Book of Exalted Deeds Conversion Project: Wizard Spell List This Is Playtest Material Celestial: The caster must have the celestial The material here is presented for playtesting and to creature type to cast this spell. A sufficiently spark your imagination. These game mechanics are in powerful celestial creature may grant boons or draft form, usable in your campaign but not refined by tokens to worthy mortals to allow these spells to design iterations or full game development and be cast by other creatures. editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. Location: The caster must be standing in a If you decide you enjoy this material, it will be refined particular place—usually a site dedicated to good based on your feedback, and then it will appear in a —to cast this spell. Dungeon Masters Guild book. Sacrifice: The caster must sacrifice physical or These spells are converted directly from source mental energy noted to cast this spell. material in The Book of Exalted Deeds, a resource book for good characters in D&D 3.5 Spell List Edition. Some have been adjusted to match 5th Edition's power curve, but we've done our best to stay true to the themes of the source material Lantern Light when changes were necessary. For an in-depth 1st Level Wizard Spells analysis of goodness and how to play it, refer to Eyes of the Avoral Chapter 1: “The Nature of Good” in The Book of Exalted Deeds (3.5 Edition). 2nd Level Wizard Spells Yoke of Mercy This material is intended to support players who Energize Potion want to play characters relentlessly devoted to the concepts and causes of goodness. These are 3rd Level Wizard Spells the characters who cannot fathom the idea of Distilled Joy allowing evil to flourish, to whom noble ends Dolorous Motes never justify unethical means, and who would Elation sacrifice everything for their ideals. Exalted Warcry characters cut no corners in their quests to Stars of Arvandor defend against evil and advance the powers of Martyr’s Touch good. They dedicate their lives to the pursuit of 4th Level Wizard Spells their virtues. Their dedication and devotion are Radiant Fog rewarded with access to prowess available only Celestial Brilliance to those sanctified by such good deeds. Dancing Web Radiant Shield Sanctified Spell Components Affliction Perfect Summons In addition to the standard components defined th in the Player’s Handbook, some of the spells here 5 Level Wizard Spells have the following special components. Telepathy Block Vanishing Weapon Abstinence: The caster must have remained free Emerald Burst fromSample the specified indulgence (including food, Touch of Adamantine file alcohol, sex, spellcasting, or receiving certain th spells) for the specified amount of time prior to 6 Level Wizard Spells casting the spell. Starmantle Wages of Sin

©2019 Thomas Edrington 2 7th Level Wizard Spells 2nd Level Wizard Spells Amber Sarcophagus Righteous Glare Yoke of Mercy nd Eladrin Form 2 level enchantment Tomb of Light Casting Time: 1 action 8th Level Wizard Spells Range: 60 feet Last Judgment Components: V, S, Abstinence: You must not have dealt damage, by spell or any other means, to th 9 Level Wizard Spells another living creature within the last 8 hours Blinding Glory before casting this spell. Duration: Concentration up to 1 minute. Wizard Spell Descriptions This spell compels one target creature of up to 8 HD to fight in a merciful manner. Specifically, the creature is treated as rolling minimum damage with its attacks and no longer adds an ability Cantrips modifier like Str or Dex to damage, automatically Lantern Light fails to activate damaging spells or spell-like abilities (expending slots or uses per rest as evocation normal), and cannot deliver a coup de grace or Casting Time: 1 action intentionally cause a creature to fail a death save. Range: Self Components: S, Abstinence: You must abstain from sexual intercourse for 24 hours before Energize Potion casting this spell. 2nd level transmutation Duration: Concentration up to 1 minute Casting Time: 1 action Rays of holy light flash from your eyes. When you Range: Touch take an attack action, you may make a ranged Components: V, S, M (any magic potion) spell attack using these rays. If you have the extra Duration: Concentration up to 1 minute attack feature, you may use this spell’s rays for as This spell transforms up to three magic potions many attacks as you possess. The target takes into a volatile substance that can be hurled out to 2d6 points of damage from each ray. This spell's the specified range. The spell destroys the potion damage increases by 1d6 when you reach 5th and releases a 10-foot-radius burst of energy at level (3d6), 11th level (4d6), and 17th level the point of impact. The potion has a thrown (5d6). range of 20/60. The caster must specify the energy type (acid, cold, lightning, fire, or thunder) 1st Level Wizard Spells when the spell is cast. The potion deals 1d6 points of damage (of the appropriate energy Eyes of the Avoral type) per rarity level of the potion, starting with 1st level transmutation common. For example, an oil of etherealness (a Casting Time: 1 action rare potion) transformed by this spell deals 3d6 Range: Self points of damage, while a potion of giant size (a Components: S legendary potion) would deal 5d6 damage. An Duration: 1 hour energized potion set to deal fire damage ignites combustibles within the spell’s burst radius. If the For the duration, each creature you choose within potion isn’t detonated before the spells duration, 30 Samplefeet of you (including you) has a +10 bonus to or if the caster loses concentration file on the spell, Wisdom (Perception) checks for the duration of the potion returns to its original state. the spell.

©2019 Thomas Edrington 3 3rd Level Wizard Spells Dolorous Motes 3rd level enchantment Distilled Joy 3rd level transmutation Casting Time: 1 action Range: 400 ft (up to three 20 square-foot-cubes) Casting Time: 8 hours Components: V, S, Sacrifice: -1 to all Wisdom Range: Touch checks until your next rest Components: V, S, M (q vial worth at least 50 gp, Duration: Concentration up to 1 minute which holds the ambrosia) Duration: Permanent This spell creates 20 foot radius clouds of flickering motes of light at up to three points you You draw forth the material essence of joy from a choose within range that cause intense mental creature experiencing great bliss. This physical anguish. Creatures that enter or start their turn manifestation of joy, called ambrosia, can be used within a cloud of dolorous motes must succeed in the creation of exalted magic items, as a special on a Wisdom save or be stunned until the spell component, or as a drug-like substance beginning of its next turn. The caster can create (with no addictive qualities). The Celestial one large cloud of flickering motes or several Hebdomad, the rulers of the Seven Heavens, smaller clouds. subsist entirely on ambrosia. Ambrosia can only be drawn from a blissful creature; how the creature achieves this state of Elation bliss can vary from one individual to the next. For 3rd level enchantment example, distilled joy can be cast on a deliriously Casting Time: 1 action lovestruck character, a dryad dreaming near her Range: Self (30 ft. radius) tree, an artist crafting his life’s masterpiece, or a Components: V, S character experiencing a moment of rapture or Duration: Concentration up to 1 minute undiluted sexual pleasure. The caster touches the target at the beginning of the ritual and draws Allies within the area of effect become elated, full ambrosia from the target and contains it within a of energy and joy. Affected creatures gain tiny receptacle, such as a vial. The caster must advantage on Strength and Dexterity checks, and then spend the rest of the spell’s casting time in their speed increases by +5 feet. Elation does not contact with the vial, concentrating the drops of remove the condition of fatigue, but it does the target’s pure joy into this magical substance. suppress the effects of up to 5 levels of exhaustion. A living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief Warcry and sadness, and cures 1 point of damage. These 3rd level enchantment positive sensations and emotions persist for 1d4+1 hours. Ambrosia can be used as a special Casting Time: 1 action spell component, in addition to the other uses. As Range: 30 feet cone an optional component, ambrosia increases the Components: V effective level of the spell against dispel magic or Duration: Instantaneous counterspell effects by 3, without consuming a You unleash a tremendous battle cry that causes higher level spell slot. All effects dependent on creatures within a 30-foot cone to cower in fear. spell level are calculated according to the Any creature that fails a Constitution save modified level. becomes incapacitated. At the end of each of its turns, an incapacitated creature may attempt a Samplenew Constitution save to endfile the effect.

©2019 Thomas Edrington 4 Stars of Arvandor per hour) disperses it. The cloud of fog shimmers 3rd level evocation with brilliant celestial radiance. Creatures that enter or start their turn within the cloud must Casting Time: 1 action make successful Wisdom saves or be blinded Range: 30 feet until the beginning of their next turn. Creatures Components: V, S with light sensitivity or otherwise susceptible to Duration: Instantaneous bright light remain blinded until they leave the You create 10 tiny, twinkling stars. These minute cloud and take an action to attempt a new save, starbursts orbit your head like ioun stones. As a recovering immediately on a success. Sightless bonus action, you can launch one star at a target creatures are not affected by the radiance. your designate within range. Alternatively, as a standard action, you may launch up to three stars at one or more targets within range. Each star Celestial Brilliance requires its own ranged spell attack roll. A non- 4th level evocation evil target takes 1 level of exhaustion. Evil targets Casting Time: 1 action also take 2d8 points of force damage. Range: 120 feet (20-foot-radius sphere) Components: V, S, M (a strand of spider’s web) Duration: Concentration up to 1 minute Martyr’s Touch 3rd level necromancy The object touched sheds light brighter than bright sunlight, channeled directly from the Casting Time: 1 action celestial realms. The light extends to a 120-foot Range: Touch radius: bright light to 60 feet and dim light in Components: V, S another 60 feet. Duration: Instantaneous Creatures with light sensitivity take twice the You transfer some of your life essence to another usual penalty when they are within 60 feet of the creature, healing it. You may heal up to 5d6 hit object. Undead creatures take 3d10 points of points, and must decide how many dice to roll damage each round they are within the bright when you cast the spell. You take damage equal light. Evil outsiders, as well as undead creatures to half the amount the target is healed. This spell that are specifically harmed by sunlight, take cannot restore more hit points to a target than 2d10 points of damage each round in the bright your current hit points +10, which incapacitates light. you. Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily th 4 Level Wizard Spells negated, so that the otherwise prevailing light Radiant Fog conditions exist in the overlapping areas of effect. 4th level evocation Casting Time: 1 action Dancing Web Range: 120 feet (20 -foot-radius cylinder) 4th level evocation Components: V, S, Abstinence: You must not have cast a darkness or Necromancy spell within the Casting Time: 1 action past 24 hours before casting this spell. Range: 120 feet (20-foot-radius sphere) Duration: Concentration up to 1 minute Components: V, S, M (a strand of spider’s web) Duration: Concentration up to 1 minute You create a 20-foot-radius sphere of fog centered on a point within range. The sphere This spell creates a 20-foot sphere of magical Samplestrands from a point of originfile within range. When spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind a creature enters the sphere for the first time or of moderate or greater speed (at least 10 miles starts its turn in the sphere, they suffer 5d6

©2019 Thomas Edrington 5 bludgeoning damage. A successful Dexterity save automatically fails the save against the affliction, reduces this damage by half. If this damage and an evil cleric of an evil deity makes the save reduces a creature’s hitpoints to 0, it at disadvantage. Substitute your spellcasting DC automatically stabilizes and becomes for affliction’s normal save DC for the initial incapacitated until their hit points are raised saving throw, but subsequent saves are set by the above 0. Further, evil creatures that fail their chosen affliction. For full details on the effects of saving throw become restrained by threads of afflictions, see Exalted Equipment (available at magical energy for the duration of the spell. A the DMs Guild!). restrained creature may make a Strength save as an action to attempt to escape the web. An entangled creature that attempts to cast a spell Perfect Summons must succeed on a Concentration save against 4th level transmutation your spell DC or lose the spell. This spell affects Casting Time: 1 action only creatures—objects are unharmed. Range: 120 feet (40-foot-radius sphere) Components: V, S Duration: 24 hours Radiant Shield 4th level conjuration You create an area in which only good creatures can be magically summoned. No matter what a Casting Time: 1 action, or as a reaction in later caster attempts to summon, they actually response to incoming lightning damage summon a celestial version (a celestial beast Range: Self rather than a fiendish one, for example) or a Components: V, S, Abstinence: You must not have celestial equivalent (an archon rather than a cast a darkness or necromancy spell within the formian) with the same CR. If the summoner was last 24 hours attempting to summon a neutral or evil creature, Duration: Concentration up to 1 minute the good creature that appears is not bound to A scintillating aura of white radiance wreathes obey the commands of the summoner or attack you and causes damage to each creature that his enemies. Instead, it deals with the summoner attacks you in melee. The radiance also protects as it sees fit—possibly attacking an evil caster. you from electricity attacks. Any creature striking The summoning spell does not end when the you with a natural or handheld weapons deals caster’s concentration is broken, though it can be normal damage but also takes lightning damage dispelled. A perfect summons spell can also be equal to 1d6 + your spellcasting ability. You gain dispelled normally. resistance to lightning damage. If a lightning- based effect allows a Dexterity save for half damage, you take no damage on a successful save. 5th Level Wizard Spells The shield’s radiance is as bright as a light spell. Telepathy Block 5th level abjuration Affliction Casting Time: 1 action 4th level necromancy Range: 30 feet Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration up to 10 minutes Components: V, S This spell blocks all forms of telepathy within 80 Duration: Instantaneous feet of the spell’s point of origin, making any The subject contracts an affliction selected from telepathic conversation impossible. theSample list below, which strikes immediately (no file The spell can be cast on a point in space, but the incubation period). Afflictions only affect evil effect is stationary. The spell can be centered on a creatures. An evil fiend or evil undead

©2019 Thomas Edrington 6 creature or mobile object, in which case the effect Touch of Adamantine emanates from the creature or object and moves 6th level transmutation as it moves. Casting Time: 1 action Range: Touch Vanishing Weapon Components: V, S Duration: Concentration up to 10 minutes 5th level abjuration This spell grants one weapon or 10 pieces of Casting Time: 1 action ammunition (arrows, bolts, bullets, etc.) the Range: Touch properties of an adamantine weapon. The Components: V, S weapon gains a +1 bonus on attack rolls and Duration: Concentration up to 10 minutes whenever an adamantine weapon or piece of This spell may target any object, but is most often ammunition hits an object or a construct, the hit cast on weapons. The spell encapsulates the is a critical hit. The affected weapon also has one- target object in a faint blue glow. In addition to third more hit points than normal for the dealing normal damage, the object dispels any duration of the spell. You can’t cast this spell on a summoned creature or quasi-real creature natural weapon, such as an a beast’s bite. A brought into being by a Conjuration or Illusion monk’s unarmed strike is considered a weapon, spell. This requires a successful dispel check and thus it can be enhanced by this spell. (1d20 + spellcasting ability bonus) against DC 10 If the weapon is made of another special material + the level of the spell. If the vanishing weapon is (cold iron or silver, for example), it loses the a ranged weapon, the spell’s effect is imparted to benefits of its original special material for the the weapon’s ammunition. A summoned or quasi- spell’s duration. real creature goaded into touching the vanishing weapon is also dispelled. 6th Level Wizard Spells Emerald Burst Starmantle th 5 level conjuration 6th level abjuration Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Self Components: V, S, M (a single emerald worth at Components: V, S, M (a pinch of dust from a least 100 gp) pixie’s wing worth 20 gp) Duration: Instantaneous Duration: 10 minutes You infuse an emerald with magical power and it This spell manifests as a draping cloak of tiny, flies toward your enemies. The gemstone cascading stars that seem to flicker out before explodes at a point you choose within range, touching the ground. The cloak forms over the releasing a coruscating pulse of green light in a target’s existing apparel and sheds light as a 20-foot burst centered on that point. Neutral torch, although this is not the mantle’s primary creatures within the burst are incapacitated until function. The starmantle renders you immune to the end of your next turn. Evil creatures within nonmagical weapon attacks and transforms any the burst are stunned and may attempt a nonmagical weapon or missile that strikes it into Constitution saving throw at the end of each of harmless light, destroying it forever. Contact with their turns to end the condition. Good creatures the starmantle does not destroy magic weapons within the burst are unaffected. or missiles, but the starmantle’s wearer may make a Dexterity saving throw with a DC equal to Sample10 or half the damage dealtfile (whichever is higher). On a success, the wearer takes only half damage (rounded down).

©2019 Thomas Edrington 7 Wages of Sin duration of the spell, then disappears before 6th level necromancy releasing the target from captive stasis. Casting Time: 1 action Range: 120 feet Righteous Glare Components: V, Abstinence: You must refrain 7th level necromancy from intoxicants and stimulants for one week before casting this spell. Casting Time: 1 action Duration: Concentration up to 1 minute Range: Self Components: V, S Choose up to 5 creatures within range to target Duration: Concentration up to 1 minute with this spell, those creatures must succeed on a Charisma save or become charmed. While You gain a supernatural gaze attack like that of a charmed by this spell, the affected creatures’ own ghaele eladrin*. At the beginning of each of your evil thoughts and impulses blossom in their turns while this spell is active, evil creatures with minds into intense suspicion and distrust. Each 5 HD or fewer within 60 feet of you must make a subject becomes convinced that its own allies are successful Wisdom save or die. Even if the save plotting to kill it at any moment, and attacks the succeeds, the creature becomes frightened. nearest evil creature using whatever attack form Neutral (neither good nor evil) creatures, and evil is most effective against that foe, to the best of its creatures with more than 5 HD, must succeed on knowledge. Affected creatures do not completely a Will save or become frightened. While ignore other threats, but attack evil creatures in frightened by this spell, a creature must take the preference to any other foes. Dash action and move away from you by the safest available route on each of its turns, unless 7th Level Wizard Spells there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of Amber Sarcophagus sight to you, the creature can make a Wisdom 7th level conjuration saving throw. On a successful save, the spell ends for that creature. Casting Time: 1 action Range: 60 feet Components: V, S, M (an amber sphere worth at Eladrin Form least 500gp) 7th level transmutation Duration: 30 days Casting Time: 1 action You infuse an amber sphere with magical power Range: Self and hurl it toward the target. If you hit with a Components: V ranged spell attack, the amber strikes the target Duration: Concentration up to 10 minutes and envelops it in coruscating energy that hardens immediately, trapping the target within a You assume the form of an incorporeal globe of translucent, immobile amber shell. The target is celestial colors, 5 feet in diameter. In this form, perfectly preserved and held in stasis, becoming you gain a flying speed of 150 feet and can pass petrified. Within the amber sarcophagus, the through walls and other solid objects, but you target is immune to all damage. cannot cast spells or make physical attacks. You have no Strength score while in this form. You The amber sarcophagus has an AC of 25 and 200 can move through other creatures and Objects as hp. If it is reduced to 0 hp, it shatters and if they were difficult terrain, but you take 1d10 crumbles to worthless amber dust, at which point force damage if you end your turn inside an the target is released from stasis, although it is object. stunnedSample until the end of its next turn. Left alone, file the amber sarcophagus traps the target for the

©2019 Thomas Edrington 8 Tomb of Light Wisdom score reduced to 1 as guilt for their 7th level transmutation misdeeds overwhelms their minds. Casting Time: 1 action A true resurrection spell can restore life to a Range: Touch creature slain by this spell normally. A Components: V, S, M resurrection spell works only if the creature’s Duration: See text body can be recovered from the Lower Planes before the resurrection is cast. The target of the spell must be an evil-aligned fiend, fey, aberration, or elemental. When you cast this spell, you attempt to draw out the 9th Level Wizard Spells impure substance of this evil extraplanar creature and replace it with your own pure Blinding Glory substance. The spell is draining for you to cast, 9th level conjuration but it is deadly to extraplanar creatures with the Casting Time: 1 action taint of evil. When you touch the target creature, Range: 60 feet it must make a Constitution saving throw. If it Components: V, S, M (polished pure silver rod succeeds, it is unaffected by the spell. If it fails, its worth at least 1,000 gp) skin becomes translucent and faintly radiant and Duration: 24 hours the creature is paralyzed, though it may still execute purely mental actions. At the start of your A brilliant radiance spreads in a 1,000-foot radius turn, if you choose to maintain concentration, the centered on you, brightly illuminating the area. creature must attempt another Constitution save. The light is considered natural sunlight for If it fails the save, its Constitution score is purposes of sensitivity and other light-triggered permanently reduced by 3d6. Each round you features, and no magical darkness counters or maintain the spell, however, you take 3d6 points dispels it. Furthermore, evil-aligned creatures of damage. If this damage would reduce you that enter the area are blinded. If a creature below 0 hit points, you are instead reduced to 0 blinded this way exits the area, they must and considered stable. If you fall unconscious, or succeed on a Constitution save or the blinded if the creature succeeds at its Constitution save, condition becomes permanent. the spell ends.

8th Level Wizard Spells Last Judgment 8th level necromancy Casting Time: 1 action Range: 60 feet Components: V, Celestial Duration: Instantaneous Choose one evil-aligned creature that you can see within range. Reciting a list of their evil deeds, you call down the judgment of the heavens upon their heads. Creatures that fail a Wisdom saving throw are struck dead and bodily transported to the Lower Plane appropriate to their alignment andSample sins to suffer their eternal punishment. file Creatures that succeed nevertheless have their

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