TEXT: Part Three
  Part Three
  Yugman’s Guide to Ghelspad
  Yugman’s Guide to Ghelspad
  
  Yugman’s Guide to Ghelspad
  2
  Credits
  Developer: Travis Legge 
  Authors: Chris Bissette, Oliver Clegg, Celeste Conowitch, Beatriz 
  T. Dias, Lewis Harris, Jeremy Hochhalter, Megan Mackie, Jessica 
  Ross, Christopher Walz 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Shen Fei
  Interior Art: Brian Leblanc, Bryan Syme, Michele Giorgi, 
  Aaron Riley, Claudio Pozas
  Creative Director: Richard Thomas
  Special Thanks
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Scott Holden for indispensable wisdom, insight, and math.
   
  Yugman’s Guide to Ghelspad is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way 
  constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are 
  trademarks of Onyx Path.
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Yugman’s Guide to Ghelspad is done under Version 1.0a of the Open Gaming License, and the System Reference 
  Document, by permission from Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
  of the Open Game License, version 1.0: Scarred Lands, Spiragos, all proper nouns, capitalized terms, artwork, maps, symbols, lore, 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  COPYRIGHT NOTICE “YUGMAN’S GUIDE TO GHELSPAD” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
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  Table of Contents
  3
  Table of ConTenTs
  Note One:  
  Social Backgrounds 
   
   
  4
  Arcane Societies  
   
   
  5
  The Penumbral Pentagon 
   
  5
  New Social Background:  
  Slarecian Descendant 
   
   
  5
  The Phylacteric Vault 
   
   
  5
  New Social Background:  
  Scholar of the Vault 
   
   
  6
  The Society of Immortals 
   
  6
  New Social Background:  
  Member of the Society 
   
   
  7
  Note Two: Classes  
   
   
  8
  Sorcerer 
   
   
   
   
  8
  Sorcerous Origin: Spirit Walker 
  8
  Spirit Guide 
   
   
   
  8
  Expanded Spell List 
   
   
  8
  Spirits of the Hearth 
   
   
  8
  Spirit Doll  
   
   
   
  8
  Master the Spirits  
   
   
  9
  One with Spirit 
   
   
   
  9
  Wizard 
   
   
   
   
  9
  Arcane Tradition: High Astrologer 
  9
  Mutable Signs 
   
   
   
  9
  Armillary Sphere  
   
   
  9
  Retrograde 
   
   
   
  10
  The Stars Are Right 
   
   
  10
  Arcane Tradition: Vigilant Arcanist 10
  Veshian Arts 
   
   
   
  10
  Wyrd of the Wild  
   
   
  10
  Eyes and Ears 
   
   
   
  10
  Indefatigable 
   
   
   
  11
  Tenacious Exhortation 
   
   
  11
  Note Three: New Spells 
   
  12
  Affliction  
   
   
   
  12
  Armor of Undeath  
   
   
  12
  Bloodstorm 
   
   
   
  12
  Bone Spikes 
   
   
   
  12
  New Spell List 
   
   
   
  13
  Buoyancy Net 
   
   
   
  14
  Burning Sails 
   
   
   
  14
  Chameleon Skin   
   
   
  14
  Cobwebs  
   
   
   
  14
  Cold Snap 
   
   
   
  14
  Commander of Death 
   
   
  15
  Corpse Bomb 
   
   
   
  15
  Dead Man’s Eyes  
   
   
  15
  Declaration of Death 
   
   
  15
  Dowsing  
   
   
   
  16
  Enkili’s Luck 
   
   
   
  16
  Enkili’s Prank 
   
   
   
  16
  Escape the Bonds of Flesh  
   
  16
  Feren’s Essential Exclusion 
   
  17
  Feren’s Zone of Purity 
   
   
  17
  Fountain of Blood  
   
   
  17
  Steal Sleep 
   
   
   
  17
  
  Yugman’s Guide to Ghelspad
  4
  noTe one:  
  noTe one:  
  soCial baCkgrounds
  soCial baCkgrounds
  A
  dventurers are not born in a vacuum. There are a number of societies on Ghelspad that provide training and 
  motivation for adventurers. The following Social Background options may be added to those presented in the 
  Scarred Lands Player’s Guide, Chapter Four.  
  Ghelspad’s arcane organizations are simultaneously some of the best-known and most opaque societies you could hope to 
  encounter. They are also some of the most meddlesome and arrogant. If any groups are wont to bother me with requests for aid 
  or information – or else with some foolish notion that I am somehow beholden to them – it is likely to be one of these orders.
  The arcane societies are seekers of eldritch secrets and forgotten powers. Some are benevolent, guarding and overseeing magic 
  so that it does not wreak havoc on Ghelspad. Others serve their own purposes, gathering power and knowledge from distant planes 
  of existence or delving deep into the necromantic arts. Whatever their purpose, all of these societies deal primarily in knowledge. 
  Sometimes they hoard it, whether to utilize it to their own nefarious ends or else to prevent others from accessing the tools they 
  have amassed. Other groups share freely, seeking to aid Ghelspad and its people — often in direct opposition to the former, more 
  shadowy groups.
  While there are many such organizations operating in Ghelspad, my focus here is on the three most noteworthy—  and it is 
  with much regret that I must state that only one of the societies I detail here has noble intentions.
  Take heed of what you read here. Some of the greatest threats to our lands come from within these organizations. By their 
  nature as scholars and collectors of arcane secrets and power, the danger they pose is among the most insidious and difficult to 
  counter. Tread carefully.
  
  Social Backgrounds
  5
  arCane soCieTies
  arCane soCieTies
  The Penumbral PenTagon
  T
  he Penumbral Pentagon is a cabal with motives as 
  mysterious as their magic; wielding influence through 
  fear, shadow, and illusion from the safety of the Penumbral 
  Fortress, the society of magic users works in secret to extend 
  their hand across all of Ghelspad. Descendants of an ancient 
  and powerful race called the Slarecians, the Pentagon is 
  obsessed with returning to the Plane of Shadow, a secret world 
  of whispers and twilight which exists parallel to Scarn. The 
  Pentagon believes that their ancestors were slaughtered and 
  driven from the Plane of Shadow by the demigod Drendari 
  and her followers, who even now use the Plane as their base 
  of operations. Many plots and schemes over the decades have 
  borne little fruit, but the cabal is working on a new plan, to 
  cover Scarn in darkness and cause the two planes to become 
  coterminous. The Pentagon guard the secret of the Shadow 
  Plane’s existence carefully and use their magics to snuff out 
  the life of anyone who stumbles too close to the truth.
  The Pentagon use their control of shadow magic to steal 
  information and gather magical secrets concerning the 
  Shadow Plane. Their grisly spells can tear the shadows from 
  living creatures or conjure the shades of the dead to perform 
  their bidding. These flickering, formless servants are difficult 
  to detect, and leave no body behind to interrogate, making 
  them perfect spies. 
  The Penumbral Fortress is rumored to exist in many loca-
  tions, and this is just how the society likes it. In truth, the 
  fortress doesn’t exist at all — it’s just a ruse designed to throw 
  foolish investigators off the scent. No fortress could ever 
  be as secure as the simple veil of anonymity. The Pentagon 
  works in secret cells of no more than three members, each 
  of which knows the identity of two members of the cabal. 
  Missives are delivered by shadow at night, and traitors vanish 
  without warning or mercy. The cult is led by the Drendali 
  Dar-Tan, or so members of the cult might tell you. Does 
  Dar-Tan exist? If so, what does he want from the Plane of 
  Shadow? To uncover the answer to such a question would 
  be dangerous knowledge indeed, as the Pentagon rarely fails 
  to clean up loose ends. 
  The Penumbral Pentagon recruit most often from within 
  their own bloodlines, but occasionally track down other 
  extant branches of Slarecian ancestry. The Pentagon offers 
  a home and education to these vulnerable outcasts haunted 
  by bad luck, stealing children from cities and other bastions 
  of civilization where their activities go overlooked. 
  new soCial baCkground: slareCian 
  desCendanT
  You were raised amongst the mages of the Penumbral 
  Pentagon and have been inducted into the great secret of 
  their order — your birthright — the knowledge of a Shadow 
  World beyond your own. Perhaps you have fled the Penta-
  gon after learning this truth, as the shadows claw at your 
  footsteps. Perhaps you still work covertly for the Pentagon, 
  never knowing if your next mistake might be your last. 
  Regardless, Slarecian blood flows through your veins, and 
  the shadow world is always just behind you.
  Skill Proficiencies: Choose one from among Deception, 
  Arcana, Religion, or Stealth
  Tool Proficiencies or Languages: Disguise kit or choose 
  one common or exotic language
  Equipment: 10 sheets of parchment, writing implements, 
  a set of fine clothes, a well-crafted disguise and a belt pouch 
  containing 15 gp
  Feature: Umbral Affinity
  You are linked to the Plane of Shadow in ways that no 
  one but your brothers and sisters could ever understand. 
  You instinctively know when you see another creature na-
  tive to the Plane of Shadow, of Slarecian descent, or who 
  has been inducted into the Penumbral Pentagon (though 
  you do not know which). You know two contacts from the 
  Penumbral Pentagon, though if you are a deserter, they may 
  need convincing not to kill you.
  Suggested Characteristics
  The Penumbral Pentagon does not value such frivolities 
  as freedom of expression or humor. Their scions tend to 
  be as bleak and unforgiving as the plane from which they 
  draw their magic, though the twisted nature of that place 
  often warps their psyche to produce bizarre affectations and 
  superstitions in their manner. 
  The PhylaCTeriC VaulT
  The Phylacteric Vault oversees the safe and responsible 
  use of magic on Ghelspad, which is a long winded way of 
  saying they are probably the only thing standing between 
  the mages of Ghelspad and the pyre. Belonging to the Vault 
  comes with responsibilities, like the subscription fee, but 
  also perks, like access to their resources and laboratories. 
  Members of the Vault are spread all across Scarn performing 
  their experiments and studies. The Vault frowns upon the 
  practice of destructive magic, and is a haven for scholars, 
  naturalists, architects and other pillars of society. To the Vault, 
  how far you can throw a fireball is of little consequence, but 
  if you invented a new kind of waterproof buttress you might 
  just be in for an award. Though the Vault might not seem 
  
  Yugman’s Guide to Ghelspad
  6
  the ideal home for the adventuring type, the advantages far 
  outweigh any other considerations, with members sent far 
  and wide (often at the expense of the Vault) to pursue lost 
  ingredients, new magic, and to catalogue natural resources 
  of all kinds.
  Competition is fierce inside the Vault for academic grants 
  and scholarships to pursue individual courses of research, 
  though the Vault looks most favorably on those requests 
  which steer away from violence and focus instead on the 
  practical uses of transmutation magic and alchemy to make 
  life better for the whole of Ghelspad. The council of twelve 
  Chancellors reviews these requests and decides who is given 
  the funds available, meeting on a regular basis to reevaluate. 
  Of course, this being an academic institution, rumors of 
  nepotism, censorship and bribery abound.
  The edict against destructive magic is no laughing matter 
  to members of the Vault. While there is a self-defense clause 
  in the Vault’s regulations, use of dangerous or harmful magic 
  in anything other than the extreme defense of the caster’s 
  life, the life of their companions, or that of another Vault 
  mage is considered taboo and grounds for expulsion. Due 
  to this guideline, the magical arsenal of any guild mage is 
  often centered around the defensive and creative arts.
  The mages of the Vault hail from all walks of life, and 
  none are turned away who display an aptitude for the Art. 
  Some members are itinerant, and others hold tenure at 
  prestigious institutions of learning. 
  new soCial baCkground: sCholar of The 
  VaulT
  You have been inducted into the magical society of the 
  Vault, and have access to their wide network of resources, 
  tools and allies in the name of academic research. Perhaps you 
  wish to catalogue all the birds of a specific species. Perhaps 
  you wish to build a tower such as the world has never seen. 
  Perhaps you simply enjoy crafting tiny clockwork ghouls. 
  Whatever your area of research, the Phylacteric Vault has a 
  place for you, for a modest fee.
  Skill Proficiencies: Choose one from among History, 
  Arcana, Religion, or Nature
  Tool Proficiencies or Languages: Calligrapher’s Tools or 
  choose one exotic language
  Equipment: Abacus, clothes (traveler’s), hourglass, ink, 
  ink pen, paper (10 sheets)
  Feature: Academic Privileges
  You can reliably expect to find another member of the 
  Vault in any civilized town on Ghelspad, often as a scholar 
  in residence. Members of the Vault will do their best to aid 
  your academic or research efforts, within reason, and may 
  provide you shelter or advice to that end. Membership of 
  the Vault typically allows supervised access to otherwise 
  private libraries, museums and other institutions at the 
  discretion of the owner.
  Suggested Characteristics
  The scholars of the Phylacteric Vault deviate between ec-
  centric and somber depending on their academic affiliations. 
  A Vault architect might be a brooding and serious artist, 
  refusing to deign to speak to anyone without the requisite 
  qualifications. A Vault ornithologist might be a cackling 
  mass of feathers and notebooks, ever in search of the lesser 
  spotted aviarus bovinium.
  The soCieTy of immorTals
  The Society of Immortals (or ‘The Society’) indulges in a 
  deep and primal connection to the necromantic arts, seeking 
  an intimate connection to the source of death with a convic-
  tion that transcends the religious. They work their magic in 
  the forest city of Glivid-Autel, watched over by Credas, the 
  Necrotic King. The mystery of death is the heartbeat of the 
  Society, who view themselves as free thinkers unrestrained 
  by the petty concerns of morality and ethics. Alienated from 
  their more reserved cousins in Hollowfaust, members of the 
  Society of Immortals work to immerse themselves in death, 
  so they may better understand life. This approach, which 
  might at a glance seem dangerous bordering on suicidal, has 
  borne wildly successful but equally concerning fruits. It is 
  natural, the society argues, that to transcend the notion of 
  endings, one must be neither living, dead nor undead, but 
  something greater.
  A strictly hierarchical structure strangles the Society of 
  Immortals, as powerful wizards and sorcerers politic and 
  maneuver each other over long decades. Lesser members of 
  the society find themselves at the beck and call of vicious and 
  capricious magicians, sent far afield to find reagents, potions 
  and components. It is not uncommon for a high-ranking 
  Members of the Vault are…
  well, to be quite frank they 
  wouldn’t let me through the 
  doors. However, once the frantic 
  babbling stopped, I found them 
  to be quite boorish. I will admit 
  though, their desire to make 
  Ghelspad a safer place is quite 
  admirable. 
   
   
   
   
  -Zarra
  
  Social Backgrounds
  7
  Society member to have many apprentices (in case one or 
  more should perish), who naturally scheme amongst each 
  other as well. This chaotic web of entanglements is perhaps 
  the only thing keeping the Society from becoming a true 
  regional threat and a political power.
  The Society is an insular community into which new 
  members tend to enter by adoption. As such, the Adopted 
  background is suitable for any members taken in from 
  outside the cult. The Forester background may be suitable 
  for any character that has spent any significant time in the 
  forest outside the city of Glivid-Autel.
  new soCial baCkground: member of The 
  soCieTy
  You are a full-fledged member of the Society of Immortals 
  and bring the might of their reputation with you wherever 
  you tread. You have access to their extensive arcane training 
  and have been exposed to magics not dreamt of by lesser 
  cabals of hedge wizards and physicians.
  Skill Proficiencies: Choose one from among Medicine, 
  Arcana, Religion, or Survival
  Tool Proficiencies or Languages: Alchemist’s kit or choose 
  one common or exotic language
  Equipment: Shovel, a set of vestments, enough bones 
  to assemble one complete humanoid skeleton, a club or a 
  dagger, a belt pouch containing 10gp
  Feature: Immortal Presence
  You have been inducted into the mysteries of the Society, 
  and you have tasted the first, most bitter glimpse of what 
  lies beyond. Beasts of all kinds can sense this in you and 
  are always hostile or frightened of you (at the discretion of 
  the GM). You may not call a familiar of any kind that is not 
  undead. Unintelligent undead are not hostile to you unless 
  specifically directed to be by their controller or another 
  ongoing effect. Strangers meeting you for the first time are 
  unnerved by your unnatural aura and may be inclined to 
  tell you what you want to know in order to speed you on 
  your way as quickly as possible.
  Suggested Characteristics
  Members of the society are united by their obsession with 
  life and death, often appearing a little unhinged as they sin-
  glemindedly pursue their own idiosyncratic line of research. 
  They can often be found with their animated minions, for 
  whom they care little, or looking rough from long weeks 
  on the road in search of various and sundry necromantic 
  artifacts. Member of the society can be identified by their 
  distinctive pallor and drab sense of style. Some even have 
  strange quirks, such as a disinclination to blink, that causes 
  concern in those unfortunate enough to meet them.
  
  Yugman’s Guide to Ghelspad
  8
  noTe Two: Classes 
  noTe Two: Classes 
  T
  his list of class archetypes expands on those presented in chapter three of the Scarred Lands Player’s Guide (SLPG). 
  sorCerer
  T
  he spirit world touches everything on 
  Scarn. Though the Divine War cowed 
  the spirits in many areas, there 
  are still places of power where 
  spirit and flesh mingle, giving 
  birth to shamanic sorcerers. 
  sorCerous origin: 
  sPiriT walker
  A spirit walker’s innate 
  powers come from the spirits 
  that inhabit the wilds of the 
  Scarred Lands. Many spirit 
  walkers come from families who 
  tend shrines dedicated to these 
  spirits in an effort to heal the 
  wounded spirit realm following 
  the Titanswar. Spirits angered 
  and hurt by the war are ap-
  peased in this way, adopting 
  Divine and Redeemed that 
  show proper respect and 
  love. Some spirit walkers are 
  descendants of the spirits, while 
  others acquire their powers from 
  proximity to the shrines. Still, a 
  spirit walker rarely emerges from 
  these families more than once in 
  a generation.
  sPiriT guide
  At 1st level, you choose a 
  spirit guide. A spirit guide 
  is a representation of a 
  facet of the world to 
  which you are mystically 
  connected, be it a loca-
  tion, plant, or animal. 
  Your spirit guide is with 
  you the rest of your life 
  and manifests 
  an appearance 
  that reflects 
  their worldly 
  basis, such as a 
  cactus creature or a talking ball of fire. Only you can see 
  and hear your spirit guide. 
  Your spirit guide can cast augury. At 5th level, you can 
  expend 1 sorcery point allowing your guide to instead cast 
  divination. At 9th level, you can spend 2 sorcery points to 
  instead cast legend lore. Once you use this feature to cast a 
  spell you may not do so again until you complete a long rest.
  exPanded sPell lisT
  Your connection to spirits lets you choose from an ex-
  panded list of spells when you learn a sorcerer spell. The 
  following spells are added to the sorcerer spell list for you.
  SPELL LEVEL
  SPELL
  1st level
  find familiar 
  2nd level 
  find steed 
  3rd level
  conjure animals
  4th level
  conjure minor elementals 
  5th level
  conjure elemental 
  6th level
  conjure fey
  7th level
  conjure celestial
  sPiriTs of The hearTh
  Beginning at 1st level, you are very precious to your spirit 
  guide. This relationship allows you to cast unseen servant at 
  will. Your spirit guide is more intelligent than an unseen servant 
  and can do more complicated tasks, such as cooking food, 
  setting up a camp on their own, setting traps for food and 
  checking them, spying and reporting on a target within 15 
  feet, but will leave the Material Plane of their own accord 
  if they are pushed to fight or threatened. They can act to 
  Help (SRD p. 93) you as a bonus action once during a fight 
  and then not again until after a long rest. Their effective 
  Strength is either your Wisdom or Charisma modifier, 
  whichever is higher.  
  sPiriT doll
  Starting at 6th level, you can create a doll that allows you 
  to cast conjure minor elementals without expending a spell 
  slot. These elementals function independent of any other 
  summoning spells you cast. You do not need to maintain 
  concentration on this spell, but the spell immediately fails 
  if your spirit doll is destroyed. The doll has AC 13 and 5 
  hit points. If you are carrying the doll it uses your AC, and 
  
  Classes
  9
  the attacker must specify that they are targeting the doll in 
  order to affect it with an attack. Once you use this feature, 
  you cannot use it again until you have performed the doll’s 
  ceremony which is an elaborate ritual that requires one 
  uninterrupted hour and may be completed during a short 
  or long rest.
  masTer The sPiriTs
  At 14th level, your connection to the spirit world grows 
  so strong that you can bind spirits into temporary, one-use 
  dolls. You can create a number of temporary dolls with this 
  feature equal to your Wisdom modifier (minimum 1). These 
  dolls use the same AC, hit points, and rules as the dolls de-
  scribed under the Spirit Doll feature. When you create the 
  doll you must choose earth, air, fire, or water. You may then 
  use the doll at any time to cast conjure elemental, summoning 
  an elemental of the doll’s type. You do not need to maintain 
  concentration on this spell, but the spell immediately fails 
  if the doll is destroyed. When the spell ends the doll turns 
  to ash. To create a doll using this feature you must perform 
  a ceremony as described under Spirit Doll.
  one wiTh sPiriT
  At 18th level, you gain the ability to walk between worlds. 
  This feature functions as though you cast the etherealness 
  spell, with the following exceptions:
  • The total duration of this effect is 1 hour. If you are 
  in the Ethereal Plane when the effect ends, you are 
  immediately shunted to the plane you originated from 
  in the spot you currently occupy.
  • While you have available duration remaining on this 
  effect, you may enter or exit the Ethereal Plane as a 
  bonus action on your turn.
  • If you die on the Ethereal Plane you become a ghost.
  Once you use this feature, you may not do so again until 
  you complete a long rest.
  wizard
  G
  helspad harbors several schools of wizardry rarely found 
  elsewhere, and below are outlined some examples.
  arCane TradiTion: 
  high asTrologer
  In the skies of Ghelspad, the stars move in a slow and 
  hypnotic odyssey across the night sky. Scholars who venture 
  to study the heavens have grouped these movements into 
  constellations, or ‘Houses,’ each representing an ethos, 
  concept or notion. Those who lose themselves in the stars 
  recognize that these forces contain some awareness, a recog-
  nition of the mortal world over which they endlessly circle. 
  The casting of spells in alignment with these subtle astral 
  leylines can produce mesmerizing, if perplexing, results, 
  and the practitioners of this art are called High Astrologers.
  muTable signs
  When you adopt this tradition at 2nd level, you can use 
  the sympathetic links between all Houses of magic to defend 
  yourself against hostile incantations. As a reaction, when 
  another creature you can see casts a spell, you can surround 
  yourself with a sphere of synastratic magic that glows with the 
  designs of all the astrological houses. The creature casting the 
  spell must succeed on a Constitution saving throw against 
  your spellcasting DC. On a failed save, choose an effect from 
  the Synastratic Magic table and apply it to the affected spell. 
  Once you have selected an ability from the table, you cannot 
  choose it again until you have used each other ability on the 
  table once. When you use this ability, your eyes and mouth 
  appear ablaze with pure white flame. You must finish a short 
  or long rest before you use this ability again.
  SYNASTRATIC MAGIC TABLE
  Redirect
  Choose a new target or targets for the 
  spell
  Extinguish
  The spell is countered
  Delay
  The spell vanishes and re-appears 1d4 
  rounds later, targeting the same crea-
  ture(s) if possible, or the same area of 
  effect
  Warp
  The spell is countered. Roll on the wild 
  magic surge table for the caster of the 
  spell
  armillary sPhere
  At 6th level, you gain a greater understanding of your place 
  in the cosmos. You can spend 10 minutes in meditation to 
  conjure a magical dome around you in which the movements 
  I asked a high astrologer if I would find a wife in the next year. Unlike 
  me, they did not find my question humorous.
   
   
   
   
   
   
   
   
   
   
   
   
  -Zarra
  
  Yugman’s Guide to Ghelspad
  10
  of the constellations are recorded. Whilst in the Armillary 
  Sphere, you know the exact time of day, all four cardinal 
  directions, and how far you are (as the crow flies) from any 
  destination you are familiar with. You can remain in the dome 
  indefinitely, though maintaining it requires concentration. 
  In addition, you may use your Armillary Sphere to attempt 
  to draw forth information from the stars, allowing you to 
  cast contact other plane as a ritual, requiring no components 
  or additional use of concentration.
  reTrograde
  At 10th level, you can reverse the cycles of magic as easily as 
  you can augment them, undoing what has been done. When 
  you use this ability, you can target yourself or a creature or 
  object you can see within 30 feet. If used on a creature, or an 
  object being held by a creature, the creature must succeed on 
  a Charisma saving throw against your spellcasting DC. On 
  a failure, the target visibly reverts in time to their condition 
  and the location they occupied at the beginning of your last 
  turn. All of the target’s resources and abilities are restored 
  to that point, and all other creatures and objects in the area 
  remain unaffected. Using this ability on the corpse of a 
  creature that has died since the beginning of your last turn 
  can bring it back to life as if it had not died. If this ability is 
  used on an unattended object it simply works.
  You must finish a long rest before using this ability again.
  The sTars are righT
  At 14th level, you fully understand the nature of the stars 
  and their relation to one another, allowing you to call on 
  their combined power. At the start of your turn, you may use 
  a bonus action to check if the Stars are Right. When you do 
  so, roll a d6. On a result of a 6, the stars are indeed right. 
  You enter an Astral Form, in which you glow with ethereal 
  white flame from your hands, face and feet. 
  While in your Astral Form, you gain the following benefits:
  • You can use your Synastratic Magic feature once per 
  round. 
  • You gain a flying speed of 30 feet
  • You are surrounded by a globe of invulnerability (4th 
  level) that is marked with revolving constellations
  Your Astral Form lasts for 1 minute, after which you cannot 
  enter it again until you finish a long rest.
  arCane TradiTion:  
  VigilanT arCanisT
  The Vigils of Vesh, a society that wanders Ghelspad put-
  ting the world to rights, invests in both martial and arcane 
  might to better meet their ends. The latter of these facets, 
  better known as Vigilant Arcanists, are far from the typical 
  understanding of a Wizard or Enchanter. Instead, these 
  hardened veterans channel their scholarship into endurance, 
  survival and wilds lore. 
  Champions of freedom and foes of tyranny, the society 
  fights the works of the titanspawn wherever they can be found. 
  The Vigilant Arcanists are rare but important weapons in 
  this fight, rallying communities and forcing them to stand 
  on their own two feet. Rarely will a Vigilant Arcanist tackle 
  a problem head on, instead preferring to encourage and 
  bolster local heroes and allies to form their own bulwark 
  against evil. In this way, the Arcanist ensures that even after 
  they leave a settlement for their next mission, the commu-
  nity they leave behind is no longer completely undefended.
  The life of a Vigilant Arcanist is a traveling one, and in the 
  dangerous land of Ghelspad often requires the wizard to go 
  for days (or in extreme cases, weeks) without sustenance. To 
  mitigate this problem, the Arcanists have developed secret 
  magical techniques designed to inure them against mundane 
  hardships, allowing them to travel vast distances in horrible 
  conditions and reach their destination still ready to fight 
  evil wherever it is hiding. 
  Veshian arTs
  Beginning when you select this tradition at 2nd level, 
  whenever you gain a wizard level, you can replace one of the 
  wizard spells you add to your spellbook with a ranger spell. 
  The spell must be of a level for which you have spell slots. 
  Any ranger spell you gain from this feature is considered 
  a wizard spell for you, but other wizards can’t copy ranger 
  spells from your spellbook into their own spellbooks.
  wyrd of The wild
  At 2nd level, you can fuel yourself with your magic, main-
  taining a nigh-superhuman level of stamina and energy. 
  You can expend a spell slot to utilize one or more of the 
  following abilities.
  • To allow you and up to ten humanoids within 100 
  feet of you to travel for longer each day without taking 
  a Forced March. You gain an extra hour in this way 
  per level of the spell slot expended. 
  • To go without sleep. For each level of the spell slot 
  expended, you may remain awake for an extra hour 
  at night with none of the usual consequences. You 
  cannot benefit from a long rest while using this ability
  • To replace food and water. For each level of the spell 
  slot expended, you may travel for a day without food 
  or water without risking exhaustion. Multiple uses of 
  this ability do not stack.
  eyes and ears
  At 6th level, you learn the find familiar spell if you do not 
  already know it. When you cast this spell, you can summon 
  a number of familiars equal to 1+ half your wizard level 
  
  Classes
  11
  (rounded down). Each familiar uses the same rules and 
  options for a familiar conjured by the find familiar spell. All 
  the familiars conjured by this spell must be fey creatures.
  indefaTigable
  At 10th level, your ability to endure hardship reaches new 
  heights. You gain advantage on saving throws and ability 
  checks when the result of failure would include any 
  levels of exhaustion.
  TenaCious exhorTaTion
  At 14th level, your magic allows you to draw out courage 
  and the will to carry on in others. You can use an action 
  to call out words of encouragement laced with magic to 
  inspire and buoy your allies when all seems lost. When you 
  use this ability, a number of friendly creatures equal to your 
  Intelligence modifier (Minimum 1) that can see or hear you 
  can use their reaction to make a new saving throw against 
  any ongoing condition, curse, or detrimental effect currently 
  active on them. Creatures can even make new saving throws 
  against conditions they are not aware they are afflicted by. 
  Once you have used this ability, you may not use it again 
  until you finish a long rest.
  
  Yugman’s Guide to Ghelspad
  12
  noTe Three: new sPells
  noTe Three: new sPells
  The following expand on those presented in chapter six 
  of the Scarred Lands Player’s Guide (SLPG).
  affliCTion
  5th-level transmutation 
  A particularly nasty ray that reduces all your target’s attri-
  butes. Invented by the mysterious Yugman himself. 
  Casting time: 1 action
  Range: 30 feet 
  Components: V, S, M (a pinch of ash)
  Duration: 1 hour
  A pale multicolored beam leaps from your palm, sapping 
  the target’s mental and physical attributes. If you succeed 
  on a ranged spell attack, the target must make two separate 
  saves: one Wisdom saving throw (for Intelligence, Wisdom, 
  and Charisma) and one Constitution saving throw (for 
  Strength, Dexterity, and Constitution). Each failed save 
  imposes disadvantage on all Ability checks, attack rolls, and 
  saving throws using the corresponding ability scores for the 
  duration of the spell.
  armor of undeaTh
  2nd-level necromancy
  This spell is a favorite among necromantic warriors who 
  not only desire more protection but want to strike fear in 
  their enemies’ hearts as well. Sometimes, however, enemies 
  aren’t the material from which an Armor of Undeath is 
  constructed. The rebel hero Orthas used her dead lover’s 
  corpse as armor during her battle for revenge, while her 
  troops used other victims of the raid likewise.
  Casting time: 1 action
  Range: Self
  Components: V, S, M (humanoid corpse)
  Duration: 1 hour
  This spell allows you to create magical armor from the 
  remains of a humanoid. You must touch a corpse (the corpse 
  can be fresh, rotting or even skeletal, so long as enough of it 
  remains that it could be animated via an animate dead spell) 
  and invoke the spell. The corpse then stands erect, embraces 
  you and begins to bend and twist, wrapping itself around 
  you to form a gruesome armor of bones and dead flesh. The 
  armor grants 10 temporary hit points. If you are wearing 
  armor that is no heavier than light when you cast this spell 
  you enjoy a +2 bonus to AC. The spell ends either when 
  the duration expires or when the temporary hit points are 
  lost. Should the spell be dismissed, all remaining temporary 
  hit points are lost.
  At Higher Levels. When this spell is cast using a spell 
  slot of 3rd level or higher the temporary hit points gained 
  increase by 5 for each slot level above 2nd.
  bloodsTorm
  2nd-level evocation
  The bloodmage Dar’Gartal is said to be the crafter of this 
  dangerous and horrifying spell. Bloodstorm is probably his 
  best-known spell, and today it is usually associated with evil 
  or demented spellcasters.
  Casting time: 1 action
  Range: 100 feet
  Components: V, S, M (small vial of blood)
  Duration: Concentration, up to 1 minute
  Bloodstorm summons a whirlwind of blood in a cylinder 
  that is 25 feet in diameter and 40 feet high.
  The bloodstorm has three effects. First, those in the area 
  of effect must succeed on a Dexterity saving throw or be 
  blinded by the swirling blood while they remain within the 
  whirlwind and for 1d4 rounds after leaving it. Second, all 
  combatants within the bloodstorm fight with disadvantage 
  on their attack rolls, and ranged attacks that pass through 
  the whirlwind also suffer this penalty. Third, the blood is 
  slightly toxic and causes 1d4 points of poison damage to any 
  living creature that starts their turn in its area.
  bone sPikes
  4th-level necromancy
  Developed by the crypt lords of Glivid-Autel, this spell is 
  used to enhance the combat prowess of the city’s wire-bound 
  berserkers. The spell’s effect mixed with their insane rage is 
  devastating to the city’s foes.
  Casting time: 1 bonus action
  Range: 30 feet
  Components: V, S, M (a sharp piece of bone)
  Duration: 1 hour
  The target of this spell sprouts long, sharp spurs of bone 
  all over their body. The target deals 4d6 points of piercing 
  damage with any successful grapple attack. Anyone who 
  successfully grapples the target takes the same amount of 
  damage.
  At Higher Levels. When this spell is cast using a spell slot 
  of 5th level or higher the number of targets increases by 2 
  for every slot level above 4th.
  
  New Spells
  13
  NEW SPELL LIST
  BARD SPELLS
  CANTRIPS
  Chameleon Skin
  Dowsing
  1ST LEVEL
  Dead Man’s Eyes
  Inquisition†
  2ND LEVEL
  Serpent’s Stare†*
  6TH LEVEL
  Declaration of Death
  CLERIC SPELLS
  1ST LEVEL
  Constrictor Staff†
  Enkili’s Luck
  2ND LEVEL
  Enkili’s Prank
  3RD LEVEL
  Commander of Death
  Corpse Bomb
  Fountain of Blood
  Tattoo Item*
  4TH LEVEL
  Escape the Bonds of Flesh
  DRUID SPELLS
  1ST LEVEL
  Buoyancy Net
  Constrictor Staff†
  Magic Fang†
  2ND LEVEL
  Bite of the Habu†
  Serpents’ Stare†*
  3RD LEVEL
  Bite of the Krait†
  Call Acquatic Beast*
  Mormo’s Serpent Hands†
  Sethris’ Potency†
  4TH LEVEL
  Bite of the Mamba†
  Bone Spikes
  5TH LEVEL
  Bite of the Cobra†
  RANGER SPELLS
  1ST LEVEL
  Magic Fang†
  2ND LEVEL
  Call Acquatic Beast*
  Sethris’ Potency†
  SORCERER SPELLS
  CANTRIPS
  Chameleon Skin
  Coldsnap
  Dowsing
  1ST LEVEL
  Buoyancy Net
  Dead Man’s Eyes
  Enkili’s Luck
  2ND LEVEL
  Armor of Undeath
  Bloodstorm
  Enkili’s Prank
  3RD LEVEL
  Commander of Death
  Fountain of Blood
  Mormo’s Serpent Hands†
  4TH LEVEL
  Bone Spikes
  Burning Sails
  Escape the Bonds of Flesh
  5TH LEVEL
  Affliction
  Feren’s Essential Exclusion
  Feren’s Zone of Purity
  6TH LEVEL
  Declaration of Death
  WARLOCK SPELLS
  CANTRIPS
  Chameleon Skin
  2ND LEVEL
  Bloodstorm
  4TH LEVEL
  Escape the Bonds of Flesh
  6TH LEVEL
  Declaration of Death
  WIZARD SPELLS
  CANTRIPS
  Cobwebs
  Coldsnap
  Dowsing
  1ST LEVEL
  Buoyancy Net
  Dead Man’s Eyes
  Enkili’s Luck
  Ever Scent*
  Inquisition†
  2ND LEVEL
  Armor of Undeath
  Bloodstorm
  Enkili’s Prank
  3RD LEVEL
  Commander of Death
  Corpse Bomb
  Fountain of Blood
  Ghostdweomer*
  Mormo’s Serpent Hands†
  Steal Sleep
  Tattoo Item*
  4TH LEVEL
  Bone Spikes
  Burning Sails
  Escape the Bonds of Flesh
  5TH LEVEL
  Affliction
  Feren’s Essential Exclusion
  Feren’s Zone of Purity
  6TH LEVEL
  Declaration of Death
  †see Yugman’s Guide to 
  Ghelspad pt. 1
  *see Yugman’s Guide to 
  Ghelspad pt. 2
  
  Yugman’s Guide to Ghelspad
  14
  buoyanCy neT
  1st-level conjuration
  Sea witches make use of this conjuration for a variety of 
  purposes, such as sending sunken treasures to the surface 
  or escaping from the aberrations that lurk within the depths 
  of the Blood Sea.
  Casting time: 1 action
  Range: 100 feet
  Components: S, M (palm-sized net)
  Duration: 10 seconds
  This spell causes one targeted underwater creature or 
  object to be wrapped in a magical net of air bubbles that 
  rises to the water’s surface. When successfully cast, buoyancy 
  net immediately lifts the target toward the surface of the 
  water. The rate of ascent is quick, at 120 feet per round. The 
  net equalizes pressure during the ascent so that creatures 
  decompress without being harmed. Once the target reaches 
  the surface, the buoyancy net matches pressure with the sur-
  rounding water and no longer propels the target upward but 
  maintains the target at the surface for the spell’s remaining 
  duration. The net is not restrictive in any way, so the target 
  is able to swim about as normal, but any attempt at descent 
  only serves to counter some or all of the 120-feet-per-round 
  ascent, depending on the target’s swimming speed. The spell 
  does not interfere with attacks or other actions taken by a 
  target creature. The target of this spell cannot weigh more 
  than 300 pounds.
  At Higher Levels. When this spell is cast using a spell slot 
  of 2nd level or higher the weight that can be lifted increases 
  by 100 pounds for every slot level above 1st.
  burning sails
  4th-level transmutation 
  House Asuras needed something to help their ships run 
  from pirates and reach port safely. Burning sails was the result 
  of intensive research by the House — research that almost 
  burned an entire port down. The spell transforms a ship’s 
  normal sails into sheets of glowing green flame. Asuras have 
  been trying to keep the technique of this spell a secret, but 
  useful spells like these don’t stay secret for long.
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S, M (a bolt of expensive emerald-col-
  ored silk)
  Duration: Concentration, up to 1 hour
  Burning Sails grants two effects to the target ship. First, any 
  onlooker seeing such frightful sails must make a successful 
  Wisdom saving throw or become frightened by the ship 
  during the spell’s duration, though they may use an action 
  to repeat the saving throw. Those aboard the ship at the time 
  the spell is cast are immune to the effects of the spell even 
  if they leave the ship before the duration ends. The second 
  effect allows the sails to propel the ship without wind. Even 
  in the calmest waters, the ship moves at 150% its normal 
  sailing speed. The burning sails are not hindered by poor 
  weather, so strong wind forces that would rip apart normal 
  sails do nothing more than speed the boat along its way.
  Chameleon skin 
  Transmutation Cantrip
  Much like a chameleon, you easily blend into the back-
  ground.
  Casting time: 1 action
  Range: Self. 
  Components: V, S, M (a lizard tail)
  Duration: 1 minute
  You fade easily into your surroundings. While the spell 
  is active, you gain advantage on Dexterity (Stealth) checks.
  Cobwebs
  Conjuration Cantrip
  A spell taught to the newest of apprentices. 
  Casting time: 1 action
  Range: 30 feet (10-foot cube)
  Components: V, S, M (a dead fly)
  Duration: 10 minutes
  You conjure a mass of thin spindly webbing at a point of 
  your choice within range. The cobwebs fill a 10-foot cube 
  centered on that point for the duration. The webs are dif-
  ficult terrain and lightly obscure their area.
  If the webs aren’t anchored between two solid masses (such 
  as walls or trees) or layered across a floor, wall, or ceiling, 
  the conjured cobwebs collapse on themselves, and the spell 
  ends at the start of your next turn. 
  The cobwebs are flammable. Any 5-foot cube of webs 
  exposed to fire burns away in 1 round, dealing 2d4 fire 
  damage to any creature that starts its turn in the fire.
  Cold snaP
  Evocation Cantrip
  Numbs and injures an opponent with a blast of bone 
  chilling cold.
  Casting time: 1 action
  Range: 60 feet 
  Components: V
  Duration: Instantaneous 
  A wave of cold sinks into the very bones of your victim. 
  The target must succeed on a Dexterity saving throw or take 
  
  New Spells
  15
  1d4 cold damage and suffer disadvantage on all attack rolls 
  and Dexterity saving throws until the end of their next turn.
  This spell’s damage increases by 1d4 when you reach 5th 
  level (2d4), 11th level (3d4), and 17th level (4d4).
  Commander of deaTh
  3rd-level necromancy
  The necromancers of Glivid-Autel make use of this spell 
  to send non-spellcasters into battle to command their hordes 
  of undead, rather than taking the risk themselves.
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an iron circlet worth at least 10 
  gp which is worn by the target of the spell)
  Duration: 5 hours
  You transfer control of undead you control to the target, 
  who must wear the iron circlet used as a material component 
  for this spell. You can no longer command those undead 
  for the duration, nor do they count against the maximum 
  number of undead you can control during that time. 
  When the spell ends, control of those undead returns to 
  you. If the total number of undead is now higher than you 
  may have under your control, those that exceed that limit 
  upon returning to your control from this spell become 
  uncontrolled.
  If the spell’s duration is about to expire, you may renew 
  the spell by casting it again, without having to touch the 
  iron circlet, as long as you and the target are on the same 
  plane of existence.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the duration increases by 2 hours 
  for each slot level above 3rd.
  CorPse bomb
  3rd-level necromancy
  Originally designed as a gag to humiliate the rival of a 
  powerful and clever necromancer, Xathos Kazan, this spell 
  infuses a corpse with unstable energy, creating a hidden bomb.
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a vial of embalming fluid mixed 
  with sulfur and lamp oil)
  Duration: Instantaneous
  You cause the body of a corpse or a zombie to become 
  oversaturated with negative energy, turning the body into 
  a volatile explosive. If the target is a zombie not under your 
  control, it may make a Wisdom saving throw to negate the 
  effect.
  If the corpse or zombie suffers damage, or upon your 
  command, the negative energy is released in a 20-foot blast 
  centered on it. Creatures in the area must make a Dexterity 
  saving throw, suffering 5d6 necrotic damage on a failed save, 
  or half as much on a successful one.
  The body holds the negative energy until detonated, 
  or until the corpse decays to nothing but bone. Zombies 
  destroyed by being turned via turn undead do not explode. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the damage increases by 1d6 for 
  each slot level above 3rd.
  dead man’s eyes
  1st-level divination
  The best method to gain information is to go straight 
  to the source; when someone dies, though, trying to get 
  information out of them becomes tricky. Wizards are an 
  industrious bunch, however, and when one wants to know 
  how someone died, this spell often allows the spellcaster to 
  figure out what happened.
  Casting time: 1 action
  Range: Touch
  Components: V, S, M (two gems worth 25 gp each, placed 
  on the corpse’s eyes)
  Duration: 1 minute
  By peering into a dead person’s eyes, you may view up to 
  1 minute of the events immediately preceding the corpse’s 
  death. You may dismiss the divination at any point. Howev-
  er, if you witness the victim’s final moment and the victim 
  died violently, you immediately suffer 1d6 points of psychic 
  damage from the empathic resonance of the victim’s death.
  deClaraTion of deaTh
  6th-level enchantment
  The subject of this spell experiences a mental image of 
  their own death so intense they actually believe themselves 
  to be dead. Unless they snap out of the delusion, the victim 
  risks actually dying. The enchantment was originally devel-
  oped by the Grey Judges as a punishment for murderers. By 
  experiencing their own deaths, criminals were meant to learn 
  intimately the harm they had caused. The enchantment’s 
  use as a disciplinary measure was discontinued when the 
  spell’s uses in combat were discovered.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous 
  The spell’s target falls to the ground unconscious, un-
  less they succeed on a Wisdom saving throw. Each round 
  thereafter, until the victim awakens, they are allowed an 
  additional Wisdom save to realize that they are still alive. 
  Any successful saving throw immediately breaks the spell. 
  Anyone who spends an action trying to awaken the victim 
  
  Yugman’s Guide to Ghelspad
  16
  grants them advantage on the next saving throw. The same 
  bonus is granted if the victim is attacked or injured. If the 
  victim is still under the spell’s influence by round 5, they 
  must begin making death saves each turn, which are resolved 
  normally. If the target achieves three successful death saves, 
  they become stable at 0 hit points.
  dowsing
  Divination cantrip
  This simple cantrip is one of the most common divina-
  tions in the world. Nearly everyone in the Scarred Lands 
  has seen the apprentice magician with his forked stick, 
  searching for water. Many a wandering traveler owes their 
  life to this simple spell.
  Casting time: 1 action
  Range: Self
  Components: S, M (forked stick)
  Duration: Concentration, up to 24 hours
  The cantrip has two forms. First, it can detect the near-
  est potable water on the surface, if it lies within 400 feet. 
  You can also search for subterranean water within 25 feet. 
  You hold the fork of the stick in your two hands. The stick 
  twists to point at the nearest water within the spell’s range 
  (assuming there is any water).
  enkili’s luCk
  1st-level transmutation
  Call upon Enkili to bestow a stroke of fortune upon the 
  subject.
  Casting time: 1 bonus action
  Range: Touch
  Components: V, S, M (fur from a black cat)
  Duration: Instantaneous
  You touch a willing creature. The creature gains advantage 
  on their next attack roll, ability check, or saving throw.
  enkili’s Prank
  2nd-level enchantment
  An unpredictable spell that subtly rearranges triggers in 
  a spellcaster’s mind. While under the prank’s effects, only 
  Enkili knows what the victim will cast next.
  Casting time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You point at a creature that you can see in range. The 
  creature must succeed on a Wisdom saving throw or they 
  are affected by the prank. If the saving throw fails, the next 
  spell the target invokes is chosen randomly by the Game 
  Master from the target’s remaining prepared spells. If the 
  target has only one spell prepared when afflicted by the 
  prank, the prank has no effect. This spell has no effect on 
  creatures that do not prepare spells.
  The target must attempt to cast a spell within an hour of 
  Enkili’s prank being cast or the prank’s power is lost.
  esCaPe The bonds of flesh
  4th-level necromancy
  Rumor tells that this spell was used by necromancers long 
  before the Titanswar, though the origin of the foul magic 
  remains unknown. Very few know of the spell’s formula, 
  though witches amongst the slitherin have used it during 
  raids on villages to horrific effect, causing the bones of vil-
  lagers to tear themselves free of their flesh and then attack 
  their kin and friends.
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a fragment of bone with a piece 
  of flesh attached to it by an iron nail)
  Duration: Instantaneous
  You cause the skeleton of a creature to writhe within the 
  flesh that encases it. The target must make a Constitution 
  saving throw, suffering 6d10 slashing damage on a failed 
  save, or half as much on a successful one. If the damage 
  dealt is enough to reduce the target to 0 hit points, the 
  creature dies as the skeleton rips its way free of its body. The 
  skeleton is under your control as if created by the animate 
  dead spell. If you already control the maximum number of 
  undead allowed, the skeleton is not controlled and attacks 
  the nearest living creature.
  Creatures that do not have a skeletal system, such as oozes 
  or incorporeal undead, are immune to this spell.
  At Higher Levels. When you cast this spell using a spell 
  slot of 5th or higher, the slashing damage increases by 1d10 
  for each slot level above 4th.
  
  New Spells
  17
  feren’s essenTial exClusion
  5th-level conjuration
  Feren developed this spell based on Feren’s zone of purity 
  and the ever-popular mage armor. It acts quite similar to 
  zone of purity, with the difference being it follows the target 
  of the spell, making it ideal for exploring the waters of the 
  Blood Sea.
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a wax bead)
  Duration: 1 hour
  The touched character is protected by a force barrier. Fogs, 
  mists and light rain are screened. This protects against contact 
  or inhaled poisons and spells that function similarly, such as 
  cloudkill. It does not prevent suffocation or otherwise freshen 
  air. Sprayed acid, touch attacks and other forceful applications 
  of dangerous substances penetrate with no trouble. Solid 
  fog is unaffected. While the fog does not actually touch 
  the target, the substance is still difficult to move through. 
  Underwater the effect is similar: water penetrates the force, 
  but any impurities within it are filtered out.
  feren’s zone of PuriTy
  5th-level transmutation
  Feren the Seascryer was a prominent wizard interested in 
  exploring the Blood Sea rather directly. Though regarded 
  as dangerous and reckless, his career was rather successful 
  and nowadays he is held in high regard thanks to the useful 
  spells he created.
  Casting Time: 1 action
  Range: Self
  Components: S, M (a pinch of glass powder)
  Duration: 8 hours
  The spell creates a stationary, 10-foot sphere of pure air 
  centered on you, shoving aside contaminants and fog. The 
  effects of storms are reduced in severity as well: wind force 
  and rain are reduced within the sphere, eliminating penalties 
  to sight. Underwater the area of effect is halved to a 5-foot 
  sphere. The bubble removes silt and contaminants within 
  the water, including Blood Sea taint. This spell protects 
  against any other spell or ability that depends on natural 
  fog or a substance that could be blown away by wind. Breath 
  weapons, sprayed acid and similar forceful applications are 
  unaffected. Creatures such as elementals are unaffected as 
  well. The zone has no effect on solid objects, such as food. 
  It also has an incomplete effect with respect to making 
  potable water — it clears taint and poisons, but the water 
  could still be muddy, filled with rotting debris, and other 
  natural unpleasantness. The sphere dissipates after 8 hours 
  or when the spell is dismissed.
  founTain of blood
  3rd-level evocation
  Clerics of Vangal revere their god’s destructive fury and 
  the rivers of blood that mark his passing. No one survives 
  a confrontation with Vangal himself, and slain foes’ souls 
  and rotting bodies are often reanimated in Vangal’s service 
  as eternal punishment for their arrogance. The blood and 
  hatred of these defeated souls can be called upon by those 
  who know the secret, spraying forth from the very ground 
  and burning those on whom it falls with unleashed fury.
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood)
  Duration: Concentration, up to 10 minutes
  Casting this spell causes a geyser of blood to erupt from 
  the ground, spraying all within a 20- foot by 20-foot area. 
  The blood causes 4d4 acid damage to anyone that starts 
  their turn in the area.
  sTeal sleeP
  3rd-level enchantment 
  Drain energy from your foes to invigorate yourself. 
  Casting time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous 
  Upon a successful touch attack the target gains one level 
  of exhaustion. You, in turn, regain 3d6 hit points. Creatures 
  that do not sleep are immune to the effects of this spell, 
  including elves and undead.
  A target can only be affected by this spell once and cannot 
  be targeted again until they complete a long rest.
  
  18
  18
  Open Game License
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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  based on spells from the Player’s Handbook that were renamed in the System 
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  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
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  Creature Collection Revised. © 2003 Onyx Path Publishing
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  Mithril: City of the Golem. © 2001 Onyx Path Publishing
  Player’s Guide to Clerics and Druids. © 2003 Onyx Path Publishing
  Player’s Guide to Fighters and Barbarians. © 2003 Onyx Path Publishing
  Player’s Guide to Monks and Paladins. © 2003 Onyx Path Publishing
  Player’s Guide to Rangers and Rogues. © 2003 Onyx Path Publishing
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  Relics and Rituals 2: Lost Lore. © 2002 Onyx Path Publishing
  Scarred Lands Campaign Setting: Ghelspad. © 2002 Onyx Path Publishing
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  Serpent in the Fold: Serpent Amphora Cycle, Book I. © 2002 Onyx 
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  Scarred Lands Gazetteer: Termana. © 2002, Onyx Path Publishing
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  2002, Onyx Path Publishing
  The Serpent Citadel: Serpent Amphora Cycle, Book III. © 2003 Onyx 
  Path Publishing
  Shelzar: City of Sins. © 2003 Onyx Path Publishing
  Strange Lands: Lost Tribes of the Scarred Lands. © 2004 Onyx Path 
  Publishing
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  Sturrock, T.S. Luikart, and Gareth-Michael Skarka
  Blood Sea: The Crimson Abyss. © 2004, Onyx Path Publishing
  The Divine and the Defeated. © 2001 Onyx Path Publishing
  The Penumbral Pentagon. © 2003 Onyx Path Publishing
  The Wise and the Wicked. © 2001 Onyx Path Publishing
  Vigil Watch: Secrets of the Asaatthi. © 2003 Onyx Path Publishing
  Vigil Watch: Warrens of the Ratmen. © 2002 Onyx Path Publishing
  Gauntlet of Spiragos. © 2014, Onyx Path and Nocturnal Media.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media. 
  Blood & Ink: Tattoo Magic © 2018, Travis Legge. 
  Blood Sea: The Crimson Abyss 5e © 2019 Onyx Path Publishing
  Yugman’s Guide to Ghelspad: Part Three © 2020 Onyx Path Publishing
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Scarred Lands - Yugman's Guide to Ghelspad - Part 3.pdf