only items placed in the heated area Air Bridge by the caster are affected; the heat doesn’t affect anything else, and it 12 Book of Lost Spells can’t be felt by living creatures at all. This spell, along with a portable anvil, greatly lessens the difficulty for a craftsman repairing equipment Anchor in the field. Enhancement: If air forge is cast using a spell slot higher than 3rd-level evocation (ritual) 2nd level, it heats a number of cubic feet of air equal to the spell Wizard slot used. Components: V, S, M (a small bit of iron and a string) Casting Time: 1 action Duration: 12 hours Air of Nobility Range: Touch Area of Effect: 1 anchor 3rd-level enchantment Saving Throw: None Bard, Cleric You create an anchor and chain of pure force that attach to a ship and Components: V, S, M (A ring) maintain its position against current and strong wind. Creatures aboard Casting Time: 1 action the ship can raise the anchor by using an action to touch the chain and Duration: Concentration, up to 1 hour command it, and they can lower the anchor the same way. The anchor Range: Touch disappears when the spell ends. Area of Effect: 1 creature Saving Throw: None A willing creature gains an aura of nobility, which gives it tactical Angel’s Cloak advantage on Charisma ability checks made to influence others. 6th-level abjuration Cleric Air Sphere Components: V, S, M (a feather) Casting Time: 1 action 4th-level conjuration Duration: Concentration, up to 10 minutes Cleric, Druid, Sorcerer, Wizard Range: Touch Components: V, S Area of Effect: 1 creature Casting Time: 1 action Saving Throw: None Duration: 12 hours One willing creature you touch is blessed with the protective qualities Range: Self of angels. For the duration of the spell, the target creature gains resistance Area of Effect: Sphere, 5-ft. radius to radiant damage and to nonmagical bludgeoning, piercing, and slashing Saving Throw: None damage. It also has tactical advantage on saving throws against spells and The spell creates a 5-foot-radius sphere of pure, fresh air that forms other magical effects. around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and Animal Mask clean for the duration of the spell. 3rd-level illusion Alter Normal Fires Druid, Ranger Components: V, S, M (a tuft of fur) Transmutation cantrip Casting Time: 1 action Druid, Sorcerer, Warlock, Wizard Duration: 1 hour Components: V, S Range: Touch Area of Effect: Self plus 1, 2, or 3 other creatures Casting Time: 1 action Saving Throw: None Duration: Concentration, up to 10 minutes. This spell allows you and up to three more willing creatures to take on the Range: 30 ft. appearance of any one species of beast of CR 1 or less, but only to members Area of Effect: 1 fire of that species. All creatures of that species perceive affected creatures not Saving Throw: None only as their own kind but also as members of their own pack, herd, flock, You cause an existing fire of Medium or smaller size to reduce in size or group. The spell does not guarantee safety; affected creatures might still and light to that of a match, or increase in brightness – but not size – to be challenged as rivals for mates or dominance, but such challenges are no that of a light spell. Reducing a fire also reduces its consumption of fuel by more severe than they would be for a genuine rival beast. half, with the effect of doubling its remaining duration, while increasing a fire doubles its fuel consumption. This spell doesn’t change the heat output of the fire. Annihilate Soul

9th-level necromancy Alter Scent Cleric Components: V, S, M (a glass figurine worth 1,000 gp, which 1st-level transmutation is consumed by the spell) Druid, Ranger Casting Time: 1 action Components: V, S Duration: Instantaneous (see text) Casting Time: 1 action Range: 30 ft. Duration: Concentration, up to 1 hour Area of Effect: 1 living creature Range: 30 ft. Saving Throw: Con / half damage Area ofSample Effect: 1 creature This spell unleashes magic that rips thefile soul from a living creature you Saving Throw: None can see. The target takes 8d6 + 50 necrotic damage, or half damage if it This spell changes the target’s scent to any other of the caster’s choice. makes a successful Constitution saving throw. Creatures attempting to track the target by scent have tactical disadvantage If the creature is reduced to 0 hit points after failing the saving throw on ability checks to follow the target. against this spell, it dies and its soul shatters into 2d6 spirit shards that take 13 Book of Lost Spells up residence in random life forms in a 10-mile radius. The spirit shards prefer Duration: 1 minute intelligent creatures over unintelligent ones. The creatures that become hosts Range: Self to these shards are unaware of their presence, but they can start having strange Area of Effect: Self dreams and displaying odd habits picked up from the soul shard. Each shard- Saving Throw: None bearer also gains proficiency in one random skill possessed by the original You summon power to protect yourself against outside magic. You get creature; if they already are proficient in the skill, they become expert in the tactical advantage on saving throws against magic that specifically targets skill, and if already expert, they gain tactical advantage on all uses of that skill. you. Arcane shield provides no protection against area-effect spells. The original creature can’t be resurrected unless all bearers of shards are gathered into the same area before the resurrection magic is used; shard-bearers lose all benefits gained from the spirit shards at that time. Arcane Spear If a shard-bearer dies, the spirit shard transfers to another creature within 10 miles. 3rd-level evocation Sorcerer, Wizard Components: V, S, M (a miniature wooden spear) Arcane Censure Casting Time: 1 action Duration: Instantaneous 9th-level abjuration Range: 60 ft. Sorcerer, Warlock, Wizard Area of Effect: 1 creature Components: V, S, M (a diamond worth 1,000 gp) Saving Throw: None Casting Time: 1 action You hurl a spear made of magical force at one creature within range. Duration: Concentration, up to 10 minutes Make a ranged spell attack against the target. If it hits, the spear does 3d10 Range: 60 ft. force damage. If the target is a spellcaster, the hit also wipes out one of its Area of Effect: 1 creature available, lowest-level spell slots as if the spell had been expended. Saving Throw: None Enhancement: For each spell slot used higher than 3rd level, damage You point at a creature and disrupt the ether around it. For the duration of increases by 1d10. When you cast arcane spear using a spell slot of 6th arcane censure, the creature can’t cast spells or use innate spellcasting. As an level or higher, a hit also wipes out two of the target’s spell slots instead action, it can make an ability check using its spellcasting ability against your of one. spell saving throw DC. A successful save ends the arcane censure’s effect. Aspect Tattoo Arcane Obstruction 3rd-level abjuration (ritual) 6th-level abjuration Cleric, Druid Cleric Components: V, S, M (special ink worth 200 gp) Components: V, S Casting Time: 10 minutes Casting Time: 1 action Duration: Permanent until discharged Duration: Concentration, up to 10 minutes Range: Touch Range: Self Area of Effect: 1 creature Area of Effect: Sphere, 50-ft. radius Saving Throw: None Saving Throw: None You scribe a tattoo on a willing creature’s skin that holds a portion of You create an aura in a 50-foot radius around yourself that is antithetical an animal’s energy and ability. A creature can only hold one aspect tattoo to arcane magic. Arcane spellcasters in the sphere require additional time at a time; scribing another eliminates the previous one. The animal being to cast their spells: spells that take a bonus action to cast now require 1 represented must be present when the aspect tattoo is created. action; 1 action increases to 1 round; and other spells have their casting The recipient of the tattoo can activate the tattoo’s effect as a bonus times doubled. The sphere of effect moves with you. action. Once the tattoo is scribed, it remains until the effect is activated. The known tattoos are as follows: • Badger: The recipient goes into a battle frenzy, gaining tactical Arcane Retribution advantage on melee attacks for 1 minute. • Bear: The recipient’s Strength score increases to 19 for 10 minutes. 5th-level evocation • Cheetah: The recipient’s speed increases to 60 feet for 1 minute, and Warlock, Wizard opportunity attacks against the recipient have tactical disadvantage. Components: V, S, M (a pinch of ash from a cremated spell- • Panther: The recipient gains tactical advantage on Stealth checks for caster) 10 minutes. Casting Time: 1 action Other animal tattoos could be discovered that grant different powers. Duration: Concentration, up to 10 minutes Range: 120 ft. Area of Effect: Sphere, 30-ft. radius Assassin’s Coin Saving Throw: Con / half damage You create a 30-foot-radius sphere of unstable magic centered on a point you 1st-level conjuration (ritual) can see. For the duration of the spell, any creature casting an arcane spell within Warlock, Wizard the area of the sphere takes 6d6 fire damage, or half damage with a successful Components: V, S, M (a coin) Constitution saving throw, as their casting ignites the magic of your spell. Casting Time: 1 action Duration: Permanent until discharged Range: Touch Arcane Shield Area of Effect: 1 coin SampleSaving Throw: None file 5th-level abjuration A coin that you received in payment becomes imbued with a magical Sorcerer, Warlock, Wizard charm. Once the spell is cast, you must return the coin to the person or Components: V, S being who gave it to you. As an action, they can throw the coin into the air Casting Time: 1 action while speaking your name (or whatever name you gave them). The coin 14