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Sample file CREDITS Designer: Noah Kratzer Editor: Julia Watson Template: Simple Microsoft Word Template by Laura Hirsbrunner Cover Illustrator: Michiel van den Heuvel Interior Illustrators: Jeremy Carver Playtesters: Balen, Brian, Matt, Max, Jay, and Julia ON THE COVER The cover illustration was created by Michiel van den Heuvel, July 2020, and commissioned by Noah Kratzer. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast productSample names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. file pp This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Noah Kratzer and published under the Community Content Agreement for Dungeon Masters Guild. 1 INTRODUCTION SHADOW SPELLS Welcome to Elements Unsealed, an Expanded Spellbook. Shadow magic thrives in shade and gloom. Many spells Here you will find thirty new spells created for the of this element have reduced effectiveness in brightly lit themes of blood magic, shadow magic, and spirit magic. areas, leading some to the naïve belief that they lack There is a cantrip and one spell per level for each potency. In the dark places of the world, however, this element, from 1st through 9th level. These were mysterious power’s true potential is undeniable. Few designed to complement the core spells that Wizards of dedicate themselves to mastering this obscure branch of the Coast have created for 5th edition Dungeons & the arcane, but those who do find themselves armed Dragons in a way that adds flavor and flair to any with a truly versatile array of abilities. They may not be setting, established or homebrew. the fastest nor the strongest in a fight but, if no one can While players of any experience level will find new find them, they don’t need to be. choices within these pages, veterans of 5e will benefit SHADOW MAGIC SPELLS (CANTRIP – 9TH LEVEL) most from these expanded options. If you are a DM, you have limited options for surprising experienced players Dim (cantrip) without extensive homebrew content and modification. Sense Illumination (1st) The spells in this supplement can provide interesting Shadow Bolt (2nd) new choices or unexpected challenges and inject a Amplify (3rd) heightened air of mystery into a campaign. Whether you Alter Illusion (4th) are picking up this expansion to give your players Meld into Shadow (5th) additional customization options, to equip NPCs with Shadow Sight (6th) new and mysterious abilities, or both, this supplement Fade (7th) will give you new tools to work with. Lance of Night (8th) Some of these spells were designed to fill specific Umbral Shroud (9th) niches left vacant by the official options. For example, the general lack of high-level single-target damage spells prompted the creation of lance of night and spirit SPIRIT SPELLS strike. The goal of this expansion is not only to provide Spirit magic transcends the physical world and can give flavor and alternate options to existing spells, but also to insight to or even directly affect the soul itself. Some introduce entirely new possibilities and builds. may find these powers divine, others heretical. In either Flavor is key as well, and so rather than a collection of case, the ability to interact with the spirits of other unrelated creations the magic in this expanded spellbook creatures is not one to be taken lightly. Many of these can be grouped into three distinct “elements,” described spells provide powerful boosts to nearby allies, below. If you wish to build a druidic blood mage, envelop bolstering their inner strength. Some practitioners, your shadow sorcerer in an umbral shroud, or simply however, delve into this branch of spellcraft with less select one or two new abilities to round out your virtuous intentions. Lore of these more malevolent character, you have come to the right place. manifestations is sparse, for few who face such practitioners in combat live to tell the tale. BLOOD SPELLS SPIRIT MAGIC SPELLS (CANTRIP – 9TH LEVEL) Blood magic is the primal art of manipulating the vitality Sense Spirit (cantrip) all living creatures possess. As such, most of these spells Detect Hostile Intent (1st) are restricted to only affecting the living. Despite that Disrupt Aura (2nd) drawback, the additional healing, utility, and overall Analyze (3rd) damage they can provide outweigh their relatively Tether (4th) narrow scope. Many of the effects of blood magic have a Enhance Aura (5th) sinister cast to them, but that need not be telling of Rally (6th) those who wield it. Is it a forbidden art only channeled by Suppress/Bolster Presence (7th) practitioners of dark magic? Or just another tool in the Spirit Strike (8th) arsenal of an adventuring hero? Rend Soul (9th) BLOOD MAGIC SPELLS (CANTRIP – 9TH LEVEL) Bleed (cantrip) Blood Mana (1st) Adrenaline Surge (2nd) Blood Sense (3rd) SiphonSample (4th) file Fester (5th) Sanguine Puppet (6th) Drain (7th) Coagulate (8th) Assimilate (9th) 2 BARD SPELLS DRUID SPELLS 4TH LEVEL CANTRIPS CANTRIPS Tether Dim Bleed 5TH LEVEL Sense Spirit 3RD LEVEL Meld into Shadow 1ST LEVEL Analyze Blood Mana SORCERER SPELLS 4TH LEVEL Detect Hostile Intent CANTRIPS Alter Illusion 2ND LEVEL Bleed TH EVEL 5 L Adrenaline Surge Dim Enhance Aura Shadow Bolt 1ST LEVEL 6TH LEVEL 3RD LEVEL Blood Mana Sense Illumination Rally Amplify Sanguine Puppet Analyze 2ND LEVEL Shadow Sight Blood Sense Adrenaline Surge 7TH LEVEL 4TH LEVEL Shadow Bolt Fade Siphon 3RD LEVEL Suppress/Bolster Presence 5TH LEVEL Amplify TH EVEL 9 L Fester Blood Sense Assimilate 6TH LEVEL 4TH LEVEL CLERIC SPELLS Sanguine Puppet Alter Illusion Siphon CANTRIPS 7TH LEVEL 5TH LEVEL Dim Drain Sense Spirit Fester 8TH LEVEL Meld into Shadow 1ST LEVEL Coagulate 6TH LEVEL Detect Hostile Intent Spirit Strike Sense Illumination Sanguine Puppet 9TH LEVEL Shadow Sight 2ND LEVEL Assimilate 7TH LEVEL Disrupt Aura PALADIN SPELLS Drain 3RD LEVEL Fade 1ST LEVEL Analyze 8TH LEVEL Detect Hostile Intent 4TH LEVEL Sense Illumination Coagulate Tether Lance of Night 4TH LEVEL TH EVEL 9TH LEVEL 5 L Tether Enhance Aura Assimilate 5TH LEVEL Fester Umbral Shroud Enhance Aura 6TH LEVEL WARLOCK SPELLS Rally RANGER SPELLS CANTRIPS Shadow Sight 1ST LEVEL Bleed 7TH LEVEL Detect Hostile Intent Dim Suppress/Bolster Presence Sense Illumination 2ND LEVEL 8THSample LEVEL 2ND LEVEL Shadow fileBolt Spirit Strike Adrenaline Surge 3RD LEVEL Disrupt Aura Blood Sense 3RD LEVEL Analyze Blood Sense 3 4TH LEVEL 8TH LEVEL Siphon Coagulate Lance of Night 5TH LEVEL 9TH LEVEL Fester Assimilate 6TH LEVEL Rend Soul Sanguine Puppet Umbral Shroud Shadow Sense 7TH LEVEL Drain 8TH LEVEL Coagulate Lance of Night 9TH LEVEL Rend Soul Umbral Shroud WIZARD SPELLS CANTRIPS Bleed Dim 1ST LEVEL Blood Mana Detect Hostile Intent Sense Illumination 2ND LEVEL Adrenaline Surge Shadow Bolt 3RD LEVEL Amplify Analyze Blood Sense 4TH LEVEL Alter Illusion Tether 5TH LEVEL Fester Meld into Shadow 6TH LEVEL Sanguine Puppet Shadow Sight 7TH LEVEL Sample file Drain Fade Suppress/Bolster presence 4 creatures within. Each creature within a 10-foot radius SPELL DESCRIPTIONS sphere centered on that point who are in bright light or ADRENALINE SURGE darkness must make a Constitution saving throw. On a failed save, a creature in bright light takes 7d6 points of 2nd-level transmutation radiant damage and is blinded until the end of their next Casting Time: 1 bonus action turn. A creature in darkness who fails the save takes 7d6 Range: Touch points of necrotic damage and has their movement Components: V, S speed halved until the end of their next turn. On a Duration: Instantaneous successful save, the target takes half damage and suffers no additional effect. Choose one willing living creature within range. The This spell has no effect in areas of dim light. creature experiences a brief but powerful spike of At Higher Levels: When you cast this spell using a spell energy. Until the end of its next turn, the target’s speed slot of 4th level or higher, the damage increases by 1d6 increases by 30 feet and any Strength (Athletics) checks for each spell slot level above 3rd. it makes are made at advantage. If the creature uses its next action to make one or more melee attacks, it may NALYZE make one additional attack as part of that action. A 3rd-level divination Additionally, the target may add its Strength modifier to any damage it deals with melee attacks until the end of Casting Time: 1 bonus action its next turn. If it already adds its Strength modifier to a Range: 60 feet damage roll, it may add it twice. After you cast this spell Components: S on a creature it cannot be affected by it again for the next Duration: Instantaneous minute. Select one creature within range that you can see. By If you cast this spell on yourself its effects expire at channeling your inner spiritual energy, you can perceive the end of your current turn. your target's aura and gain insight into its nature. The ALTER ILLUSION target must make a Charisma saving throw. On a failure you gain knowledge of the creature's disposition 4th-level illusion towards (respect, dislike, neutral, etc.) you and the name Casting Time: 1 action it uses. You also learn the target's current and maximum Range: 60 feet hitpoints as well as both its strongest and weakest Components: V, S saving throws (but not their values). If the creature is Duration: Concentration, up to 10 minutes currently affected by one or more spells you discern their presence and spell school(s) but not their precise nature.