TEXT: MATTER MAGIC 
   
   
  i 
   
   
   
   
  
  MATTER MAGIC 
   
   
  ii 
   
  Legalese 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries. 
   
  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 2019 by Mark Burton (aka Lord Rumfish) and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
   
   
   
  Design: Mark “Lord Rumfish” Burton. 
   
  Art: DMs Guild Creator Resources presented by Wizards of the Coast, “Arcana Games” 
  Dungeon Masters Guild Logo Pack presented by Arcana Games, and the following artists hosted by Pixabay: 95C, 
  Anastasia Zhenina, David Zydd, Free-Photos, GoodHead4Media, Lynn Greyling. 
   
  Proofing: Lord Rumfish, Mary. 
   
  Special thanks: See Foreword. 
   
  
  MATTER MAGIC 
   
   
  iii 
   
  FOREWORD 
   
  Matter is energy. The objects of the physical world exist, like us, across multiple dimensions. While it is 
  easy to think of a mountain as a fixed constant, in truth it is vibrating, eroding, cracking, stretching, 
  shifting, sliding, even thrusting taller. Moons, planets, stars, and galaxies are all in this continual state of 
  change and flux, cycling through destruction and creation. To alter matter is to recognize this potential 
  energy and shape it. 
   
  In altering matter, one alters fundamental energy across dimensions. 
   
  Welcome to Codex Four of the Enchiridia Mysteria. In this collection of 25 spells about creation, 
  destruction, and objects you will find the means to craft wares, bend reality, conjure what you desire, 
  and get rid of what irks you. Most of the spells are conjuration or transmutation, but there are three 
  abjurations, two divinations, and one evocation. Several spells make a triumphant return here, such as 
  Caltrops as Culdren’s Caltrops, Hold Portal, Repair Damage, Leomund’s Hidden Lodge as Silvantril’s 
  Secret Sanctuary, Leomund’s Spacious Carriage as Silvantril’s Spacious Carriage, and Mordenkainen’s 
  Capable Caravel as Silvantril’s Savvy Ship, the other 19 are brand-new. 
   
  Regarding the name changes away from old classical spellcasters, I feel that other spellcasters in the 
  multiverse, other than the protagonists, should have their due. Why do we never see spells by Gromph 
  Baenre, Manshoon, or a whole host of other lesser archmages (or even just mages) who might want to 
  stamp their name on a spell? A living world has verisimilitude and reminds you that other characters 
  exist in the world. You might even be curious about someone other than Leomund or Mordenkainen, 
  curious enough to seek them out or work them into your plot. Those protagonist characters will always 
  have their due, but hopefully not at the expense of all others. 
   
  It may seem prosaic or even provincial to thank Mom and Dad in every foreword, but I can simply never 
  thank them enough, so here it is once again: my eternal love and gratitude. Thank you, Mom and Dad, I 
  really and truly mean it. My gaming friends are more often interested in story and personality rather 
  than objects, but over the years we have shaped our share of buildings and terrain, and destroyed much 
  as well. Without their help, I wouldn’t be writing these books. Special thanks to my friend Frank, who 
  always wants to go shopping in-character for an hour of real time, and to my friend Bob, who has 
  enjoyed playing artisans at various points. 
   
  To Mary, my love and my universe, I know you understand the impermanence of matter. It is constantly 
  changing shape, rearranging into new forms, and converting into energy. We shall as well, in our linear 
  perception of time. No matter how our bodies and energies change linearly, we are not fixed at any one 
  dimension or point in time. We are traversing all of them. 
   
  And Gabriel: objects always matter. 
   
  Get it?! 
   
   
  
  MATTER MAGIC 
   
   
  iv 
   
  Table of Contents 
  Legalese ........................................................................................................................................................ ii 
  FOREWORD .................................................................................................................................................. iii 
  SPELL LISTS .................................................................................................................................................... 1 
  SPELLS BY SAVING THROW .......................................................................................................................... 4 
  SPELLS ........................................................................................................................................................... 5 
  BEAM WAND ............................................................................................................................................. 5 
  CONJURE RING .......................................................................................................................................... 5 
  CONJURE WEAPON ................................................................................................................................... 5 
  CRAFTER’S BOON ...................................................................................................................................... 6 
  CREATE AMMUNITION .............................................................................................................................. 6 
  CULDREN’S CALTROPS .............................................................................................................................. 6 
  CULDREN’S CUBES ..................................................................................................................................... 6 
  CULDREN’S SPHERES ................................................................................................................................. 7 
  DESTROY ITEM .......................................................................................................................................... 8 
  DISPEL THE IMPERMANENT ...................................................................................................................... 8 
  DUAL DISINTEGRATE ................................................................................................................................. 9 
  FORTIFICATION ......................................................................................................................................... 9 
  HIDE OBJECT ............................................................................................................................................ 10 
  HOLD PORTAL ......................................................................................................................................... 10 
  MIMIC GLUE ............................................................................................................................................ 11 
  MINOR DESTRUCTION ............................................................................................................................. 11 
  MINOR TELEKINESIS ................................................................................................................................ 12 
  OBJECT LESSON ....................................................................................................................................... 13 
  REPAIR DAMAGE ..................................................................................................................................... 13 
  SILVANTRIL’S SAVVY SHIP ....................................................................................................................... 13 
  SILVANTRIL’S SECRET SANCTUARY .......................................................................................................... 14 
  SILVANTRIL’S SPACIOUS CARRIAGE ........................................................................................................ 15 
  STRIKE GOLD ........................................................................................................................................... 15 
  WITCH FLIGHT ......................................................................................................................................... 15 
  XYST ILLUMINANT ................................................................................................................................... 16 
  Magic Item Appendix ................................................................................................................................. 17 
   
  
  MATTER MAGIC 
   
   
  1 
   
  SPELL LISTS 
   
  Bard Spells 
    
  CANTRIPS 
  Crafter’s Boon 
  Create Ammunition 
  Culdren’s Caltrops 
   
  1st LEVEL 
  Conjure Weapon 
  Hide Object 
  Hold Portal 
  Repair Damage 
   
  2nd LEVEL 
  Mimic Glue 
  Minor Telekinesis 
   
  4th LEVEL 
  Silvantril’s Secret Sanctuary 
  Silvantril’s Spacious Carriage 
   
  5th LEVEL 
  Xyst Illuminant 
   
  6th LEVEL 
  Conjure Ring 
   
  7th LEVEL 
  Object Lesson 
   
  8th LEVEL 
  Dispel the Impermanent 
  Silvantril’s Savvy Ship 
   
  9th LEVEL 
  Strike Gold 
   
   
   
   
   
  Cleric Spells 
    
  CANTRIPS 
  Crafter’s Boon 
  Create Ammunition 
   
  1st LEVEL 
  Conjure Weapon 
  Hold Portal 
  Repair Damage 
   
  2nd LEVEL 
  Beam Wand 
   
  5th LEVEL 
  Xyst Illuminant 
   
  7th LEVEL 
  Object Lesson 
   
   
   
   
  Druid Spells 
    
  CANTRIPS 
  Crafter’s Boon 
  Create Ammunition 
  Minor Destruction 
   
  1st LEVEL 
  Destroy Item 
  Hide Object 
   
  2nd LEVEL 
  Mimic Glue 
   
  3rd LEVEL 
  Culdren’s Cubes 
   
  4th LEVEL 
  Silvantril’s Secret Sanctuary 
   
  5th LEVEL 
  Fortification 
   
  7th LEVEL 
  Culdren’s Spheres 
   
  8th LEVEL 
  Dispel the Impermanent 
   
   
   
   
  PALADIN Spells 
   
  1st LEVEL 
  Conjure Weapon 
   
  2nd LEVEL 
  Beam Wand 
   
  5th LEVEL 
  Xyst Illuminant 
   
   
  
  MATTER MAGIC 
   
   
  2 
   
  Ranger Spells 
   
  1st LEVEL 
  Hide Object 
  Hold Portal 
   
  2nd LEVEL 
  Mimic Glue 
   
  4th LEVEL 
  Silvantril’s Secret Sanctuary 
  Silvantril’s Spacious Carriage 
   
   
   
  Sorcerer Spells 
    
  CANTRIPS 
  Crafter’s Boon 
  Create Ammunition 
  Culdren’s Caltrops 
  Minor Destruction 
   
  1st LEVEL 
  Conjure Weapon 
  Destroy Item 
  Hide Object 
  Hold Portal 
  Repair Damage 
   
  2nd LEVEL 
  Mimic Glue 
  Minor Telekinesis 
   
  3rd LEVEL 
  Culdren’s Cubes 
  Witch Flight 
   
  4th LEVEL 
  Silvantril’s Secret Sanctuary 
  Silvantril’s Spacious Carriage 
   
  5th LEVEL 
  Fortification 
  Xyst Illuminant 
   
  6th LEVEL 
  Conjure Ring 
   
  7th LEVEL 
  Culdren’s Spheres 
  Object Lesson 
   
  8th LEVEL 
  Dispel the Impermanent 
  Silvantril’s Savvy Ship 
   
  9th LEVEL 
  Dual Disintegrate 
  Strike Gold 
   
   
   
   
  Warlock Spells 
   
  CANTRIPS 
  Create Ammunition 
  Culdren’s Caltrops 
  Minor Destruction 
   
  1st LEVEL 
  Conjure Weapon 
  Destroy Item 
  Hide Object 
   
  2nd LEVEL 
  Mimic Glue 
  Minor Telekinesis 
   
  3rd LEVEL 
  Witch Flight 
   
  6th LEVEL 
  Conjure Ring 
   
  7th LEVEL 
  Culdren’s Spheres 
   
  8th LEVEL 
  Dispel the Impermanent 
  Silvantril’s Savvy Ship 
   
  9th LEVEL 
  Dual Disintegrate 
   
   
  Wizard Spells 
   
  CANTRIPS 
  Crafter’s Boon 
  Create Ammunition 
  Culdren’s Caltrops 
  Minor Destruction 
   
  1st LEVEL 
  Conjure Weapon 
  Destroy Item 
  Hide Object 
  Hold Portal 
  Repair Damage 
   
  
  MATTER MAGIC 
   
   
  3 
   
  2nd LEVEL 
  Beam Wand 
  Mimic Glue 
  Minor Telekinesis 
   
  3rd LEVEL 
  Culdren’s Cubes 
  Witch Flight 
   
  4th LEVEL 
  Silvantril’s Secret Sanctuary 
  Silvantril’s Spacious Carriage 
   
  5th LEVEL 
  Fortification 
  Xyst Illuminant 
   
  6th LEVEL 
  Conjure Ring 
   
  7th LEVEL 
  Culdren’s Spheres 
  Object Lesson 
   
  8th LEVEL 
  Dispel the Impermanent 
  Silvantril’s Savvy Ship 
   
  9th LEVEL 
  Dual Disintegrate 
  Strike Gold
  
  MATTER MAGIC 
   
   
  4 
   
  SPELLS BY 
  SAVING THROW 
   
  STRENGTH (0) 
   
  DEXTERITY (5) 
   
  Culdren’s Caltrops 
   
  Culdren’s Spheres 
   
  Dual Disintegrate 
   
  Fortification 
   
  Mimic Glue 
   
  CONSTITUTION (3) 
  Destroy Item 
  Minor Destruction 
  Strike Gold 
   
   
   
   
   
  INTELLIGENCE (0) 
   
   
  WISDOM (0) 
   
   
  CHARISMA (0) 
   
   
   
  
  MATTER MAGIC 
   
   
  5 
   
  SPELLS (25 total) 
   
  BEAM WAND 
  2nd level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a candlestick, which is 
  consumed) 
  Duration: Concentration, up to 1 minute 
    
  You turn a candlestick into a brilliant wand of 
  radiance for the spell’s duration. Only you can 
  wield it properly. The candlestick glows with 
  bright pearly white light out to 10 feet, with an 
  additional 10 feet of dim light. 
  As an action, you can fire a beam of 
  radiance from the candlestick. Make a ranged 
  spell attack. On a hit, the target takes 2d8 
  radiant damage. 
  The wax of the candle gradually 
  disappears over the course of the spell, until it 
  finally disappears as it is converted into 
  energy. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 3rd level or higher, 
  the radiant damage increases by 1d8 for every 
  slot level above 2nd. 
   
   
  CONJURE RING 
  6th level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 24 hours 
    
  You bring a random magical ring into being for 
  the spell’s duration. Roll 1d8 on the chart below 
  to see which ring is summoned. 
  If you wear this ring, it instantly attunes 
  to you and does not count against your attuned 
  item limit. If you give the ring to another 
  creature, it must attune to the item as normal.  
  You know any command words 
  necessary to use the ring, and it comes fully 
  charged if applicable. 
   
  Conjure Ring Chart 
  d8 
  Roll 
  Ring Summoned 
  1 
  Ring of Chaos (Appendix, p.17) 
  2 
  Ring of Djinni Summoning (DMG p.190) 
  3 
  Ring of Invisibility (DMG p.191) 
  4 
  Ring of Resistance, character chooses 
  the type (DMG, p.192) 
  5 
  Ring of Retribution (Appendix, p.17) 
  6 
  Ring of Shooting Stars (DMG p.192) 
  7 
  Ring of Summoning (Appendix, p.17) 
  8 
  Ring of the Ram (DMG p.193) 
   
   
  CONJURE WEAPON 
  1st level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 8 hours 
    
  
  MATTER MAGIC 
   
   
  6 
   
  You bring a simple or martial weapon into being 
  for the spell’s duration. Once the weapon has 
  been conjured, it may be given to another 
  character, dropped, etc., like any normal 
  weapon. No ammunition is created for ranged 
  launchers like bows, crossbows, or slings. 
   
  There is a slight tinge of obvious magic 
  about the conjured item, so vendors usually 
  insist the item be identified before they will buy 
  it. Magic-savvy vendors will recognize the item 
  as being temporary. 
   
   
  CRAFTER’S BOON 
  Divination cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 12 hours 
    
  You focus yourself and draw forth the 
  knowledge of your trade, ready to start 
  working. While this spell is in effect, you gain +1 
  on all checks related to creating items and other 
  inventions. 
  Normally this would be a single check at 
  the end of a workday or a workweek, but this 
  spell could assist in other ways, such as for an 
  Intelligence (Arcana) check made to determine 
  if crafting a magic item or researching a spell 
  was feasible in the first place. 
   
  The bonus to crafting-related checks 
  increases by 1 when you reach 5th level (+2), 
  11th level (+3), and 17th level (+4). 
   
   
  CREATE AMMUNITION 
  Conjuration cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
    
  You conjure up one piece of ammunition for a 
  handheld ranged weapon, such as an arrow, a 
  bolt, or a sling bullet. The item disappears after 
  it has hit or missed its target. 
   
  You may only have up to three 
  instances of this spell active at a time. 
   
  The number of pieces of ammunition 
  summoned increases by 1 when you reach 5th 
  level (2), 11th level (3), and 17th level (4). 
   
   
  CULDREN’S CALTROPS 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
    
  You fill three 5-foot squares with razor-sharp 
  steel tetrahedron-shaped caltrops (shaped like 
  a d4).  They can be created on solid, unoccupied 
  ground that you can see. 
   
  Any creature that enters an affected 
  square must succeed on a DC 15 Dexterity 
  saving throw or stop moving and take 1 piercing 
  damage. Until the creature regains at least 1 hit 
  point, its walking speed is reduced by 10 feet. A 
  creature moving through the area at half speed 
  doesn't need to make the saving throw. 
   
  The number of squares affected 
  increases by one when you reach 5th level 
  (four), 11th level (five), and 17th level (six). 
   
   
  CULDREN’S CUBES 
  3rd level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 10 minutes 
    
  You create four 5-foot wooden cubes that can 
  be placed on solid, unoccupied ground that you 
  
  MATTER MAGIC 
   
   
  7 
   
  can see, or floating in unoccupied liquid. The 
  cubes can be stacked on top of one another on 
  solid ground. 
   
  Each cube has AC 15, 600 hit points (10 
  HP per inch of thickness), and weighs 2,000 
  pounds. It has typical object characteristics, 
  such as immunity to psychic and poison 
  damage. After being placed initially, the cubes 
  can be pushed or pulled as desired. If a cube is 
  pushed into water, it floats. 
   
  At Higher Levels: When you cast this 
  spell using a spell slot of 4th level or higher, the 
  duration and the number of cubes increase as 
  shown below. 
   
  Culdren’s Cubes 
  Spell 
  Slot 
  Duration 
  Number 
  of Cubes 
  4th 
  1 hour 
  5 
  5th 
  8 hours 
  6 
  6th 
  24 hours 
  7 
  7th 
  3 days 
  8 
  8th 
  7 days 
  9 
  9th 
  30 days 
  10 
   
  CULDREN’S SPHERES 
  7th level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 8 hours 
    
  You create four 5-foot stone spheres that can 
  be placed on solid, unoccupied ground that you 
  can see.  You cannot initially place the spheres 
  on slopes greater than a “steep” incline (44 
  percent grade). 
   
  Each sphere has AC 17, 900 hit points 
  (15 HP per inch of thickness) and weighs 10,000 
  pounds. It has typical object characteristics, 
  such as immunity to psychic and poison 
  damage. 
  If one or more spheres rest on flat 
  ground the spheres can be pushed as desired.  
  Since the spheres are perfectly round, any 
  creature with Strength 10 or higher can roll one 
  5 feet on flat ground as a move action.  The 
  sphere will continue to roll another 5 feet 
  before it stops.  On rough, unlevel, or sloped 
  ground, it is nigh impossible for a creature to 
  move a sphere. 
  The spheres roll if the ground has any 
  incline.  For gentle inclines (10 percent grade or 
  less), the sphere rolls 20 feet on the first round 
  and accelerates 10 feet each round, up to a 
  maximum speed of 200 feet per round. 
  For middle inclines (11 to 25 percent 
  grade), the sphere rolls 40 feet on the first 
  round and accelerates 20 feet each round, up to 
  a maximum speed of 400 feet per round. 
  For steep inclines (26 to 49 percent 
  grade), the sphere rolls 80 feet on the first 
  round and accelerates 40 feet each round, up to 
  a maximum speed of 800 feet per round. 
  For extremely steep inclines (50 percent 
  grade or more), the sphere rolls 400 feet on the 
  first round, and travels 1,600 feet on 
  subsequent rounds. 
  Creatures and objects in the path of a 
  sphere must make a Dexterity saving throw or 
  take damage, as shown on the chart below.  
  Those who succeed take half damage. 
  If you stack the spheres in a line so that 
  they roll together (such as down a 5 ft. wide 
  corridor or staircase), increase the effective 
  
  MATTER MAGIC 
   
   
  8 
   
  sphere speed of the front sphere by 10 ft. for 
  each added, but count them all as one sphere 
  for purposes of damage. 
  The sphere stops when it directly strikes 
  a creature or object of Small or larger size and 
  does not reduce its HP to 0.  Otherwise, the 
  sphere continues to roll losing 10 ft. of speed 
  (spheres that were travelling more than 200 
  feet per round are reduced to 190 feet when 
  this occurs). 
   
  Culdren’s Spheres 
  Sphere 
  Speed 
  Dex 
  Save 
  Bludgeoning 
  Damage 
  5 ft. 
  DC 10 
  1d6 
  10 ft. 
  DC 10 
  2d6 
  20 ft. 
  DC 11 
  3d6 
  30 ft. 
  DC 11 
  4d6 
  40 ft. 
  DC 12 
  5d6 
  50 ft. 
  DC 12 
  6d6 
  60 ft. 
  DC 13 
  7d6 
  70 ft. 
  DC 13 
  8d6 
  80 ft. 
  DC 14 
  9d6 
  90 ft. 
  DC 14 
  10d6 
  100 ft. 
  DC 15 
  11d6 
  110 ft. 
  DC 15 
  12d6 
  120 ft. 
  DC 16 
  13d6 
  130 ft. 
  DC 16 
  14d6 
  140 ft. 
  DC 17 
  15d6 
  150 ft. 
  DC 17 
  16d6 
  160 ft. 
  DC 18 
  17d6 
  170 ft. 
  DC 18 
  18d6 
  180 ft. 
  DC 19 
  19d6 
  190 ft. 
  DC 19 
  20d6 
  200 ft. 
  or more 
  DC 20 
  21d6 
   
   
  At Higher Levels: When you cast this 
  spell using a spell slot of 8th level or higher, the 
  number of spheres increases by one (five at 8th 
  level, six at 9th level). 
   
   
   
   
  DESTROY ITEM 
  1st level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell attempts to destroy a single 
  nonmagical object that is made to be held in 
  one or two hands, such as a scimitar, greataxe, 
  shield, torch, lantern, etc.  An unattended 
  nonmagical object is destroyed automatically, 
  leaving shards and fragments.  If you target an 
  object in a creature’s possession, that creature 
  must make a Constitution saving throw, and on 
  a failure the item is destroyed. 
           
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or higher, you 
  may target one additional object for every slot 
  level above 1st.  At 6th level or higher, you may 
  target objects meant to be worn, such as armor. 
   
   
  DISPEL THE IMPERMANENT 
  8th level abjuration 
  Casting Time: 1 hour 
  Range: Self (10 miles) 
  Components: V, S, M (green gemstones 
  collectively worth 5,000 gp or more, which the 
  spell consumes) 
  Duration: Instantaneous 
    
  This spell makes a dispel attempt affecting 
  every source of magic in a 10-mile radius of you 
  that is not permanent. Magic items and spells 
  with a permanent duration are unaffected, 
  although spells with a duration of “until 
  dispelled” are vulnerable. 
  For each creature, object, or magical 
  effect within range, any spell of 8th level or 
  lower with a non-permanent duration on the 
  affected creature, object, or magical effect 
  ends. 
  
  MATTER MAGIC 
   
   
  9 
   
  For each spell of 9th level or higher on 
  the target, make an ability check using your 
  spellcasting ability. The DC equals 10 + the 
  spell’s level. On a successful check, the spell 
  ends. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 9th level, the radius 
  extends to 100 miles, and you automatically 
  end the effects of a non-permanent duration 
  spell on all affected creatures, objects, and 
  magical effects. 
   
   
  DUAL DISINTEGRATE 
  9th level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (two lodestones and a 
  pinch of dust) 
  Duration: Instantaneous 
    
  A pair of thin green rays spring from two of your 
  pointing fingers, each to a target that you can 
  see within range. You may target the same 
  subject twice, striking with each ray if desired. 
  The target can be a creature, an object, or a 
  creation of magical force, such as the wall 
  created by Wall of Force. 
  A creature targeted by this spell must 
  make a Dexterity saving throw for each ray 
  aimed at it. On a failed save, the target takes 
  10d6 + 25 force damage per ray. If this damage 
  reduces the target to 0 hit points, it is 
  disintegrated. 
  A disintegrated creature and everything 
  it is wearing and carrying, except magic items, 
  are reduced to a pile of fine gray dust. The 
  creature can be restored to life only by means 
  of a True Resurrection or a Wish spell. 
  Each ray of this spell automatically 
  disintegrates a Large or smaller nonmagical 
  object or a creation of magical force. If the 
  target is a Huge or larger object or creation of 
  force, a ray disintegrates a 10-foot-cube portion 
  of it. A magic item is unaffected by this spell. 
   
   
  FORTIFICATION 
  5th level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 24 hours 
    
  You conjure defenses for your allies, or a 
  hindrance for your enemies.  Choose between 
  low walls or an archer’s parapet. 
   
  If you choose low walls, you conjure a 
  low stone wall three inches thick.  The wall has 
  AC 15 and 90 hit points (30 HP / inch of 
  thickness).  You can create a total of 60 feet of 
  length of low wall, which does not have to be 
  connected.  Each section can be divided into 
  parts as small as 5 feet.  For example, you could 
  create a barrier that surrounds a 5 ft. square 
  using 20 feet of wall, and the creature within 
  would have half cover from all attacks.  Crossing 
  a low wall costs an extra 5 feet of movement, so 
  this spell can also be used to slow down an 
  enemy’s advance. 
  
  MATTER MAGIC 
   
   
  10 
   
   
  The second option is to create an 
  archer’s parapet.  This usually takes the form of 
  a narrow tower up to 30 feet in height that 
  harmlessly raises the target creature within as it 
  is created.  You cannot target a creature of 
  Large or greater size, as they will not fit within 
  the parapet.  The tower is a 5 ft. thick column of 
  solid stone, AC 17, 900 HP (15 HP / inch of 
  thickness).  The top is enclosed on three sides 
  with arrow slits providing three-quarters cover, 
  and it has arrow slits in the roof as well.  The 
  rear side is open to allow escape, you can 
  choose whether the tower has handholds built 
  in or not. 
   
  In either case, an unwilling creature 
  who does not want to be surrounded by a low 
  wall or lifted into a parapet can make a 
  Dexterity saving throw to move 5 feet and avoid 
  the effect. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 6th level or higher, you 
  may create an additional 20 feet of low wall or 
  add another parapet for each spell slot beyond 
  5th. 
   
   
  HIDE OBJECT 
  1st level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  You hide an object from view using mundane 
  means of obfuscation.  When you cast this spell, 
  you target an object you are personally capable 
  of moving.  A suitable hiding spot must be 
  within 10 feet of you, or the spell fails.  Suitable 
  hiding spots usually include some form of cover 
  for the object, such as a deep alcove, a pile of 
  rubble, a hollow tree, etc. 
  You make a Stealth check using your 
  spellcasting ability modifier, and the roll has 
  advantage.  Once the object is in place, there is 
  no magical trace of this spell, rendering Detect 
  Magic and Dispel Magic useless (if the object 
  itself is magical, combine this spell with Nystul’s 
  Magic Aura). 
  The object remains hidden until 
  mundanely detected (such as by a high passive 
  Perception score), if conditions render it 
  obvious (such as if the alcove it was hiding in is 
  destroyed, or if a wall is disintegrated), or if 
  certain divination spells are used (thin layers of 
  lead are recommended to block Locate Object). 
   
   
  HOLD PORTAL 
  1st level abjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 10 minutes 
    
  You magically hold shut a door or similar object 
  blocking an entrance, such as window shutters 
  or a boulder blocking a hallway. It must be a 
  relatively coherent object, not a pile of rubble. 
  The door (or object) is held fast, whether it is 
  locked or not. 
  The door (or object) and the 
  surrounding frame have resistance to all 
  damage (and objects are immune to poison and 
  psychic damage). 
  Creatures who interact with the door in 
  any way have disadvantage on checks that 
  relate to it, such as a Strength check to break it 
  down (DC equal to your spell save DC or the 
  door’s natural DC, whichever is higher), a 
  Dexterity check with proficiency in thieves’ 
  tools to pick the lock, or an Intelligence (Arcana) 
  check to analyze the magic on the door. 
  Dispel Magic can bypass this spell as 
  usual and Knock cast at an equal or higher spell 
  slot dispels this as well. A lower-level Knock has 
  a chance to dispel this spell, as Dispel Magic. 
  This spell can affect the same door as Arcane 
  Lock. 
  
  MATTER MAGIC 
   
   
  11 
   
           
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or higher, the 
  duration increases as shown below. 
   
  Hold Portal Duration 
  Spell Slot 
  Duration 
  2nd 
  1 hour 
  3rd 
  8 hours 
  4th 
  24 hours 
  5th 
  3 days 
  6th* 
  1 week 
  7th* 
  1 month 
  8th* 
  1 year and 1 day 
  9th* 
  Until dispelled 
  * At 6th level spell slots or higher, this spell can 
  only be dispelled by an equal or higher level 
  Knock, or a Wish spell. 
   
   
  MIMIC GLUE 
  2nd level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 10 minutes 
    
  This spell covers a creature or object in sticky 
  glue similar to the secretions of a mimic. An 
  unwilling creature may make a Dexterity saving 
  throw to avoid the effect. 
   
  An affected creature or object gains the 
  following trait: 
   
  • 
  Adhesive. The creature or object 
  adheres to anything that touches it. A 
  Huge or smaller creature adhered to 
  the creature or object is also grappled 
  by it (escape DC equal to your spell save 
  DC). Ability checks made to escape this 
  grapple have disadvantage. 
   
  A creature affected by this spell cannot choose 
  what to adhere to and what not to; for instance, 
  a creature that fell prone while affected would 
  adhere to the floor and be grappled by it. A 
  creature could climb across walls or even a 
  ceiling this way, although it would be a very 
  slow and tiring process. 
  Two objects bonded this way can 
  support up to 1,000 pounds before the weight 
  unglues the objects. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 3rd level or higher, the 
  duration increases. For a 3rd or 4th level spell 
  slot, the duration increases to 1 hour. For a 5th 
  level spell slot, the duration increases to 8 
  hours. For a 6th level or higher spell slot, the 
  duration increases to 24 hours. 
   
   
  MINOR DESTRUCTION 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You destroy a small or weakened nonmagical 
  object. The target must be an object with AC 15 
  or less (materials such as wood, bone, leather, 
  crystal, glass, ice, cloth, paper, or rope) with 4 
  or fewer hit points, such as a piece of paper, a 
  glass bottle, a lute, a single arrow, etc. For 
  larger objects, such as an unwound piece of 
  rope, you destroy a section up to 1 cubic foot. 
  Weapons larger than a piece of ammunition 
  almost never fall into these categories. 
   
  If the target nonmagical object is being 
  held by, or in the possession of, a creature, that 
  creature must make a Constitution saving throw 
  or the item is destroyed. 
   
  You may choose how the item is 
  destroyed: a piece of paper might burn to ash in 
  someone’s hand, a rope might fray as if cut in 
  half, a leather belt might rot apart, etc. 
   
  The number of targets increases by 1 
  when you reach 5th level (2), 11th level (3), and 
  17th level (4). 
  
  MATTER MAGIC 
   
   
  12 
   
   
   
  MINOR TELEKINESIS 
  2nd level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
    
  You gain the ability to move or manipulate 
  creatures or objects by thought. When you cast 
  the spell, and as your action each round for the 
  duration, you can exert your will on one 
  creature or object that you can see within 
  range, causing the appropriate effect below. 
  You can affect the same target round after 
  round, or choose a new one at any time. If you 
  switch targets, the prior target is no longer 
  affected by the spell. 
   
  Creature. You can try to move a Medium or 
  smaller creature. Make an ability check with 
  your spellcasting ability contested by the 
  creature’s Strength check. If you win the 
  contest, you move the creature up to 30 feet in 
  any direction, including upward but not beyond 
  the range of this spell. Until the end of your 
  next turn, the creature is restrained in your 
  telekinetic grip. A creature lifted upward is 
  suspended in mid-air. 
  On subsequent rounds, you can use 
  your action to attempt to maintain your 
  telekinetic grip on the creature by repeating the 
  contest. 
   
  Object. You can try to move an object that 
  weighs up to 300 pounds. If the object isn’t 
  being worn or carried, you automatically move 
  it up to 30 feet in any direction, but not beyond 
  the range of this spell. 
  If the object is worn or carried by a 
  creature, you must make an ability check with 
  your spellcasting ability contested by that 
  creature’s Strength check. If you succeed, you 
  pull the object away from 
  that creature and can move it 
  up to 30 feet in any direction 
  but not beyond the range of 
  this spell. 
  You can exert fine 
  control on objects with your 
  telekinetic grip, such as 
  manipulating a simple tool, 
  opening a door or a 
  container, stowing or 
  retrieving an item from an 
  open container, or pouring 
  the contents from a vial. 
   
  Attack. You can mentally 
  grasp an object or creature 
  that weighs 30 lbs. or less 
  and hurl it at another 
  creature or object. If you try 
  to hurl a creature or an 
  object being worn or carried, 
  you must make an ability 
  check with your spellcasting 
  ability contested by that 
  creature’s Strength check. If 
  you succeed, you hurl the 
  creature or object. 
   
  You send the 
  creature or object flying up 
  to 60 feet with a sudden 
  thrust of force.  Make a 
  ranged spell attack against 
  the target.  If you hit, both 
  the creature or object you 
  threw, and the creature or 
  object impacted take 1d10 + 
  your spellcasting ability 
  modifier damage, usually 
  bludgeoning. 
  Even if you miss, the creature or object 
  you threw will still go somewhere and take the 
  damage listed, plus any additional damage for 
  falling, etc. 
  MODIFYING 
  TELEKINESIS 
  Telekinesis is a 
  fantastic power that 
  sparks creativity, and 
  players everywhere 
  have asked their 
  Storyteller / DM if 
  they can perform 
  some action not 
  described in the spell. 
  Critical Role has 
  several famous uses 
  of the spell that have 
  nothing to do with the 
  description. 
  When I created Minor 
  Telekinesis, I included 
  an aspect of a spell I 
  created in a different 
  game named Fling. If 
  the minor version of 
  Telekinesis can do it, 
  the big version should 
  be able to attack with 
  objects too. 
  Add the Attack text 
  from Minor 
  Telekinesis to 
  Telekinesis if you 
  wish, with the 
  following changes: the 
  creature or object can 
  weigh up to 100 lbs., 
  and the damage is 
  4d10 + your 
  spellcasting ability 
  modifier. 
   
  
  MATTER MAGIC 
   
   
  13 
   
   
   
  OBJECT LESSON 
  7th level divination 
  Casting Time: 8 hours 
  Range: Self 
  Components: V, S, M (incense worth at least 
  1,500 gp, which the spell consumes, twelve 
  ivory strips worth at least 50 gp each, and an 
  object used as the spell’s focus) 
  Duration: Instantaneous 
   
  Using the spell’s focus object, you bring to your 
  mind a summary of the significant lore about 
  the object. The lore might consist of current 
  tales, forgotten stories, or even secret lore that 
  has never been widely known. 
  For any object, you learn the date it was 
  crafted, the name of the person who crafted it, 
  at least one significant moment in the object’s 
  existence and the date of that moment (even if 
  that moment was only significant in the life of a 
  commoner), and the moment the object was 
  broken, if applicable, and how, and by whom. 
  The more information you already have 
  about the object, the more precise and detailed 
  the information you receive is. 
  The information you learn is accurate 
  but might be couched in figurative language. 
  For example, if you have a mysterious pottery 
  shard on hand, the spell might yield this 
  information: “I was crafted by Ilexere Ven’arr 
  the drow in 1141 DR. Many who venerated evil 
  drank at my lips. When I was whole, I told the 
  story of the deity Shar and her dark love of a 
  mortal. One who lost everything to gain the 
  shadow weave carried me in 1361 DR. I was 
  broken by the hand of Raelynthiss’tak the 
  erinyes in 1363 DR.” 
   
   
   
   
  REPAIR DAMAGE 
  1st level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  An object or construct creature you touch 
  regains a number of hit points equal to 1d8 + 
  your spellcasting ability modifier. This spell has 
  no effect on other types of creatures. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 2nd level or higher, the 
  hit point repair increases by 1d8 for each slot 
  level above 1st. 
   
   
  SILVANTRIL’S SAVVY SHIP 
  8th level conjuration 
  Casting Time: 10 minutes 
  Range: 120 feet 
  Components: V, S, M (miniature ship carved 
  from mahogany, rigged with silk sails and gold 
  thread, with a total value of 500 gp) 
  Duration: 10 days 
    
  You conjure into existence a fine, seaworthy 
  ship to carry you and your companions safely 
  and comfortably.  A caravel is a fairly small, 
  double-decked sailing ship.  A mundane caravel 
  holds a generous amount of cargo and offers 
  cramped quarters for crew and passengers.  The 
  ship produced by this spell has even more room 
  for cargo and passengers, contained within an 
  extradimensional space. 
  The entry point to this space is a hatch 
  on the aft upper deck.  Lifting the hatch reveals 
  a set of wooden stairs, which descend about 6 
  feet to a horizontal shimmering in the air about 
  4 feet wide. 
  Only those you designate can enter this 
  space, and the extradimensional portal is shut 
  and made invisible behind you when you enter.  
  Those without authorization to enter instead 
  
  MATTER MAGIC 
   
   
  14 
   
  continue descending the steps to an ordinary 
  cargo hold.  You can open the portal again from 
  your own side at will. 
  Those who pass beyond the portal's 
  entrance find themselves in a magnificent foyer 
  with many staterooms whose doors open from 
  this space.  The atmosphere is clean, fresh, and 
  warm.  You can create any deck plan you desire 
  within the limit of the spell's effect.  The total 
  size of the extradimensional space is thirty 10-
  foot cubes. 
  The cabins are furnished, and the galley 
  contains sufficient foodstuffs and preparation 
  equipment to serve three full meals per day for 
  20 people. 
  A staff of thirty near-transparent 
  pursers, liveried and obedient, wait upon all 
  who enter.  They function as Unseen Servant 
  spells except that they are visible and can go 
  anywhere within the extradimensional space. 
  Since the place can be entered only 
  through its special portal, outside conditions do 
  not affect the passenger space, nor do 
  conditions inside it pass to the plane beyond. 
  Bad weather or other marine hazards 
  can still threaten the vessel, but even if it sinks, 
  the passenger space remains safe and isolated 
  (though exiting it might prove difficult). 
  The ship is crewed by a minimum 
  complement of spectral deckhands, which 
  perform the basic tasks of maintenance.  These, 
  like the cabin servants, behave as Unseen 
  Servants but can travel anywhere on-board ship 
  and up to 60 feet away from it, and can enter 
  the extradimensional space if you so direct. 
  The spectral deckhands respond to the 
  direction of the helmsman, reducing the 
  number of crew necessary to control the 
  caravel to 1. 
  If you do not provide a real helmsman, 
  the ship will steer itself on the last course a 
  living helmsman provided but will not be able to 
  avoid collisions or hazards or adjust to changing 
  conditions. 
  SILVANTRIL’S SECRET SANCTUARY 
  4th level conjuration 
  Casting Time: 1 minute 
  Range: 120 feet 
  Components: V, S, M (splinters of wood and a 
  small piece of chameleon skin) 
  Duration: 24 hours 
    
  You conjure a sturdy hidden hideaway made of 
  material that is common in the area where the 
  spell is cast. The building is normally 20 ft. by 30 
  ft., although you can alter the shape of the 
  floorplan to better suit the surroundings, such 
  as a long narrow building against the side of a 
  cliff. The floor is level, clean, and dry. The 
  lodging resembles a normal cottage, with a 
  sturdy door, two shuttered windows, and a 
  small fireplace with enough wood to last for the 
  duration. 
  The building blends into the terrain 
  effectively. You can designate up to 9 other 
  creatures in addition to yourself who can 
  effectively find the structure. All other creatures 
  make Investigation and Perception checks with 
  disadvantage to find the structure (DC is equal 
  to your spell save DC or your Wisdom [Stealth] 
  check, whichever is greater). You and any other 
  designated creatures have their footprints and 
  other spoor of their passage removed within a 
  1-mile radius of the structure, so tracking you 
  and your companions is impossible within this 
  radius. 
  The sanctuary has no cooling source 
  (other than natural insulation qualities). It must 
  be heated as a normal dwelling, and extreme 
  heat adversely affects it and its occupants. The 
  dwelling does, however, provide considerable 
  security otherwise—the walls, doors, and roof 
  have AC 15, HP 90. The dwelling is not 
  flammable. Like any object, it is immune to 
  poison and psychic damage. 
  The sanctuary contains simple 
  furnishings — ten bunks, a trestle table, ten 
  stools, shelving, and a writing desk. 
  
  MATTER MAGIC 
   
   
  15 
   
   
   
  SILVANTRIL’S SPACIOUS CARRIAGE 
  4th level conjuration (ritual) 
  Casting Time: 1 minute 
  Range: 60 feet 
  Components: V, S, M (splinters of gold-painted 
  oak, strands of horse hair, and a strip of leather) 
  Duration: 8 hours 
    
  You conjure up a carriage capable of seating 
  four passengers comfortably or six in cramped 
  conditions, as well as the horses needed to pull 
  it. These four "horses" are like those created by 
  the Phantom Steed spell. They respond to your 
  thoughts alone, and they can pull the carriage 
  at a speed of up to 50 feet.  In 8 hours, the 
  carriage can travel up to 40 miles, or 53 miles at 
  a fast pace. 
  The carriage is not flammable. The 
  carriage itself is sturdy, and each 5-foot section 
  has AC 15, HP 90. The interior contains lush, 
  cushioned seats. The side windows can be 
  opened to allow for missile fire or spellcasting, 
  granting three-quarters cover. When the 
  windows are closed, those within have total 
  cover. 
   
   
  STRIKE GOLD 
  9th level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You motion towards a creature and mutter a bit 
  of alchemical formulae to transmute it into 
  gold.  The target creature must make a 
  Constitution saving throw, and on a failure, it 
  instantly turns into gold and gains the petrified 
  condition.  On a successful save, the creature 
  takes 6d12 necrotic damage and is not petrified.  
  Creatures immune to the petrified 
  condition take 6d12 necrotic damage but do not 
  turn to gold. 
   
  The statue created this way is worth 
  25,000 gp and weighs 500 lbs. (creatures of 
  Small or larger size have hollow areas inside the 
  statue to keep the weight consistent).  A 
  creature that has become a golden statue 
  cannot turn back to normal again except with a 
  Wish spell. 
   
  Each time after a statue is produced, 
  there is a cumulative 10% chance you will never 
  be able to cast this spell again due to the strain 
  you place upon reality (10% chance on the first 
  statue, 20% on the second, etc.). 
   
   
  WITCH FLIGHT 
  3rd level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a wooden broom) 
  Duration: Concentration, up to 1 hour 
    
  This spell enchants a wooden broom (which 
  weighs about 3 pounds) to function like a 
  Broom of Flight (DMG, p.156) for the spell’s 
  duration. You choose the command word. For 
  your convenience, the item’s description is 
  reprinted here. 
   
  Broom of Flying 
  Wondrous item, uncommon 
   
  This wooden broom, which weighs 3 pounds, 
  functions like a mundane broom until you stand 
  astride it and speak its command word. It then 
  hovers beneath you and can be ridden in the 
  air. It has a flying speed of 50 feet. It can carry 
  up to 400 pounds, but its flying speed becomes 
  30 feet while carrying over 200 pounds. The 
  broom stops hovering when you land. 
  
  MATTER MAGIC 
   
   
  16 
   
  You can send the broom to travel alone to a 
  destination within 1 mile of you if you speak the 
  command word, name the location, and are 
  familiar with that place. The broom comes back 
  to you when you speak another command 
  word, provided that the broom is still within 1 
  mile of you. 
  At Higher Levels: When you cast this 
  spell using a spell slot of 4th level or higher, you 
  may target one additional broom for every slot 
  level above 3rd. 
   
   
  XYST ILLUMINANT 
  5th level evocation 
  Casting Time: 1 action 
  Range: 180 feet 
  Components: V 
  Duration: 8 hours 
   
  You create a xyst (a covered walkway or portico 
  with supporting columns) made of force and 
  light, supposedly a structure of the angels.  The 
  xyst is 30 feet wide, 20 feet high to the covered 
  roof, and is 300 feet long.  It has 5 ft. wide 
  columns starting at the first corner on each side 
  and again on each side for every 20 ft. of length 
  (the columns are spaced as evenly as possible). 
  The whole xyst is lit with bright light, 
  affording no shadows anywhere within it, and it 
  creates bright light within 60 feet of it, followed 
  by a further 60 feet of dim light. 
  The typical use of this spell is to connect 
  two points across a chasm or dangerous area, 
  although the xyst could be used to add strategic 
  terrain to a battlefield or to create a ramp for 
  horses or wagons, and a desperate caster could 
  use it for shelter against some kinds of weather.   
  The xyst can be tilted up to 20 degrees, 
  but it cannot be turned on its side or made 
  vertical. It does not have to be anchored to 
  solid ground and will hang in midair if the caster 
  desires. It cannot be created inside of other 
  objects or creatures; doing so causes the spell 
  to fail. 
  Nothing can physically pass through the 
  floor, ceiling, or pillars of the xyst. It is immune 
  to all damage. A disintegrate spell destroys the 
  xyst instantly. The xyst also extends into the 
  Ethereal Plane, blocking ethereal travel through 
  the floor, ceiling, or pillars. 
  Finally, this spell is treated as though it 
  were cast using a 9th level spell slot to 
  determine whether it is countered or dispelled. 
   
   
   
   
   
  
  MATTER MAGIC 
   
   
  17 
   
  Magic Item 
  Appendix 
   
  Ring of Chaos 
  Wondrous item, legendary (requires attunement) 
   
  This ring constantly changes shape, style, and color. 
  The ring has 7 charges. The ring regains 1d6+1 
  charges daily at dawn. 
  While wearing it, if at least 1 charge 
  remains you can use an action to cast a spell at 
  random from the ring by rolling 1d8 as shown on the 
  following table. You must choose a target creature 
  within 60 feet; spell areas will be centered on that 
  creature if applicable. 
   
  Ring of Chaos Effects 
  d8 Roll 
  Effects 
  1 
  Chromatic Orb (acid) is cast, +7 to 
  hit. The spell is cast at 1st level for 
  1 charge (minimum), additional 
  charges raise the spell slot level 1-
  for-1. 
  2 
  Chromatic Orb (cold) is cast, +7 to 
  hit. Spell level and charges as noted 
  for result 1. 
  3 
  Chromatic Orb (fire) is cast, +7 to 
  hit. Spell level and charges as noted 
  for result 1. 
  4 
  Chromatic Orb (lightning) is cast, +7 
  to hit. Spell level and charges as 
  noted for result 1. 
  5 
  Chromatic Orb (poison) is cast, +7 
  to hit. Spell level and charges as 
  noted for result 1. 
  6 
  Chromatic Orb (thunder) is cast, +7 
  to hit. Spell level and charges as 
  noted for result 1. 
  7 
  Confusion is cast, DC 17. This 
  expends 4 charges, or all remaining 
  charges if less than 4. 
  8 
  Prismatic Spray is cast, DC 17. This 
  expends all remaining charges. 
   
  Ring of Retribution 
  Wondrous item, very rare (requires attunement) 
   
  This cold iron ring has 4 charges. The ring regains 
  1d4 charges daily at dawn. 
  While wearing it, you can use a reaction 
  when struck by a melee attack to expend 1 charge. 
  This will cast a spell at random from the ring by 
  rolling 1d4 as shown on the following table. 
  The spell will affect only the creature who 
  attacked you in melee, apart from Armor of Agathys. 
   
  Ring of Retribution Effects 
  d4 Roll 
  Effects 
  1 
  Hellish Rebuke is cast at 4th level 
  (5d10 fire damage), DC 15. 
  2 
  Armor of Agathys is cast at 4th 
  level, granting you 20 temporary 
  hit points against the triggering 
  attack and dealing 20 cold damage 
  to your attacker. 
  3 
  Magic Missile is cast at 4th level, 
  with all 6 of the missiles striking the 
  creature who attacked you. 
  4 
  Polymorph is cast, DC 15. If the 
  target is affected, they are turned 
  into a frog for up to 1 hour with no 
  concentration required. 
   
  Ring of Summoning 
  Wondrous item, legendary (requires attunement) 
   
  This ring, engraved with runes describing many 
  various monsters, has two powers. 
  First, whenever you naturally roll a 1 for 
  initiative, you summon a random CR 5 monster for 1 
  minute that acts on your initiative (see the table 
  below). The summoned monster is under your 
  mental control. You may place the summoned 
  creature anywhere within 30 feet of you when it 
  appears. If there is no space large enough to fit the 
  creature, the summoning fails. 
  Second, you may spend an action to force 
  the ring to summon a monster as above. You cannot 
  use this power again until the next dawn, although 
  
  MATTER MAGIC 
   
   
  18 
   
  this does not prevent the ring from using its first 
  power multiple times. 
   
  Ring of Summoning Monsters 
  d8 Roll 
  Monster Summoned 
  1 
  Air Elemental 
  2 
  Beholder Zombie 
  3 
  Cambion 
  4 
  Giant Crocodile 
  5 
  Red Slaad 
  6 
  Roper 
  7 
  Troll 
  8 
  Xorn 
   
  Rod of Architecture 
  Wondrous item, legendary 
   
  This unassuming steel rod has two simple functions 
  operated by two buttons. Using either button takes 
  one action and expends one charge from the rod.  
  The rod has 10 charges and regains 2d4+2 charges 
  daily at dawn. 
   
  The first button creates a 5-foot cube of 
  wood to appear in any square adjacent to the 
  wielder, as long as that square is solid, unoccupied 
  ground or unoccupied liquid. The cube is created 
  instantaneously and remains indefinitely. Cubes can 
  be stacked on top of one another on solid ground. 
   
  Each cube has AC 15, 600 hit points (10 HP 
  per inch of thickness), and weighs 2,000 pounds. It 
  has typical object characteristics, such as immunity 
  to psychic and poison damage. After being placed 
  initially, a cube can be pushed or pulled as desired. If 
  a cube is pushed into water, it floats. 
   
  The second button disintegrates up to a 5-
  foot cube of material objects or force effects 
  adjacent to the wielder. This effect cannot destroy a 
  permanently enchanted magic item. If you target an 
  object held or carried by a creature, that creature 
  can make a Dexterity saving throw (DC 17) to avoid 
  the effect. If the object or force effect is larger than 
  5 feet, the rod disintegrates a 5-foot cube portion of 
  it. 
  BUT THAT’S 
  NOT ALL! 
  Since March 30th of 2018, I have been 
  creating D&D 5e spells, backgrounds, 
  and class archetypes.  Modules and 
  other books are on the way, but if you 
  like what you see here I recommend 
  you check out Spell Collection 1 at the 
  Dungeon Masters Guild website. 
  Spell Collection 1 has my first four 
  books of spells collected together at a 
  discount.  It includes the following: 
  •
  Spells from Elsewhere.  This 
  book imagines how magic 
  works in exotic locations, such 
  as under the sea or on another 
  plane of existence.  It is not 
  part of the Enchiridia Mysteria 
  but it has 101 spells to add to 
  your collection! 
  •
  Mind Magic.  This book fleshes 
  out the schools of 
  Enchantment and Illusion with 
  a host of clever and diabolical 
  mind games.  Or, just protect 
  yourself from the same tricks! 
  •
  Time Magic.  With spells all 
  about the timestream and 3 
  optional rulesets for paradox, 
  you are ready to manipulate 
  time itself! 
  •
  Mortality Magic.  Necromancy 
  can be used for good or evil, 
  and both are available in this 
  grimoire about life and death. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lord Rumfish/Codex 4 of the Enchiridia Mysteria - Matter Magic.pdf