TEXT: Page 1 
   
   
    
   
  
   
  Page 2 
   
   
  Contents 
   
  Elminster’s Prolegomenon  3 
  Advice for Young Wizards  4 
  Spell Indexes  11 
  Spell Descriptions  24 
  The Great Artifact  131 
   Rings, Rods, Staffs & Wands  133 
  Wondrous Items  136 
  Strange Elixirs  139 
  Magical Trinkets  140 
  The Spellcaster’s Library  141 
  Wizard Tower Names  142 
  Verbal Spell Components  143 
  Magical Factions of Faerûn  144 
   
  Design: Jeremy Forbing, Scott Bean, M.T. Black, Heath Harris 
  Art: DMs Guild Creator Resources, Shutterstock, Enmanuel "Lema" Martinez, Publisher's Choice Quality Stock 
  Art © Rick Hershey / Fat Goblin Games, Aaron Lee, Christof Grobelski, Tan Ho Sim, David Revoy, Dean Spencer 
  Proofing: Ken Carcas, Jeff C. Stevens 
  Special thanks: Marc Altfuldisch, Treantmonk, Valerie Erzählerin 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast. 
   
  
   
  Page 3 
   
   
  Elminster’s Prolegomenon 
   ‘tis said the elderly are wont to boast; yet to my mind, in such a tome as this, true 
  vanity is trying the reader’s patience with affected modesty. It can truly be said, with 
  neither arrogance nor false humility, that I have walked these Realms far longer 
  than most (too long, many would say), devoting the better part of my travels to the 
  study, and the service, of magic itself.  I have sojourned from the golden shores of 
  Maztica to the grimly beautiful depths of the Underdark, and from the transcendent 
  fields of Elysium to the cruel fires of planes better left unnamed, alongside some of 
  the greatest practitioners of Art known to this age of the world; to my acute grief, I 
  have seen too many come to bad ends. It is based on these facts of my experience that I 
  claim expertise to curate and offer ye this collection of magical lore, written by 
  diverse hands, and interspersed with my own small observations.  
  Today’s students of the Art, for whom I compiled the present volume, have 
  acquitted themselves well in many ways. I heartily praise this generation’s desire to 
  return to basics after so many years of magical turmoil. The mastery of fundamentals 
  required to lay about ye with destructive evocation spells is a great boon when the 
  time is right. Yet heed my words: there is more to spellcasting than fire and fury. 
  Far more! The Weave of magic is the key to reality. It can grant true knowledge, 
  puissant defense, control of the world around you, or mastery of the very energies of 
  life. How is it most modern mages content themselves with careers as “glass 
  ballistae,” good for a few powerful blows, but shattering at an enemy’s touch? 
   
  Even the pool of spells in larger circulation has winnowed down to a few hundred 
  at best. And most mages fixate on a small fraction of those! They make themselves 
  predictable thereby, and even stupid monsters have learned how to thwart them. 
   
  This grimoire is my modest attempt to redress these problems. Together with 
  insightful writings from past masters of the Art, these pages contain over three 
  hundred and fifty hand-picked spells, chosen to grant versatile options to all 
  spellcasters, whether their means be arcane, divine, or otherwise. 
  Take this and read! Learn these spells and use them! This ambitious tome aims to 
  make ye a better spellcaster, and to improve the practice of the Art as a whole. And if 
  this little grimoire proves popular, I may assemble another in a year or two. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elminster Aumar 
  
   
  Page 4 
   
   
  Advice for Young Wizards
  “the following short treatise was composed 
  by Ashemmon of Rhymanthiin, the 5th 
  Blackstaff of Waterdeep. Neither the best 
  nor the worst of the many fine wizards to 
  hold that title, he was a great spellcaster 
  of even greater potential. In my estimation, 
  had he not so often allowed himself to be 
  embroiled in the minutia of politics and 
  pedagogy, he could have ascended even 
  higher. Yet withal, his concern was for the 
  larger good of all civilized folk, and he 
  sought to shape students worthy of the 
  same calling, and it take a mean soul indeed 
  to fault the departed for that. I don’t agree 
  with everything old Blackstaff has to say, 
  but of all introductory texts I have seen for 
  young apprentices, his is among the best, and 
  certainly the most applicable to the present 
  era of Faerûn.” Elminster 
  The following essay was originally drawn up for the 
  private use of my own apprentices. At the urging of 
  certain judicious friends, and against the 
  inclinations of my own modesty, I have decided to 
  make the text available to the public at large. It is 
  my hope that novice wizards everywhere might 
  benefit from its wisdom. 
  Ashemmon of Rhymanthiin 
  Reconsider your  
  choice of school 
  Your choice of school will greatly affect your 
  wizarding career. For many apprentices, the School 
  of Evocation is the default choice. And let me tell 
  you it was always thus! I can understand the 
  appeal—evocation spells are exciting, and give 
  quick and spectacular results.  
  But if you have chosen the School of 
  Evocation, I urge you to take the time to reconsider. 
  Some other schools are less highly acclaimed, 
  perhaps, but I believe them to be more powerful. 
  The Schools of Illusion and Divination come to 
  mind. Become an evoker if you wish, just ensure you 
  consider your options well. 
  
   
  Page 5 
   
   
  Develop a strong 
  selection of spells 
  As a wizard, you are only as effective as the spells in 
  your spellbook allow, and so a good selection is 
  essential. The following list of spells are well-known 
  and practiced by wizards all across the realms. They 
  represent the best of the current art and should 
  form the staple of every spellbook. You should 
  actively seek out these spells, though it may take 
  years to collect them all.  
  I've ranked them here by their level of potency: 
  Cantrips. light, mage hand, minor illusion, 
  prestidigitation, ray of frost 
  Level the First. chromatic orb, fog cloud, mage 
  armor, magic missile, ray of sickness, shield, silent 
  image, sleep, Tasha's hideous laughter, thunderwave 
  Level the Second. blindness, cloud of daggers, 
  invisibility, levitate, mirror image, phantasmal force, 
  pyrotechnics, suggestion, web 
  Level the Third. animate dead, counterspell, fear, 
  fireball, major image, slow, sleet storm 
  Level the Fourth. arcane eye, banishment, dimension 
  door, Evard's black tentacles, greater invisibility, 
  polymorph 
  Level the Fifth. animate objects, Bigby's hand, hold 
  monster, wall of force 
  Level the Sixth. contingency, globe of invulnerability, 
  magic jar, mass suggestion, sunbeam, true seeing 
  Level the Seventh. eyebite, force cage, plane shift, 
  simulacrum 
  Level the Eighth. antipathy/sympathy, clone, 
  demiplane, maze, mind blank 
  Level the Ninth. foresight, meteor swarm, prismatic 
  wall, time stop, true polymorph, wish 
  “The fifth Blackstaff overrates chromatic 
  orb and several other spells, but this is a 
  pretty fair list. I would add misty step, 
  hypnotic pattern, conjure elemental, geas, 
  Otto's irresistible dance, reverse gravity, and 
  shapeshift—but wizards will disagree over 
  such matters. 
  mages of a more martial bent would 
  supplement the list of cantrips with one or 
  more of the sword dweomers first 
  developed by the elven masters of 
  Bladesong—greenflame blade and the like—
  but like so many other spells, their utility 
  depends greatly on the user.  
  In addition, these selections draw only 
  from the core of more common spells in 
  circulation.  Surely Ashemmon himself 
  would advise ye to avail thyself of the many 
  new spells in this grimoire! 
  In that regard, the Blackstaff’s 
  recommendations may be most useful as a 
  hierarchy of benchmarks. When choosing a 
  new spell of a given level, compare it to the 
  spells of that level listed here. If it is 
  difficult to imagine situations where, given 
  the choice, ye would cast the new spell 
  instead of these, it is likely a poor choice.”  
  Acquire many rituals  
  If a spell is a ritual, you can cast it without 
  expending any magical energy, and without having 
  to prepare it beforehand. Collect as many as you 
  can. 
  Following are some of the rituals you should 
  consider acquiring: alarm, comprehend languages, 
  contact other plane, detect magic, feign death, find 
  familiar, gentle repose, identify, illusory script, magic 
  mouth, phantom steed, unseen servant, and water 
  breathing. 
  “Many think of ritual spells as essentially 
  ‘free magic,’ which is an inaccurate 
  simplification in theory, but a solid 
  principle in use—acquire and employ as 
  many as ye can! 
  
   
  Page 6 
   
   
  Every spell on this list is worthy, and I 
  would add more besides: Drawmij's instant 
  summons, Leomund's tiny hut, Rary's 
  telepathic bond, and Tenser's floating disk 
  all have a place in nearly any spellbook. 
  As a caution against the pernicious blind 
  spots that bedevil even the greatest minds, 
  take note that Ashemmon’s failure to 
  include these specific spells may stem from 
  an intellectual bias against their creators, 
  all wizards from another world whose 
  spells still bear their names. The first 
  Blackstaff, the great Khelben Arunsun, was 
  well-known for his rivalry with Bigby, he of 
  the famous hand, another member of the 
  same otherworldly cabal. Bigby’s clever 
  creation appears on the Blackstaff’s first 
  list, as does one of Mordenkainen’s best, 
  because they are just too good to leave off. 
  Nevertheless, I suspect Khelben’s prejudice 
  down the line of his students to Ashemmon, 
  causing him to view these unique spells with 
  a jaundiced eye.  
  (Of course, such scholarly speculation 
  fuels the old saw about wizards being worse 
  gossips than tailors and fishmongers, an 
  aspersion I would despise, were it not true.)” 
  Know your spells 
  It is hard to believe, but many wizards charge into 
  battle with only a cursory understanding of their 
  spells. Apprentice, know your spells!  
  For your common spells, you should have the 
  following information committed to memory: what 
  is the casting time, what is the range, what is the 
  duration, what is the area of effect, what 
  components are required, what is the effect, what 
  are the exceptions?  
  And most importantly—does the spell require 
  concentration? 
  “If ye fail to keep such details straight 
  about the spells you cast frequently, I 
  predict a brief and inglorious career lies 
  ahead for ye.” 
  Be mindful of 
  concentration 
  Concentration is an enormously important matter 
  for a wizard. The rule is very simple – if a spell 
  requires concentration, you cannot cast another 
  spell that requires concentration while it is in effect. 
  You can, however, cast a spell that does not require 
  concentration. 
  In practice, this means you want a good mix of 
  spells that require concentration and those that 
  don’t. And you will want to consider carefully how 
  your concentration and non-concentration spells 
  can be used together. 
  Find a familiar 
  Do I really need to explain the usefulness of a 
  familiar? It can scout the dungeon out ahead of you, 
  provide distractions while you attack, and even 
  deliver spells for you!  
  “And provide ye with loyal companionship. A 
  not-inconsiderable benefit, that.”  
  Learn to use illusions 
  An argument can be made that illusions are the 
  most powerful magic of all. Other spells have 
  constraints and restrictions and are, to an extent, 
  predictable. With illusions, the only constraint is 
  your imagination. 
  “Sadly, ‘tis a large constraint for many 
  wizards I might mention!” 
  Even minor illusion is remarkably powerful. I firmly 
  believe a wizard could negotiate the easier levels of 
  a dungeon with just that cantrip. You can create the 
  
   
  Page 7 
   
   
  illusion of a wooden crate for your ally to hide 
  behind and launch a surprise attack. You can create 
  a false floor over a pit, and lead your pursuers to 
  their doom. You could create the illusion of a chest 
  spilling over with jewels to distract and confuse the 
  charging monsters. And so on! I've done all of these 
  things, and many more. 
  As with most things wizardly, the key is 
  preparation. Spend some time thinking about the 
  illusion you will create. Talk to other wizards, read 
  instructional scrolls, attend guild meetings and so 
  on. Free up your mind, and become creative! 
  Win the battle before 
  the battle...  
  Too many young wizards only begin thinking once 
  the battle has begun. But your actions beforehand 
  will dictate the success of your endeavors, more 
  often than not.  
  Did you set an alarm to guard your comrades 
  against ambush while they slept? Did you cast 
  comprehend languages to decipher the ancient 
  carving that contains a vital clue? Did you send your 
  familiar to scout ahead? Did you use your mage 
  hand to open the dangerous door or chest? Did you 
  use your arcane eye to examine the room ahead?  
  “The good news is, if ye do not wish to plan 
  ahead, there are many other career paths 
  available. Dwarven battlerager, Moonsea 
  politician, and medusa’s garden decoration 
  all come to mind. 
  If ye are a wizard who wishes to plan, but 
  do so unimaginatively, the news is even 
  better: You are an excellent candidate for 
  the War Wizards of Cormyr.” 
  …then win the battle 
  Battlefield tactics for the wizard is an enormous 
  subject, and whole volumes have been written upon 
  it. I can only touch upon the matter here.  
  “If you have any affection for the Common 
  tongue, preference for linguistic precision, 
  or measure of good taste, prepare ye now 
  for the pain of the category names to come.” 
  Briefly, there are four general classes of spells you 
  will use on the battlefield. For most of you, the 
  common names for these classes are: blast spells, 
  buff spells, debuff spells and control spells. If you 
  learn when and how to use each type of spell, you 
  can have a devastating impact during combat. 
  
   
  Page 8 
   
   
  “I will assume ye are as repelled by the 
  idiomatic names the Blackstaff uses to 
  classify these spells as I am, gentle reader, 
  since no other assumption would allow me 
  to continue with a helpful tone. 
  In the Blackstaff’s defense, he was being 
  considerate of his audience. These labels 
  were and are popular in Waterdeep, 
  particularly among young nobles choosing 
  to sample the life of an adventurer.  
  I should explain that the intercourse of 
  so many languages in the busiest ports of 
  the Sword Coast has given many local 
  dialects of Common a shifting, adaptive 
  quality. New terms are acquired and 
  discarded like copper coins. Cohorts of 
  privileged people sharing specialized 
  interests develop their own argot almost 
  intentionally. It is, on the one hand, useful 
  in speeding up conversation about complex 
  topics among those who discuss them 
  constantly. On the other hand, it can also 
  be insidiously divisive, with those in the 
  know often using such vocabulary to 
  aggrandize themselves as being part of an 
  exceptional group or to exclude those they 
  see as undesirables.  
  The aesthetic value of such novel words 
  is obviously a matter of personal taste, but 
  most older wizards—myself obviously 
  included—consider the labels used here 
  irritatingly vulgar. 
  Regardless of how popular or useful 
  these terms are, if ye wish to speak of such 
  categories in the presence of elder mages 
  powerful enough to disintegrate ye (and as a 
  personal note, I am very likely a mage 
  powerful enough to disintegrate ye), I 
  suggest using the following less 
  idiosyncratic labels: 
  - Injuring spells 
  - Enhancement spells 
  - Debilitation spells 
  - Command & Control spells.” 
  Blast Spells 
  This is the most straightforward and obvious use of 
  magic in combat. You cast a spell to inflict an injury 
  on an opponent, usually with the intention of killing 
  it. Too many wizards, I fear, focus only on this class 
  of spell. While not deprecating these spells too 
  much, anyone in your party can kill an orc. There 
  are more unique things you can achieve with your 
  magic.  
  The best spells of this class combine damage with 
  another effect. Ray of frost, for example, does both 
  injure and slow your foe, and is hence preferred to 
  the more popular firebolt, which simply inflicts a 
  wound.  
  Spells of this type include: burning hands, 
  chromatic orb, cloud of daggers, cone of cold, 
  disintegrate, fireball, flaming sphere, lightning bolt, 
  magic missile, scorching ray, and wall of fire. 
  “Most of these are not concentration spells, 
  so they complement the other spell types 
  nicely.” 
  Buff Spells 
  This class of spells involves the enhancement and 
  extension of the abilities of yourself and your allies. 
  Used judiciously, these spells can reliably increase 
  your odds of success. 
  Spells of this type include: enlarge, fly, haste, 
  invisibility, levitate, mage armor, magic weapon, 
  shield, stoneskin and true seeing.  
  “At first I thought the Blackstaff forgot to 
  mention polymorph, which would be a 
  foolish oversight—then I realized he had 
  likely revised this document for popular 
  use. There are few spells more powerful 
  
   
  Page 9 
   
   
  when it comes to the extension and 
  enhancement of thy ally, but there are also 
  few spells that require more wisdom, care, 
  and knowledge of creature types to be used 
  without disaster.” 
  Debuff Spells 
  This class of spells impairs your enemies in some 
  way, and here we really begin to explore the unique 
  potency of the wizard. Preventing the enemy 
  mage from casting offensive spells (using 
  blindness, for example), can be far more 
  effective than casting a magic missile or the 
  like.  
  Spells of this type include: blindness, 
  fear, ray of sickness, reduce, slow, and 
  Tasha's hideous laughter. 
  “And polymorph!” 
  Control Spells 
  This class of spells is concerned with 
  shaping the battlefield itself and 
  manipulating the positioning and 
  tactics of your enemies. This is where 
  a wizard can have the most dramatic 
  impact on a battle. A carefully placed 
  control spell can disrupt and destroy 
  the enemy’s tactics, and end a battle in 
  moments. A control spell can turn an 
  imminent defeat into a certain victory.  
  Any spell that changes a monster’s 
  movement, maneuverability or tactics 
  may be considered a control spell. In 
  addition, any spell that affects the 
  terrain of the battlefield may also be 
  considered a control spell.  
  Spells of this type include: 
  dissonant whispers, Evard's black 
  tentacles, fear, grease, gust of wind, 
  hold monster, hold person, hypnotic 
  pattern, mass suggestion, phantasmal 
  force, prismatic wall, sleep, slow, 
  stinking cloud, suggestion, telekinesis, thunderwave, 
  wall of fire, wall of force, wall of stone, and web. 
  “And levitate! Levitating an enemy monster 
  that lacks range attacks, for example, can 
  render it helpless.” 
  
   
  Page 10 
   
   
  Practice ethical magic 
  I urge all young wizards to practice magic ethically. 
  An old magical college, long since defunct, used to 
  have its graduates take the following pledge: 
  1. I will operate discreetly. I will reveal the secrets 
  of my craft to no one. 
  “Having more direct, personal knowledge of 
  the goddess of magic’s desires than I can 
  describe here without seeming an 
  insufferable braggart, I will instead cite the 
  teachings of her church in my disagreement 
  here. Mystra herself desires that eldritch 
  secrets be shared with anyone worthy. 
  However, the teaching of magic is not a 
  task to be undertaken by the inexperienced, 
  so I will give the benefit of the doubt to this 
  unidentified lost college of magic (the name 
  and unfortunate fate of which I believe I 
  know, but cannot confirm), and speculate 
  that this dictum was intended to dissuade 
  younger students from taking apprentices 
  of their own.” 
  2. I will operate within the laws of my country. 
  3. I will meet all my expenses from my own funds. I 
  will not accept charity. 
  “Why not?” 
  4. I will live in seclusion. I will strive to minimize my 
  social contact with non-wizards. 
  5. I will minimize my contact with kings, queens, 
  and other rulers. 
  6. My home will include at least one room reserved 
  exclusively for research and study. 
  7. I will be patient. I will persevere in the face of 
  adversity. 
  8. I will not attempt to circumvent accepted magical 
  procedures. 
  “Again, a commandment directed only at 
  beginners. I once heard another wizard’s 
  apprentice comment that ‘Wizardry consists 
  of learning all the rules for successfully 
  breaking all the rules.’ I knew at once that 
  apprentice would exceed her master. Which, 
  to the sorrow of many, she did.” 
  9. I will strive to add to the existing body of magical 
  knowledge through original research. 
  “Believe it or not, I expected to disagree 
  with more of these than I did.  Where they 
  were questionable, I have commented, but 
  where I have not, I generally have no 
  quibble. Some are nearly always 
  disregarded. For example, it is hard to think 
  of a wizard with access to powerful rulers 
  who made no use of it, but history suggests 
  it would be better if most had.   
  Others may be correct but unnecessary. 
  Mages with the hunger for new Art will 
  never stop researching, and those without 
  will quit entirely ere long. All wizards 
  worth their salt want private studies, and 
  those who go without do so by necessity, 
  not by choice. 
  Please indulge me as I add a 10th item to 
  this pledge: ‘I will know myself. I will not 
  forget that character is the first 
  component of any spell, trust is the most 
  enduring form of alchemy, and self-
  deception is the deadliest of illusions.’  
  Perhaps ye dismiss this addendum of mine 
  as sentimental claptrap? Fair enough. Ye 
  wouldn’t be the first. But if ye think so, it 
  were best to brace thyself: ye will find the 
  hard road ye walk that much harder.” 
  
  Page 11 
   
   
  Spell Indexes
  Following are the spells indexed by class. 
  Bard Spells 
  Cantrips (0 Level) 
  Amanuensis 
  Create Item 
  Echoing Blow 
  Jinx Shot 
  Leading Strike 
  Project Object 
  Voice of Battle 
  1st Level 
  Chameleon 
  Cleanse 
  Critical Strike 
  Dictation 
  Easy Trail 
  Enrage Animals 
  Entropic Shield 
  Fortifying Cry 
  Frightful Strike 
  Herald's Call 
  Know Greatest Enemy 
  Misdirected Mark 
  Nerveskitter 
  Prophesied Strike 
  Protection from Aerial Attack 
  Speed of Thought 
  Thundering Armor 
  Undersong 
  Wailing Wind 
  2nd Level 
  Backbiter 
  Balancing Lorecall 
  Blinding Spittle 
  Command Another's Pet 
  Curse of Ill Fortune 
  Daggerspell Stance 
  Easy Climb 
  Elemental Blade 
  Elonia's Glamour 
  Invigorating Strike 
  Knight's Move 
  Lifetap 
  Listening Lorecall 
  Moon Rune 
  Sudden Transposition 
  Tactical Precision 
  Unluck 
  War Cry 
  Whirling Blade 
  Wraithstrike 
  3rd Level 
  Acid Breath 
  Allegro 
  Celebration 
  Clarity of Mind 
  Cloak of Bravery 
  Dread Mercy 
  Four-Winds Bag 
  Grace 
  Great Thunderclap 
  Hearth Spirit 
  Love’s Lament 
  Magnetism 
  Nauseating Breath 
  Nightscar 
  Quickening Breeze 
  Redirect Spell 
  Shroud of Undeath 
  Sleep of Horror 
  4th Level 
  Battle Hymn 
  Breath of the Elements 
  Crown of Light 
  Eye for An Eye 
  Pain 
  Premonitory Vision 
  Recitation 
  Resistance, Greater 
  Thunderous Reprisal 
  Watchware 
  5th Level 
  Code of Secrecy 
  Conduit 
  Curse of Ill Fortune, Mass 
  Doomtide 
  Dragonsight 
  Guiding Snarl 
  
   
  Page 12 
   
   
  Immunity to Poison and Disease 
  Lesser Chainfire 
  Servant Army 
  Shadow Form 
  Unexpected Clarity 
  Weaken Ability 
  6th Level 
  Chain Madness 
  Howling Chain 
  Inevitable Winter 
  Lorloveim's Shadowy 
  Transformation 
  Note of Aggression 
  Opportune Lacuna 
  Read Object 
  Resistance, Superior 
  7th Level 
  Hiss of Sleep 
  Inevitability of the Grave 
  Instill Vulnerability 
  Simbul's Spell Sequencer 
  Symphonic Nightmare 
  8th Level 
  Brain Spider 
  Invisibility, Superior 
  Lasting Breath 
  Prismal's Wormhole 
  Pummelling Drumbeat 
  Shifting Paths 
  True Domination 
  Wrathful Castigation 
  9th Level 
  Instant Refuge  
  Monstrous Thrall 
  Saga of Foretold Doom 
  Wail of the Banshee 
  Cleric Spells 
  Cantrips (0 Level) 
  Amanuensis 
  Astral Seal 
  Blazing Starfall 
  Blood Curse 
  Challenger’s Mark 
  
   
  Page 13 
   
   
  Hand of Radiance 
  Leading Strike 
  Reaver’s Touch 
  Virtuous Strike 
  Voice of Battle 
  1st Level 
  Air Jaunt 
  Celestial Fist 
  Cleanse 
  Deathwatch 
  Dictation 
  Entropic Shield 
  Fortifying Cry 
  Foundation of Stone 
  Frightful Strike 
  Numinous Shield 
  Prophesied Strike 
  Protection from Aerial Attack 
  Rejuvenate Self 
  Summons of Justice 
  Thundering Armor 
  Updraft 
  Vigor 
  Wailing Wind 
  2nd Level 
  Alicorn Lance 
  Align Weapon 
  Blood Bond 
  Blood Wind 
  Body Blades 
  Chilling Scythe 
  Command Another's Pet 
  Curse of Ill Fortune 
  Desecrate 
  Elemental Blade 
  Energized Shield 
  Invigorating Strike 
  Knight's Move 
  Lava Missile 
  Lifetap 
  Sticks to Snakes 
  Unluck 
  Whip of Flame 
  3rd Level 
  Blade of Pain and Fear 
  Cloak of Bravery 
  Clutch of Orcus 
  Grace 
  Hearth Spirit 
  Holy Storm 
  Ice Axe 
  Knightly Intercession 
  Life Drain 
  Nauseating Breath 
  Poison 
  Predatory Shards 
  Quickening Breeze 
  Redirect Spell 
  Searing Light 
  Shield of Warding 
  Shroud of Undeath 
  Storm Cone 
  Storm Shield 
  4th Level 
  Anyspell 
  Blistering Radiance 
  Blood Mantle 
  Breath of the Elements 
  Calm Winds 
  Consumptive Field 
  Crown of Light 
  Dragon Breath 
  Moon Bolt 
  Recitation 
  Resistance, Greater 
  Sacred Strike 
  Shield of Faith, Mass 
  Spark of Life 
  Thunderous Reprisal 
  Wrack 
  5th Level 
  Caging Glaive 
  Champion's Strength 
  Code of Secrecy 
  Curse of Ill Fortune, Mass 
  Doomtide 
  Earth Reaver 
  Lesser Chainfire 
  Life's Grace 
  Pocket Cave 
  Righteous Might 
  Sanctuary, Mass 
  Soul Scour 
  Stalwart Pact 
  Stone Body 
  
   
  Page 14 
   
   
  Valiant Fury 
  6th Level 
  Azuth's Alteration Mantle 
  Bolt of Glory 
  Chain Madness 
  Crawling Darkness 
  Curse of the Everbleeding 
  Wounds 
  Energy Immunity 
  Gravedust Cloud 
  Resistance, Superior 
  Shield of Warding, Mass 
  Zealot Pact 
  7th Level 
  Azuth's Spell Shield 
  Brilliant Blade 
  Chariot of Sustarre 
  Conjure Remorhaz 
  Create Revenant 
  Death Dragon 
  Holy Star 
  Holy Word 
  Instill Vulnerability 
  Mark of the Unfaithful 
  Radiant Assault 
  Stone Shape, Greater 
  Symphonic Nightmare 
  Vigorous Circle 
  Vortex 
  8th Level 
  Brain Spider 
  Brand of Fire 
  Brilliant Aura 
  Conjure Dragon 
  Crown of Glory 
  Death Spider 
  Dragon’s Roar 
  General of Undeath 
  Heat Drain 
  Mass Death Ward 
  Stone Walk 
  Stormrage 
  True Domination 
  9th Level 
  Anathema 
  Awaken Construct 
  Energy Drain 
  Implosion 
  Monstrous Thrall 
  Plague of Undead 
  Undeath’s Eternal Foe 
  Visage of the Deity, Greater 
  Volcanic Eruption 
  Druid Spells 
  Cantrips (0 Level) 
  Create Item 
  Fire Hawk 
  Frostwind Blade 
  Punishing Strike 
  Quickling Step 
  Reaver’s Touch 
  1st Level 
  Air Jaunt 
  Easy Trail 
  Elemental Burst 
  Enrage Animals 
  Foundation of Stone 
  Frightful Strike 
  Great Watcher Spirit 
  Ironbreaker Claws 
  Leaf into Dagger 
  Scattered Form 
  Tearing Claws 
  Updraft 
  Vigor 
  Wailing Wind 
  2nd Level 
  Alicorn Lance 
  Animal Spy 
  Balancing Lorecall 
  Binding Winds 
  Blinding Spittle 
  Blood Frenzy 
  Command Minor Beast 
  Creeping Cold 
  Daggerspell Stance 
  Decastave 
  Decomposition 
  Desecrate 
  Earthen Grace 
  Elemental Blade 
  Fire Trap 
  Kelpstrand 
  Lava Missile 
  
   
  Page 15 
   
   
  Lifetap 
  Listening Lorecall 
  Mountain Stance 
  Razorscales 
  Sticks to Snakes 
  3rd Level 
  Cloudburst 
  Control Temperature  
  Four-Winds Bag 
  Hearth Spirit 
  Icelance 
  Poison 
  Predatory Shards 
  Pyroclastic Tide 
  Quickening Breeze 
  Storm Cone 
  Storm Shield 
  4th Level 
  Breath of the Elements 
  Calm Winds 
  Circle of Privacy 
  Eye of the Hurricane 
  Moon Bolt 
  Oak Skewer 
  Pain 
  Premonitory Vision 
  Resistance, Greater 
  Serenity of Stone 
  Serpent Arrows 
  Spark of Life 
  Sudden Stalagmite 
  Venom Bolt 
  Wind at Back 
  5th Level 
  Bite of the Werebeast 
  Guiding Snarl 
  Hornet Shot 
  Jungle’s Rapture 
  Longstrider, Mass 
  Pocket Cave 
  Quill Blast 
  Wind Tunnel 
  Xorn Movement 
  6th Level 
  Acidic Armor 
  Anger of the Noonday Sun 
  Cloudwalkers 
  Energy Immunity 
  Freeze 
  Inevitable Winter 
  Resistance, Superior 
  
   
  Page 16 
   
   
  7th Level 
  Brilliant Blade 
  Changestaff 
  Creeping Doom 
  Inevitability of the Grave 
  Mark of the Unfaithful 
  Stone Shape, Greater 
  Stone Spiders 
  Storm of Elemental Fury 
  Vigorous Circle 
  Vipergout 
  Vortex 
  8th Level 
  Awaken, Mass 
  Bite of the King 
  Bombardment 
  Brand of Fire 
  Brilliant Aura 
  Shifting Paths 
  Stone Walk 
  Stormrage 
  Unyielding Roots 
  9th Level  
  Anathema 
  Cast in Stone 
  Moonfire 
  Obedient Avalanche 
  Transmute Rock to Lava 
  Volcanic Eruption 
  Whirlwind, Greater 
  Paladin Spells 
  1st Level 
  Cleanse 
  Divine Sanction 
  Frightful Strike 
  Know Greatest Enemy 
  Piercing Smite 
  Protection from Aerial Attack 
  Rejuvenate Self 
  Summons of Justice 
  Thundering Armor 
  Weightless Pursuit 
  2nd Level 
  Align Weapon 
  Chilling Scythe 
  Elemental Blade 
  Energized Shield 
  Invigorating Strike 
  Knight’s Move 
  Loyal Vassal 
  Strength of Stone 
  Zeal 
  3rd Level 
  Aegis of Assault 
  Aegis of Shielding 
  Cloak of Bravery 
  Dread Mercy 
  Grace 
  Holy Storm 
  Knightly Intercession 
  Redirect Spell 
  Regal Procession 
  Shield of Warding 
  4th Level 
  Crown of Light 
  Eye for An Eye 
  Killing Ground 
  Recitation 
  Serenity of Stone 
  Thunderous Reprisal 
  5th Level  
  Caging Glaive 
  Champion’s Strength 
  Draconic Might 
  Righteous Might 
  Unexpected Clarity 
  Valiant Fury 
  Ranger Spells 
  1st Level 
  Bloodhound 
  Easy Trail 
  Enrage Animals 
  Frightful Strike 
  Ironbreaker Claws 
  Leaf into Dagger 
  Speed of Thought 
  Wailing Wind 
  Weightless Pursuit 
  2nd Level 
  Animal Spy 
  Balancing Lorecall 
  
   
  Page 17 
   
   
  Command Minor Beast 
  Earthen Grace 
  Easy Climb 
  Elemental Blade 
  Kelpstrand 
  Listening Lorecall 
  Mountain Stance 
  Razorscales 
  Sticks to Snakes 
  3rd Level 
  Blade Storm 
  Control Temperature  
  Dread Mercy 
  Four-Winds Bag 
  Pyroclastic Tide 
  Quickening Breeze 
  Storm Cone 
  4th Level 
  Calm Winds 
  Circle of Privacy 
  Eye of the Hurricane 
  Premonitory Vision 
  Serenity of Stone 
  Serpent Arrows 
  Wind at Back 
  5th Level 
  Hornet Shot 
  Jungle’s Rapture 
  Longstrider, Mass 
  Quill Blast 
  Unexpected Clarity 
  Wind Tunnel 
  Sorcerer 
  Spells 
  Cantrips (0 Level) 
  Amanuensis 
  Blazing Starfall 
  Challenger’s Mark 
  Create Item 
  Echoing Blow 
  Frostwind Blade 
  Looming Shadow 
  Project Object 
  Punishing Strike 
  Quickling Step 
  1st Level 
  Chameleon 
  Critical Strike 
  Elemental Burst 
  Fist of Stone 
  Frightful Strike 
  Nerveskitter 
  Nightshield 
  Nystul’s Flash 
  Protection from Aerial Attack 
  Serpent Missile 
  Shieldbearer 
  Sorcerous Scribe 
  Speed of Thought 
  Tearing Claws 
  Weightless Pursuit 
  2nd Level 
  Backbiter 
  Balancing Lorecall 
  Blood Wind 
  Daggerspell Stance 
  Death Armor 
  Earthen Grace 
  Ebony Hand 
  Elemental Blade 
  Elonia’s Glamour 
  Embalm 
  Fire Trap 
  Fog of Viscidity 
  Hail of Stone 
  Mountain Stance 
  Rainbow Beam 
  Razorscales 
  Shadow Burst 
  Unluck 
  Whirling Blade 
  Wraithstrike 
  3rd Level 
  Abolish Shadows 
  Acid Breath 
  Aegis of Ensnarement 
  Blade of Pain and Fear 
  Clarity of Mind 
  Death Talisman 
  Dragonskin 
  Four-Winds Bag 
  Great Thunderclap 
  Hailstones 
  Hover  
  Icelance 
  
   
  Page 18 
   
   
  Nauseating Breath 
  Nightscar 
  Predatory Shards 
  Protection from Normal 
  Missiles 
  Rainbow Blast 
  Redirect Spell 
  Regal Procession 
  Shroud of Undeath 
  Sign of Sealing 
  Sleep of Horror 
  Stony Grasp 
  Whip of Pain 
  4th Level 
  Battle Hymn 
  Blistering Radiance 
  Bloodstar 
  Burning Blood 
  Delayed Magic Missile 
  Dragon Breath 
  Enervation 
  Flight of the Dragon 
  Force Orb 
  Life Bolt 
  Mask of Death 
  Orb of Cold 
  Pain 
  Premonitory Vision 
  Resistance, Greater 
  Spell Immunity 
  Thunderlance 
  Venom Bolt 
  Wrack 
  5th Level 
  Ball Lightning 
  Bite of the Werebeast 
  Chilling Frost 
  Conduit 
  Draconic Might 
  Dragonsight 
  Earth Reaver 
  Immunity to 
  Poison and 
  Disease 
  Indomitability 
  Ironguard, Lesser 
  Lesser Chainfire 
  Life Steal 
  Moonbow 
  Prismatic Ray 
  
   
  Page 19 
   
   
  Shadow Form 
  Shard Storm 
  Stone Body 
  Unexpected Clarity 
  Weaken Ability 
  6th Level 
  Ability Theft 
  Acid Fog 
  Acid Storm 
  Aura of Terror 
  Claws of the Umber Hulk 
  Death Spell 
  Dust of Death 
  Energy Immunity 
  Fire Spiders 
  Gemjump 
  Hardening 
  Howling Chain 
  Imbue Undead with Spell Ability 
  Inevitable Winter 
  Lorloveim’s Shadowy 
  Transformation 
  Metal to Rust 
  Opportune Lacuna 
  Ray of Entropy 
  Read Object 
  Resistance, Superior 
  Sign of Sealing, Greater 
  7th Level 
  Brilliant Blade 
  Elemental Body 
  Hiss of Sleep 
  Ice Claw 
  Ironguard 
  Kiss of the Vampire 
  Master Earth 
  Radiant Assault 
  Simbul’s Spell Sequencer 
  Stone Shape, Greater 
  Stone Spiders 
  Symphonic Nightmare 
  Synostodweomer 
  Vipergout 
  8th Level 
  Blackfire 
  Brand of Fire 
  Brilliant Aura 
  Death Spider 
  Fire Shield, Mass 
  Flensing 
  Gateway 
  Heart of Stone 
  Invisibility, Superior 
  Lasting Breath 
  Polar Ray 
  Prismal’s Wormhole 
  Shifting Paths 
  Trait Rip 
  Wrathful Castigation 
  9th Level  
  Absorption 
  Awaken Construct 
  Black Blade of Disaster 
  Effulgent Epuration 
  Energy Drain 
  Glorious Transmutation 
  Instant Refuge  
  Moonfire 
  Mycontil’s Last Resort 
  Obedient Avalanche 
  Plague of Undead 
  Reality Maelstrom 
  Sphere of Ultimate Destruction 
  Transmute Rock to Lava 
  Unbinding 
  Wail of the Banshee 
  Warlock 
  Spells 
  Cantrips (0 Level) 
  Amanuensis 
  Blazing Starfall 
  Blood Curse 
  Challenger’s Mark 
  Echoing Blow 
  Frostwind Blade 
  Jinx Shot 
  Looming Shadow 
  Project Object 
  Punishing Strike 
  Quickling Step 
  Reaver’s Touch 
  1st Level 
  Enrage Animals 
  Frightful Strike 
  Ironbreaker Claws 
  Nightshield 
  
   
  Page 20 
   
   
  Nystul’s Flash 
  Rejuvenate Self 
  Scattered Form 
  Serpent Missile 
  Speed of Thought 
  Tearing Claws 
  Thundering Armor 
  Weightless Pursuit 
  Your Glorious Sacrifice 
  2nd Level 
  Backbiter 
  Balancing Lorecall 
  Blastbones 
  Blood Frenzy 
  Blood Wind 
  Body Blades 
  Daggerspell Stance 
  Death Armor 
  Decastave 
  Desecrate 
  Ebony Hand 
  Elemental Blade 
  Fire Trap 
  Lava Missile 
  Lifetap 
  Shadow Burst 
  Whip of Flame 
  3rd Level 
  Abolish Shadows 
  Acid Breath 
  Aegis of Assault 
  Blade of Pain and Fear 
  Celebration 
  Clutch of Orcus 
  Death Talisman 
  Four-Winds Bag 
  Life Drain 
  Nightscar 
  Predatory Shards 
  Shroud of Undeath 
  Sleep of Horror 
  Whip of Pain 
  4th Level 
  Bloodstar 
  Burning Blood 
  Consumptive Field 
  Enervation 
  Killing Ground 
  Life Bolt 
  Mask of Death 
  Murderous Mist 
  Pain 
  Serpent Arrows 
  Sinuous Horrors 
  Thunderous Reprisal 
  Venom Bolt 
  5th Level  
  Bite of the Werebeast 
  Caging Glaive 
  Doomtide 
  Hornet Shot 
  Jungle’s Rapture 
  Life Steal 
  Pocket Cave 
  Servant Army 
  Shadow Form 
  Soul Scour 
  Unexpected Clarity 
  Weaken Ability 
  Wizard Spells 
  Cantrips (0 Level) 
  Amanuensis 
  Blazing Starfall 
  Blood Curse 
  Challenger’s Mark 
  Create Item 
  Echoing Blow 
  Frostwind Blade 
  Looming Shadow 
  Project Object 
  Punishing Strike 
  Quickling Step 
  Reaver’s Touch 
  1st Level 
  Chameleon 
  Critical Strike 
  Elemental Burst 
  Fist of Stone 
  Frightful Strike 
  Nerveskitter 
  Nightshield 
  Nystul’s Flash 
  Protection from Aerial Attack 
  Serpent Missile 
  Shieldbearer 
  Sorcerous Scribe 
  
   
  Page 21 
   
   
  Speed of Thought 
  Tearing Claws 
  Thundering Armor 
  Weightless Pursuit 
  2nd Level 
  Backbiter 
  Balancing Lorecall 
  Blastbones 
  Blood Wind 
  Daggerspell Stance 
  Death Armor 
  Decastave 
  Earthen Grace 
  Ebony Hand 
  Elemental Blade 
  Elonia’s Glamour 
  Embalm 
  Fire Trap 
  Fog of Viscidity 
  Hail of Stone 
  Lifetap 
  Moon Rune 
  Mountain Stance 
  Rainbow Beam 
  Shadow Burst 
  Sudden Transposition 
  Unluck 
  Whirling Blade 
  Wraithstrike 
  3rd Level 
  Abolish Shadows 
  Acid Breath 
  Aegis of Assault 
  Aegis of Ensnarement 
  Aegis of Shielding 
  Blade of Pain and Fear 
  Clarity of Mind 
  Death Talisman 
  Dragonskin 
  Great Thunderclap 
  Hailstones 
  Hover  
  Icelance 
  Magnetism 
  Nauseating Breath 
  Nightscar 
  Predatory Shards 
  Protection from Normal 
  Missiles 
  Rainbow Blast 
  Redirect Spell 
  Regal Procession 
  Shroud of Undeath 
  Sign of Sealing 
  Sleep of Horror 
  Stony Grasp 
  Whip of Pain 
  4th Level 
  Battle Hymn 
  Blistering Radiance 
  Bloodstar 
  Body Clock  
  Burning Blood 
  Delayed Magic Missile 
  
   
  Page 22 
   
   
  Dragon Breath 
  Enervation 
  Flight of the Dragon 
  Force Orb 
  Life Bolt 
  Mask of Death 
  Orb of Cold 
  Pain 
  Rary’s Mnemonic Enhancer 
  Resistance, Greater 
  Serpent Arrows 
  Spell Immunity 
  Thunderlance 
  Thunderous Reprisal 
  Venom Bolt 
  Watchware 
  Wrack 
  5th Level 
  Ball Lightning 
  Bite of the Werebeast 
  Caging Glaive 
  Chilling Frost 
  Conduit 
  Draconic Might 
  Dragonsight 
  Duel Ward 
  Earth Reaver 
  Hornet Shot 
  Immunity to Poison and Disease 
  Indomitability 
  Ironguard, Lesser 
  Life Steal 
  Moonbow 
  Pocket Cave 
  Prismatic Ray 
  Servant Army 
  Shadow Form 
  Shard Storm 
  Stone Body 
  Unexpected Clarity 
  Weaken Ability 
  Xorn Movement 
  6th Level 
  Ability Theft 
  Acid Fog 
  Acid Storm 
  Acidic Armor 
  Aura of Terror 
  Claws of the Umber Hulk 
  Death Spell 
  Dust of Death 
  Energy Immunity 
  Fire Spiders 
  Gemjump 
  Gravedust Cloud 
  Hardening 
  Howling Chain 
  Imbue Undead with Spell Ability 
  Inevitable Winter 
  Lorloveim’s Shadowy 
  Transformation 
  Metal to Rust 
  Opportune Lacuna 
  Ray of Entropy 
  Read Object 
  Resistance, Superior 
  Sign of Sealing, Greater 
  7th Level 
  Brilliant Blade 
  Create Revenant 
  Elemental Body 
  Hiss of Sleep 
  Ice Claw 
  Inevitability of the Grave 
  Ironguard 
  Kiss of the Vampire 
  Master Earth 
  Radiant Assault 
  Simbul’s Spell Sequencer 
  Stone Shape, Greater 
  Stone Spiders 
  Symphonic Nightmare 
  Synostodweomer 
  Vipergout 
  8th Level 
  Blackfire 
  Brilliant Aura 
  Death Spider 
  Fire Shield, Mass 
  Flensing 
  Gateway 
  Heart of Stone 
  Invisibility, Superior 
  Lasting Breath 
  Polar Ray 
  Prismal’s Wormhole 
  Shifting Paths 
  Spell Engine 
  
   
  Page 23 
   
   
  Trait Rip 
  Wrathful Castigation 
  9th Level  
  Absorption 
  Awaken Construct 
  Black Blade of Disaster 
  Effulgent Epuration 
  Energy Drain 
  Glorious Transmutation 
  Instant Refuge  
  Moonfire 
  Mycontil’s Last Resort 
  Obedient Avalanche 
  Plague of Undead 
  Reality Maelstrom 
  Sphere of Ultimate Destruction 
  Transmute Rock to Lava 
  Unbinding 
  Volcanic Eruption 
  Wail of the Banshee 
   
  
   
  Page 24 
   
   
  Spell Descriptions 
  “these pages contain over three hundred and 
  fifty hand-picked spells, chosen to grant 
  versatile options to all spellcasters, 
  whether their means be arcane, divine, or 
  otherwise. The spells are presented in 
  alphabetical order.” Elminster 
  Ability Theft 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute  
  You can rob a creature of an inherent ability and give 
  that ability to an ally. Make a melee spell attack 
  against a creature within reach. On a hit, choose one 
  ability score. For the duration, the target has 
  disadvantage on checks and saving throws with the 
  chosen ability score. In addition, the target deals only 
  half damage with weapon attacks (whether they 
  involved the chosen ability score or not), and has 
  disadvantage on attack rolls. 
  When you cast this spell, choose another willing 
  creature within 30 feet. For the duration, that 
  creature gains advantage on all ability checks and 
  saving throws with the ability score you chose. In 
  addition, that creature gains 25 temporary hit points. 
  At the end of each of the first target’s turns, it can 
  make a saving throw against the spell. If you chose 
  Strength, Dexterity, or Constitution, it makes a 
  Wisdom saving throw. If you chose Intelligence, 
  Wisdom, or Charisma, it makes a Constitution saving 
  throw. On a successful save, the spell ends. 
  Abolish Shadows 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S, M (a round black stone) 
  Duration: Instantaneous 
  A burst of energy radiates from you in a 30-foot 
  radius, dispelling shadowy foes and magical 
  darkness alike. Creatures of your choice within 30 
  feet must make a Constitution saving throw or take 
  4d8 radiant damage. Creatures with vulnerability to 
  radiant damage have disadvantage on this saving 
  throw. 
  If the spell’s area overlaps with an area of 
  darkness created by another spell, make an ability 
  check using your spellcasting ability. The DC equals 
  10 + the other spell level. On a successful check, the 
  other spell ends. Multiple magical darkness spells 
  may be abolished in this way.  
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th level or higher, the radiant damage 
  increases by 1d8 for each slot level above 3rd, and if 
  the spell’s area overlaps with one or more areas of 
  darkness created by spells of 2nd level or lower, 
  those spells end immediately. 
  “I’ve seen more than a few supposedly 
  veteran adventurers undone by magical 
  darkness. This be one spell I always like to 
  have prepared.” 
  Absorption 
  9th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
  This spell creates an arcane ward that surrounds and 
  protects you, harmlessly absorbing the energy of 
  spells that target you to fuel your own casting. For 
  the duration, you can use the ward as a reaction to 
  absorb a spell that is targeting only you and which 
  does not have an area of effect. The absorbed spell's 
  effect is canceled, and the spell's energy—not the 
  spell itself—is stored in the ward.  
  Once the ward absorbs a spell, you may use the 
  captured spell energy, which has the same level as 
  
   
  Page 25 
   
   
  the spell when it was cast. The ward can absorb a 
  number of spell levels equal to half your level + your 
  spellcasting ability modifier. Once the ward absorbs 
  that number of levels of spell energy, it can't absorb 
  more. If you are targeted by a spell that the ward 
  can't store, the ward has no effect on that spell. You 
  always know how much spell energy your ward has 
  absorbed and how many spell levels are currently 
  stored within it. 
  You can convert levels of spell energy stored in 
  your ward to cast spells you have prepared or know, 
  creating new spell slots from the stored energy 
  rather than using slots of your own. You can create 
  spell slots only of a level equal to or lower than your 
  own highest-level spell slots, up to a maximum of 5th 
  level. You use the stored levels of spell energy in 
  place of your own spell slots, but otherwise cast the 
  spell as normal. For example, you can use 3 levels of 
  spells stored in the ward as a 3rd-level spell slot. 
  Any spell levels remaining in the ward when the 
  spell ends are lost. 
  Acid Breath 
  3rd-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a handful of ants) 
  Range: 30-foot cone 
  Duration: Instantaneous 
  You exhale a 30-foot cone of acid. Each creature 
  within the cone must make a Dexterity saving throw. 
  A target takes 8d6 acid damage on a failed save, or 
  half as much damage on a successful one.  
  At Higher Levels: You can cast this spell using a 
  4th level or higher spell slot. The acid damage 
  increases by 1d6 for each slot level above 3rd.  
  Acid Fog 
  6th-level conjuration 
  Casting Time: 1 action 
  Components: V, S, M (powdered troll blood) 
  Range: 120 feet 
  Duration: Concentration, up to 1 minute 
  You fill a 20-foot cube with dense vapors that 
  dissolve flesh and bone. Each creature within the 
  cube must make a Constitution saving throw. A 
  target takes 6d6 acid damage on a failed save, or half 
  as much damage on a successful one. 
  In addition, everything within the fog is heavily 
  obscured. Because the vapors are semisolid, the area 
  of the fog is also difficult terrain.  
  Acid Storm 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a flask of acid) 
  Duration: Instantaneous 
  A cloud of swirling acid rain engulfs the area in a 20-
  foot radius by 20-foot high cylinder. Each creature 
  within the cylinder must make a Dexterity saving 
  throw. A target takes 10d8 acid damage on a failed 
  save, or half as much damage on a successful one.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the amount of acid 
  damage increases by 1d8 for each slot level above 
  6th. 
  “This spell is highly effective against a 
  tightly clustered group of enemies. It is not 
  for the weak of stomach, however.” 
  Acidic Armor 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You conjure a layer of translucent green energy 
  resembling plate armor, which emits noxious fumes 
  and corrodes attacking enemies. Choose an ally you 
  can see within range. That ally gains resistance 
  against acid damage, and until the spell ends, any 
  creature that touches that ally or hits it with a melee 
  attack while within 5 feet of it takes 1d10 acid 
  damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the acid damage 
  
   
  Page 26 
   
   
  increases by 1d10 for each slot level above 5th. 
  Aegis of Assault 
  3rd-level conjuration 
  Casting Time: 1 reaction, which you take when a 
  creature within range hits one of your allies with a 
  melee attack 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: 1 round 
  With a flash of light, you bring instant vengeance to 
  the attacking enemy. As part of the reaction used to 
  cast this spell, you choose to do either one or both of 
  the following: 
   Teleport to an unoccupied space, as long as that 
  space is not farther away than you are now from 
  the creature that made the triggering attack. 
   Make one melee weapon attack against the 
  attacker if it is within reach. You can use your 
  spellcasting ability instead of Strength for the 
  attack and damage rolls of this attack if you 
  choose. If that attack hits, it deals an extra 1d4 
  radiant damage. 
  If you are unable to do either one, the spell ends. 
  Otherwise, after the triggering attack is resolved, the 
  creature who made that attack has disadvantage on 
  attack rolls against creatures besides you until the 
  end of its next turn. 
   At Higher Levels.  When you cast this spell using 
  a spell slot of 4th level or higher, the range increases 
  to 60 feet, and the radiant damage increases by 1d4 
  for each slot level above 3rd. 
  Aegis of Ensnarement 
  3rd-level enchantment 
  Casting Time: 1 reaction, which you take when a 
  creature within range hits one of your allies with a 
  melee attack 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: 1 round  
  Your magic ensnares the enemy, compelling it to 
  attack you instead of your ally. The creature that 
  made the triggering attack must roll a Charisma 
  saving throw before that attack is resolved. If it fails, 
  you teleport it to an unoccupied space within 5 feet 
  of you. It then makes the triggering attack against 
  you instead, comparing the same attack roll to your 
  Armor Class to determine whether it hits or misses 
  you.  
  Whether the saving throw succeeds or fails, after 
  the triggering attack is resolved, the attacking 
  creature takes 1d4 psychic damage and has 
  disadvantage on attack rolls against creatures 
  besides you until the end of its next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the range increases 
  to 60 feet, and the psychic damage increases by 1d4 
  for each slot level above 3rd. 
  Aegis of Shielding 
  3rd-level abjuration 
  Casting Time: 1 reaction, which you take when a 
  creature within range of you hits one of your allies 
  with a melee attack 
  Range: 30 feet 
  Components: V, M (a weapon)  
  Duration: Instantaneous  
  You protect your ally with a gleaming barrier of 
  invisible force. Until the end of the turn, the target of 
  the triggering attack gains resistance to bludgeoning, 
  piercing, and slashing damage, as well as a +5 bonus 
  to AC, including against the triggering attack. 
   After the triggering attack is resolved (whether 
  it hits or misses), the creature that made the attack 
  takes 1d4 force damage and has disadvantage on 
  attack rolls against creatures besides you until the 
  end of its next turn. 
  At Higher Levels.  When you cast this spell using a 
  spell slot of 4th level or higher, the range increases 
  to 60 feet, and the force damage increases by 1d4 for 
  each slot level above 3rd. 
  Air Jaunt 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  
   
  Page 27 
   
   
  Components: V, S, M (a fan) 
  Duration: 1 round 
  You gain the ability to walk on air. You gain a flying 
  speed equal to your walking speed until the end of 
  your next turn, at which point the spell ends, and if 
  you are still aloft, you fall unless you can stop the fall.  
  Alicorn Lance 
  2nd-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a lock of Unicorn mane) 
  Range: 120 feet 
  Duration: Concentration, up to 1 minute 
  A transparent alicorn (unicorn horn) forms about 2 
  inches from your brow. Starting the turn you cast 
  this spell, for the duration you can use a bonus action 
  during each of your turns to launch the horn at a 
  creature you can see within range. The target must 
  make a Dexterity saving throw, taking 3d6 radiant 
  damage on a failed save. It is also outlined in silver 
  faerie fire on a failed save, causing any attacks 
  against it to be made with advantage until the start 
  of your next turn. On a successful save the target 
  takes half as much radiant damage, but suffers no 
  other effects.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of 
  radiant damage increases by 1d6 for each slot level 
  above 2nd.  
  Align Weapon 
  2nd-level transmutation (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (one weapon or fifty 
  projectiles) 
  Range: Touch 
  Duration: Concentration, up to 1 minute 
  You infuse a weapon you touch with the energies of 
  one of the Outer Planes, energies which correspond 
  strongly to certain ethical or moral alignments and 
  inflict extra damage against certain types of 
  creatures. When you cast this spell, choose one of 
  these four planes: 
   Elysium (Good): Aberrations, chromatic 
  dragons, elementals, fiends, or undead. 
   Hades (Evil): Beasts, celestials, metallic dragons, 
  humanoids, or plants. 
   Limbo (Chaos): Constructs, angels, dragons, 
  devils, or giants.  
   Mechanus (Law): Aberrations, demons, fey, 
  monstrosities, oozes, or undead. 
  Until the spell ends, the weapon inflicts an additional 
  2d6 force damage against the types of creatures 
  listed for the chosen plane. 
  Your may have an alignment that limits your 
  choice of planar energies when you cast this spell. If 
  you are evil-aligned, you cannot choose Elysium; if 
  you are good-aligned, you cannot choose Hades, if 
  you are lawful in alignment, you cannot choose 
  Limbo; if your alignment is chaotic, you cannot 
  choose Mechanus. 
  Allegro 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (a tail feather from a bird of 
  prey) 
  Duration: Concentration, up to 10 minutes 
  This spell grants astonishing speed to you and your 
  companions. Choose up to six creatures that you can 
  see within range. For the duration, you and each 
  creature chosen can take the Dash action as a bonus 
  action. 
  Amanuensis 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (any kind of blank paper) 
  Duration: Concentration, up to 10 minutes 
  You choose any nonmagical writing you can see 
  within range and it is magically copied onto blank 
  paper you are holding. This spell copies 250 words 
  per minute and creates a perfect duplicate of the 
  
   
  Page 28 
   
   
  original. It does not translate the text or make it 
  clearer. 
  Illustrations or magical writings (such as the text 
  of a spellbook, a spell scroll, or a glyph of warding) 
  are not copied at all by this spell. If the original text 
  contains both normal writing and magical writing or 
  illustrations (such as a letter with a glyph of warding 
  or a drawing in one corner), only the normal text is 
  copied. 
  You must provide blank paper in some form for 
  the spell to copy the text onto. If a blank sheet is 
  filled with copied text, you must cast the spell again 
  with a new blank sheet of paper to continue copying 
  more text. 
  Anathema 
  9th-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Special 
  Components: V, S, M (a special 
  consecrated book or scroll 
  inscribed with the target’s name, 
  detailing the crimes for which the 
  target is being condemned, 
  which requires 10,000 gp 
  worth of special metallic inks 
  and rare mineral dusts to 
  inscribe, and which is 
  consumed in the casting of the 
  spell) 
  Duration: Instantaneous 
  You can permanently exclude a 
  creature from the benefits of 
  your faith. The chosen creature 
  suffers the following effects: 
   It can no longer cast any 
  cleric, druid, paladin, or 
  ranger spells gained from the 
  worship of your deity.  
   It can no longer use the 
  Channel Divinity feature if it 
  is derived from the 
  worship of your deity. 
   It cannot benefit from any of your faith’s 
  services, such as spellcasting provided by a 
  temple of your faith, or naming, marrying, or 
  burial services. 
   If it dies, it’s soul is barred from entry into your 
  deity’s plane, just as though it had never declared 
  allegiance to your deity.  
  If you target a higher-level spellcaster than yourself 
  with this spell, the spell fails. A creature targeted 
  with this spell is instantly aware of all of its effects, 
  and that you are the caster. 
  You can pronounce an anathema effect upon any 
  creature, even if it is on a different plane. You cannot 
  
   
  Page 29 
   
   
  pronounce an anathema against someone who is 
  already dead. Some deities do not allow an anathema 
  to be pronounced against the innocent or against 
  their chosen, while others grant their most powerful 
  servants free use of this most terrible of divine 
  curses. 
  The anathema spell marks the subject as accursed 
  to others of your faith. If they are aware that a 
  creature is anathema, members of your faith feel 
  instinctively that they will displease their deity if 
  they speak to that creature, look at it, or even 
  acknowledge its existence. Clerics, paladins, druids, 
  and rangers of your faith automatically detect an 
  anathema effect simply by looking at the subject. 
  The effect is permanent until lifted, either by you 
  or another member of your faith of higher level who 
  can cast this spell. This spell is unaffected by dispel 
  magic or counterspell, and it can be neither copied 
  nor undone by a wish spell. 
  In some campaigns, less traditional faiths may be 
  possible (such as the worship of whole pantheons or 
  sub-groups of gods, gods with multiple aspects, a 
  non-personal sacred philosophy, etc.). The DM 
  determines how the effects of this spell will work 
  relative to such beliefs and explains them to you 
  when you acquire this spell. 
  Changing Deities 
  It is possible for a cleric or paladin to abandon 
  their chosen deity and take up the faith of 
  another. In doing so, the divine spellcaster severs 
  ties with the organized clergy of the abandoned 
  deity, and must choose a new Domain or Oath 
  appropriate to the new deity. (If the existing 
  Domain or Oath is one the new deity provides, it 
  may be retained, and the transition may be 
  easier.) 
   
  Once this conversion is made, the cleric or 
  paladin receives the powers of their new Domain 
  or Oath on a provisional basis. Before the next 
  time they gain a level, they must find a cleric of 
  the new deity (this may be a paladin of the new 
  deity if the character is a paladin) and perform a 
  similar act of devotion to the absolution a paladin 
  who breaks a vow must seek. This may be an all-
  night prayer vigil, a fast, or even a quest for the 
  new church (often recovering a lost relic valued 
  by the deity). After rites of devotion confirming 
  the character's devotion to their new deity, the 
  character starts fresh.  
   
  If the character does not receive this 
  confirmation in their new faith before they 
  accumulate enough experience to gain a new 
  level, they have two choices: They may delay the 
  process of leveling (continuing to accrue 
  experience points but without the benefit of 
  gaining a level) until they are confirmed in their 
  new faith, or they may continue adventuring 
  without the benefits of a Domain or Oath until 
  they attain confirmation. They can still cast spells 
  as normal for their class, but do not gain the spells 
  from their Domain or Oath, nor any other Domain 
  or Oath features. If this continues too long, a 
  paladin in this position may be forced to accept 
  the Oathbreaker paladin option described in the 
  Dungeon Master's Guide, and a cleric may be 
  forced to convert to the Defier Domain (a new 
  domain introduced in this document). 
  Anger of the Noonday Sun 
  6th-level evocation 
  Casting Time: 1 action 
  Range: Self (20-foot radius) 
  Components: V, S 
  Duration: Instantaneous. 
  A blast of brilliant energy bursts outward in a 20-
  foot radius around you and each creature caught in 
  the blast must make a Constitution saving throw. On 
  a failed save, the creature takes 8d8 radiant damage 
  and is blinded for one minute. On a successful save, 
  the amount of damage is halved and the creature is 
  not blinded. Undead creatures have disadvantage on 
  this saving throw.  
  A creature blinded by this spell can try another 
  saving throw at the end of each of its turns. If the 
  save is successful, the blinded condition ends. 
  This spell cancels any magical darkness it touches 
  if the darkness was created by a spell of equal level 
  or lower. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the amount of radiant 
  damage increases by 1d8 for each slot level above 
  6th. 
  
   
  Page 30 
   
   
  Animal Spy 
  2nd-level divination 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch 
  Duration: Concentration, up to 1 hour 
  You can borrow some of the senses of a beast you 
  touch. During each of your turns, you can use a 
  bonus action to see what the beast sees and hear 
  what it hears until the start of your next turn, gaining 
  the benefits of any special senses that beast may 
  possess. During this time, you are deaf and blind 
  with regard to your own senses. 
   This spell can only affect beasts with an 
  Intelligence score of 3 or less. You don’t gain any 
  control over the beast or communication with it 
  other than seeing and hearing through its senses. If 
  you cast this spell on a beast that is tied to another 
  intelligent creature by a class feature or spell (such 
  as a wizard’s familiar or a ranger’s animal 
  companion), then that intelligent creature can make 
  a Wisdom saving throw when you cast this spell. On 
  a successful save, the spell fails. Whether you 
  succeed or fail, the intelligent creature tied to the 
  beast gains no special awareness of this spell of its 
  effects. 
  Anyspell 
  4th-level transmutation 
  Casting Time: 1 action 
  Components: V, S 
  Range: Self 
  Duration: Instantaneous 
  This spell grants you the ability to cast any one spell 
  of your choice from the wizard spell list, provided it 
  is a 1st, 2nd, 3rd, or 4th level spell. As part of the 
  action used to cast this spell, you must read the spell 
  you intend to cast directly from a scroll or a wizard’s 
  spellbook, or the spell fails (reading from a spell 
  scroll in this way does not use the spell scroll).  
  Once you cast anyspell, the spell you chose and 
  read can be cast any time until the end of your next 
  turn, using the required casting time and 
  components. (Therefore, spells that take longer than 
  1 round to cast are usually not suitable choices this 
  spell.) To cast the chosen spell, you must still expend 
  a spell slot of the appropriate level. 
  Astral Seal 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (a silver mirror) 
  Duration: Instantaneous 
  A flash of silver light streaks toward a creature of 
  your choice you can see within range. Make a ranged 
  spell attack against the target. On a hit, the target 
  suffers 1d6 radiant damage, and you outline your 
  enemy with the silver glow of the Astral Plane, 
  exuding an energizing light that may aid an ally. The 
  next time an ally hits the target with an attack roll 
  before the end of your next turn, that ally gains 
  temporary hit points equal to half the radiant 
  damage inflicted. Objects and creatures with 0 hit 
  points do not grant temporary hit points from this 
  spell when they are struck. 
  At Higher Levels. This spell's radiant damage 
  increases when you reach higher levels, becoming 
  2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th 
  level. 
  Aura of Terror 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  An aura of fear emanates from you in a 30-foot 
  radius and moves with you for the spell’s duration. 
  Each creature that enters the aura for the first time, 
  or starts its turn there, must succeed on a Wisdom 
  saving throw or become frightened for the duration. 
  A frightened creature can try another saving 
  throw if it ends its turn where it can no longer see 
  you. On a successful save, the creature is no longer 
  frightened.  
  
   
  Page 31 
   
   
  Awaken Construct 
  9th-level necromancy 
  Casting Time: 8 hours 
  Range: Touch 
  Components: V, S, M (the brain of a humanoid that 
  has been dead less than 24 hours, treated with 
  10,000 gp worth of alchemical reagents, with the 
  brain being consumed by the spell) 
  Duration: Instantaneous 
  You summon writhing tendrils of life-giving 
  electricity that cover the brain in your hand, before 
  dispersing the light into a nearby construct and 
  bestowing intelligence upon it.  
  After spending 8 hours treating the brain, touch a 
  large or smaller construct. The construct is 
  awakened and gains Intelligence, Wisdom, and 
  Charisma scores of 2d6 + 6 each. 
  The awakened construct is charmed by you and 
  friendly to you and your companions, but is not 
  under your control unless you control it by other 
  means. It remains charmed by you for 30 days or 
  until you or your companions do anything harmful to 
  it. When the charmed condition ends, the awakened 
  construct chooses whether it will remain friendly to 
  you, based on how you treated it while it was 
  charmed. 
  Awaken, Mass 
  8th-level transmutation 
  Casting Time: 8 hours 
  Range: Touch 
  Components: V, S, M (a canary diamond worth at 
  least 5,000 gp, which the spell consumes) 
  Duration: instantaneous 
  This spell works the same way as the awaken spell, 
  except that you may awaken a number of targets 
  equal to your spellcasting ability modifier.  
  Azuth’s Alteration Mantle 
  6th-level abjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch 
  Duration: Instantaneous 
  You create a shimmering magical aura around any 
  creature you touch. While casting this spell you 
  name two other spells. The warded creature is 
  immune to all effects of the two spells you name, and 
  whenever it is targeted by one of those spells, it must 
  make a choice between the two following effects: 
   Healing: The warded creature can convert the 
  incoming spell into healing energy. It heals 1d6 
  hit points per level of the spell targeting it. 
   Return Casting: The caster of the spell targeting 
  the warded creature becomes the target of that 
  spell instead. For any effects not determined 
  when the spell was initially cast, the warded 
  creature is considered the caster of the spell.  
  Azuth’s Spell Shield 
  7th-level abjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: Self 
  Duration: 1 round 
  You are completely immune to all magical spells and 
  effects until the start of your next turn. Any magical 
  effect already on you is suppressed for one round, 
  but its duration is not increased.  
  Backbiter 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a round black stone) 
  Duration: Instantaneous 
  You place a dark curse on an enemy that causes its 
  own weapons to work against it. Choose a creature 
  you can see within range. The creature must roll a 
  Wisdom saving throw. It takes 3d8 psychic damage 
  on a failed save, or half as much on a successful one.  
  In addition, if the creature failed the saving throw, 
  it has disadvantage on the next weapon attack roll it 
  makes before the end of its next turn. The first time 
  the creature makes a weapon attack and misses 
  before the end of its next turn, it inflicts the same 
  damage on itself that it would have inflicted on the 
  
   
  Page 32 
   
   
  target. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the psychic damage 
  increases by 1d8 for each slot level above 2nd. 
  Balancing Lorecall 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a thin wooden dowel at least 
  3-inches in length) 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, you gain the ability to move up, 
  down, and across any horizontal, sloping, or vertical 
  surface capable of bearing at least half your weight. 
  You leave your hands free while doing so, even when 
  moving across surfaces where balancing is 
  practically impossible. For the duration, you also 
  gain a climbing speed equal to your walking speed, 
  proficiency in the Acrobatics skill, and advantage on 
  all Dexterity checks relating to balance. 
  Ball Lightning 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a handful of copper and iron 
  pellets) 
  Duration: Concentration, up to 1 minute 
  A 5-foot diameter ball of lightning appears at a point 
  you choose within range and lasts for the spell’s 
  duration. Any creature in the ball’s area when the 
  spell is cast takes 5d8 lightning damage, or half as 
  much on a successful Dexterity saving throw. 
  As a bonus action on each of your turns, you can 
  move the ball of lightning up to 30 feet vertically or 
  horizontally. The ball stops moving for the round and 
  deals 5d8 lightning damage if it touches a creature 
  during its movement. A creature takes half the 
  lightning damage on a successful Dexterity saving 
  throw. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the amount of 
  lightning damage increases by 1d8 for each slot level 
  above 5th. 
  Battle Hymn 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  This spell creates an inspiring tune that bolsters the 
  will of all allies within range. For the duration, it 
  grants each ally advantage on all Wisdom throws 
  and immunity to the frightened condition while it is 
  within 30-foot of you. 
  Binding Winds 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You cause howling winds to surround a creature 
  within range. The creature must make a successful 
  Dexterity saving throw, or suffer the spell’s effects. If 
  the creature fails the saving throw, its speed drops to 
  0 for the duration of the spell. A flying creature 
  affected by this spell is held in mid-air. A bound 
  creature can attempt a new Dexterity saving throw 
  at the end of each of its turns. On a successful save, 
  the spell ends. 
  In addition, the howling winds that surround the 
  creature block all sound from passing through the 
  barrier. Until the spell ends, the creature is deafened, 
  and it must make a Constitution saving throw at the 
  beginning of each of its turns. If it fails, it cannot cast 
  spells with verbal or somatic components until the 
  start of its next turn. 
  Furthermore, ranged attacks made by the affected 
  creature are made at disadvantage.  
  Bite of the King 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V 
  
   
  Page 33 
   
   
  Duration: Concentration, up to 1 minute 
  You appear to devour an enemy creature, banishing 
  it to a claustrophobic demiplane that resembles the 
  belly of some horrid beast. Choose a Medium or 
  smaller creature within range and make a melee 
  spell attack against it. If you succeed, the target 
  vanishes to the demiplane, where it remains for the 
  duration or until it fights its way free. 
  At the start of each of its turns, the confined target 
  must make a Constitution saving throw. It takes 3d6 
  acid damage and 3d6 bludgeoning damage on a 
  failed save, or half as much on a successful save. 
  The target can use its action to attack the fleshy 
  walls confining it. The Armor Class of the walls 
  equals 10 plus your spellcasting ability modifier. The 
  walls automatically succeed on all Strength and 
  Constitution saving throws or checks, but 
  automatically fail all other saving throws or checks.  
  The walls are immune to all conditions. They have 
  resistance to acid damage and vulnerability to 
  poison damage. If the walls take a total of 60 or more 
  damage, the target escapes, and the spell ends. 
  When the spell ends, a rift slashes open in the 
  nearest unoccupied space to you, and the creature 
  emerges from it into that space. 
  Bite of the Werebeast 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (the fang of a wild predator) 
  Duration: Concentration, up to 1 minute 
  You change yourself into a bestial shape which 
  resembles the hybrid form of a lycanthrope of your 
  choice. You retain this form until the spell ends, 
  gaining the following traits: 
   You have advantage on all Wisdom (Perception) 
  checks. 
   You have resistance to all nonmagical 
  bludgeoning, piercing, or slashing damage from 
  weapons that aren’t silvered. 
   You have advantage on all Strength checks and 
  Strength saving throws. 
   Your carrying capacity is doubled. 
   You grow fangs, which act as a natural weapon 
  with which you are proficient. You can use your 
  spellcasting ability instead of Strength for the 
  attack and damage rolls of melee attacks using 
  your fangs, which inflict 2d8 piercing damage. 
  Your fangs are considered magical, granting you 
  a +1 bonus to the attack and damage rolls you 
  make using them. 
   Your Armor Class cannot be lower than 15, no 
  matter what kind of armor you are wearing. 
   Whenever you take the attack action on your 
  turn, you can attack with your fangs as a bonus 
  action. 
  While in this form, at the start of each of your turns, 
  you must make a Wisdom saving throw against your 
  own spellcasting DC. If you fail, you cannot cast 
  spells until the beginning of your next turn. 
  Black Blade of Disaster 
  9th-level conjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: 60 feet 
  Duration: Concentration, up to 1 minute 
  You create a black, blade-shaped planar void. As an 
  action, make a melee spell attack against any target 
  in range. If you hit, your target takes 10d6 + 40 force 
  damage. Anyone reduced to 0 hit points by the blade 
  is disintegrated (as if by the disintegrate spell). 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. If you drop the blade or let go of it for any 
  reason, the spell ends if it is not back in your hand at 
  the end of your next turn. 
  Blackfire 
  8th-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a pinch of dust from an 
  immolated vampire) 
  
   
  Page 34 
   
   
  Range: 120 feet 
  Duration: Concentration, up to 1 minute 
  You exhale black flame toward a creature of your 
  choice within range. Make a ranged spell attack. If 
  you hit, your target is engulfed in numbing black 
  flame and becomes poisoned. The target must make 
  a successful Constitution saving throw at the end of 
  each turn for the duration, or gain 1 level of 
  exhaustion on each failure. If the target makes three 
  successful Constitution saves, the fire goes out and 
  the target is no longer poisoned.  
  On the target’s turn, anyone adjacent to it must 
  make a successful Dexterity saving throw or be 
  engulfed in blackfire. 
  Anyone killed by blackfire is disintegrated (as if by 
  the disintegrate spell). 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.  
  Blade of Pain and Fear 
  3rd-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  A three-foot tear in reality, filled with gnashing teeth 
  and writhing tongues, extends from your hand like 
  the blade of a sword. As part of the action of casting 
  this spell, and as an action on each of your turns for 
  the duration, you can make a melee spell attack. If 
  you hit, the target takes damage equal to 2d8 + your 
  spellcasting ability modifier, and it must make a 
  Wisdom saving throw. If it fails, it becomes 
  frightened of the blade and the one wielding it until 
  the spell ends.  
   The blade is not a real weapon, and you cannot 
  drop it. It extends from your hand until the spell 
  ends..  
  Blade Storm 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a weapon that inflicts slashing 
  or piercing damage) 
  Duration: 1 round 
  Once you cast this spell, your speed is reduced to 0 
  until the start of your next turn. However, as part of 
  the action of casting this spell, you can make one 
  melee weapon attack with a piercing or slashing 
  weapon you already have in hand against every 
  creature within the reach of that weapon.  
  If you have a piercing or slashing weapon in each 
  hand, you can attack with either weapon, and at the 
  end of the turn, each creature you attacked takes 
  slashing damage equal to your spellcasting ability 
  modifier, whether you hit or missed. 
  In addition, if you have a weapon in each hand, 
  until the start of your next turn, when a creature 
  provokes an opportunity attack from you, you can 
  use a special reaction granted by this spell instead of 
  making a normal opportunity attack. You use this 
  special reaction to attack the provoking creature 
  twice, using each of your two weapons to make one 
  attack. 
  Blastbones 
  2nd-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (bones) 
  Range: 120 feet 
  Duration: Special 
  This spell must be cast on an exposed skeleton. It 
  cannot be cast on the bones of a living creature 
  (assuming they are still attached to the creature) but 
  may be cast on an undead skeleton. The targeted set 
  of bones explodes, dealing 2d4 + 2 piercing damage 
  to creatures within a 10-foot radius of it.  
  When you cast this spell, you can choose whether 
  to detonate the bones immediately or delay the blast 
  for up to one hour. If you choose to delay the blast, 
  then you can set certain conditions (“Whenever that 
  door is opened”) or a command word that will cause 
  the bones to explode. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of 
  
   
  Page 35 
   
   
  piercing damage is increased by 1d4 + 1 for each slot 
  level above 2nd. If you cast it using a spell slot of 4th 
  level or higher, the maximum length of the optional 
  delay increases to 4 hours. If the spell slot is 6th level 
  or higher, it increases to 8 hours. If the slot is 8th 
  level or higher, it increases to 24 hours. 
  Blazing Starfall 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A shower of radiance falls upon your enemies and 
  then bursts out, creating a cage of burning embers 
  that are painful to pass through. Choose a 10-foot 
  cube within range. Each creature in the cube must 
  make a Dexterity saving throw, taking 1d4 radiant 
  damage if it fails. Until the start of your next turn, the 
  area of the cube is lightly obscured, and the next time 
  a creature leaves the area, it takes 1d4 fire damage 
  and the spell ends. 
  At Higher Levels. When you reach 5th level, the 
  radiant damage and fire damage both increase to 
  2d4. Both damage rolls increase to 3d4 at 11th level, 
  and 4d4 at 17th level. 
  Blinding Spittle 
  2nd-level transmutation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 30 feet 
  
   
  Page 36 
   
   
  Duration: Instantaneous 
  You spit a bubble of black, tarry goo at your 
  opponent. Make a ranged spell attack. If you hit, the 
  target is blinded until it or a companion uses an 
  action to clean its eyes.  
  Blistering Radiance 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 300 feet (50-foot radius) 
  Components: V, S, M (some tinder and a small lens) 
  Duration: Concentration, up to 1 minute 
  You create a tiny ball of light that streaks out from 
  your hand to a point you choose within range. It 
  bursts into a 50-foot radius sphere, a blistering hot 
  corona that hovers in place for the duration.  
   A creature in the area when you cast the spell 
  must make a Constitution saving throw. On a failed 
  save, the creature takes 2d6 fire damage from the 
  searing heat. In addition, if the creature saw the 
  initial blast, it is blinded until the end of its next turn. 
  On a successful save, a creature only takes half the 
  fire damage, and isn't blinded. 
   For the duration, any creature that starts its turn 
  within the corona must make a Constitution saving 
  throw. The creature takes 2d6 fire damage on a 
  failed save, or half as much damage on a successful 
  one.  
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of fire 
  damage increases by 1d6 for each slot level above 
  4th. 
  Blood Bond 
  2nd-level enchantment (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a length of red silk ribbon) 
  Range: Touch 
  Duration: Concentration, up to 10 minutes 
  You choose two willing creatures within an 
  Intelligence of 6 or higher and link their life forces. 
  Any damage taken by either creature targeted by this 
  spell is split between the linked creatures. If a spell 
  that allows a saving throw for half damage strikes 
  both creatures, they make only one saving throw 
  (they may choose which creature will make the save) 
  and then split any damage inflicted between them 
  per this spell's normal effect. 
  Blood Curse 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You gamble some of your own life force on a curse 
  that bedevils your enemy but may empower you. 
  You may not cast this spell if you currently have less 
  than 5 hit points. Choose a target within range that 
  can see or hear you. The target makes a Wisdom 
  saving throw. If it fails, the target takes 1d4 psychic 
  damage. You also take the same amount of psychic 
  damage, which cannot be reduced or redirected in 
  any way. Before the beginning of your next turn, if 
  the target is hit with an attack, it takes an additional 
  1d4 necrotic damage, and the spell ends. When this 
  happens, you also gain temporary hit points equal to 
  your spellcasting ability modifier plus the amount of 
  necrotic damage the creature took.  
  The necrotic damage increases by an extra 1d4 
  when you reach 5th level (2d4), 11th level (3d4), and 
  17th level (4d4). 
  “The creation of these kinds of curses is 
  often attributed to the Vistani tribes of the 
  benighted realm known as Barovia, or to the 
  Gur culture of Faerûn's own Western 
  Heartlands. However, this usually arises 
  from a prejudiced attempt to paint entire 
  human ethnicities as somehow innately 
  villainous. Those who know these cultures 
  well can attest that they are no worthier of 
  general mistrust than any other human 
  group.” 
  
   
  Page 37 
   
   
  Blood Frenzy 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: Special 
  You touch a creature that has the Rage class feature 
  (such as a barbarian). The next time it uses this 
  feature to Rage, that use does not count against any 
  limit that feature imposes on how often it can be 
  used. 
  Blood Mantle 
  4th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a ruby or garnet worth 25 gp) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  You are surrounded by a swirling mass of blood red 
  droplets. These drops move to intercept any attack 
  by magically joining together and hardening into a 
  barrier. For the duration, you gain a +4 bonus to AC 
  and gain advantage on any saving throw versus fire 
  or cold damage. However, you have disadvantage on 
  any saving throw versus lightning damage. 
  You can use an action to throw the droplets up to 
  10 feet from you and reform them into a stationary 
  bulwark made of an iron-like red metal. The bulwark 
  is 10 feet tall, 10 feet wide, and 1-inch thick. Once 
  you have thrown the droplets, they will remain in the 
  form of the solid bulwark until the spell ends. 
  Blood Wind 
  1st-level evocation 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 round 
  You choose one friendly creature within range as the 
  spell’s target. Until the end of the creature's next 
  turn, any melee attack it makes with an unarmed 
  strike or a natural weapon (such as a claw, bite, or 
  tail) carries the force of the wind, giving that attack a 
  reach of 20 feet.  
  Bloodhound 
  1st-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 24 hours 
  When this spell is cast, you gain excellent tracking 
  instincts. For the duration of the spell, you have 
  advantage on Wisdom (Survival) checks to track 
  other creatures, and on all Wisdom (Perception) 
  checks related to smell. 
  In addition, if you lose a quarry due to changing 
  conditions or some other nonmagical effect, you can 
  make another check with advantage to pick up the 
  trail. 
  Bloodstar 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a ruby worth at least 50 gp) 
  Duration: Concentration, up to 1 minute 
  You create a pulsating ruby-red orb that shoots from 
  your hand to a point you choose within range. The 
  orb hovers at its destination, shedding dim light in a 
  20-foot radius.  
  You choose any number of creatures within 10 
  feet of the orb. When a creature you chose takes 
  damage while within 10 feet of the orb, it must make 
  a Constitution saving throw. If it fails, it suffers 
  disadvantage on all Constitution checks and saving 
  throws until the spell ends.  
  As a bonus action on each of your turns, you can 
  move the bloodstar up to 30 feet and choose new 
  targets. When you do so, creatures who have 
  previously failed their Constitution saving throw 
  against the orb's effects can make another 
  Constitution saving throw if they are not within 10 
  feet of the orb's new location, ending the effects on 
  themselves with a success. The orb itself is made 
  only of light, and cannot take damage or be attacked. 
  
   
  Page 38 
   
   
  Body Blades 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, sharp metallic blades 
  sprout from your body and all your gear. You are 
  proficient with the blades as light melee weapons 
  that inflict 1d6 + your Strength modifier piercing 
  damage. You can choose to attack with the blades 
  using an attack action, and may even attack with one 
  using each hand (following all normal rules for 
  wielding a light weapon in each hand). 
  In addition, for the duration, you can deal damage 
  when successfully grappling a creature. Whenever 
  you have a creature grappled at the end of your turn, 
  that creature takes piercing damage equal to 1d6 + 
  your Strength modifier.  
  Finally, you have advantage on all ability checks or 
  saving throws made to escape a grapple, and 
  whenever a creature tries to grapple you, it takes 
  piercing damage equal to 1d6 + your Strength 
  modifier, whether they succeed or fail in their 
  grapple attempt. 
  Body Clock 
  4th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a kernel of corn, and a drop of 
  water) 
  Range: Touch 
  Duration: 24 hours 
  The target gains the following benefits for 24 hours 
  or until the next time it finishes a long rest 
  (whichever comes first), at which point the spell 
  ends: 
   The need for rest is reduced. The target gains the 
  benefits of a long rest after 1 hour. 
   The target can hold its breath 10 times longer 
  than normal. 
   The target can set an internal alarm clock to go 
  off after a set amount of time, up to the duration. 
  Once the time has elapsed, the target can hear a 
  faint ringing.  
  Bolt of Glory 
  6th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (your holy symbol) 
  Range: 60 feet 
  Duration: Instantaneous 
  You stretch out your hand and a bolt of blinding 
  energy leaps at your target. Make a ranged spell 
  attack at a target you can see within range. Undead, 
  fiends, and creatures with sunlight sensitivity take 
  10d8 radiant damage on a hit; aberrations, beasts, 
  constructs, elementals, monstrosities, oozes, 
  lycanthropes, and chromatic dragons take half as 
  much. Other creatures are not affected by this spell. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the amount of radiant 
  damage increases by 1d8 for each slot level above 
  6th. 
  Bombardment 
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S, M (a quartz crystal embedded in 
  rock) 
  Duration: Instantaneous 
  You bombard a 60-foot tall by 30-foot radius 
  cylindrical area within range with falling boulders. 
  Any creature caught in the spell’s area takes 12d6 
  bludgeoning damage and is buried under 5 feet of 
  rubble. A successful Dexterity saving throw halves 
  the damage and avoids burial. Any creature buried 
  under the rubble is restrained but can use an action 
  on its turn to make a DC 20 Strength check to free 
  itself. 
  A buried creature that fails the Strength check to 
  free itself is restrained and trapped until help 
  arrives. At least one person digging through the 
  rubble can free a trapped creature in 1 minute.  
  
   
  Page 39 
   
   
  Brain Spider 
  8th-level divination (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a spider) 
  Range: 300 feet 
  Duration: Concentration, up to 10 minutes 
  You can eavesdrop on the thoughts of up to eight 
  other creatures at once. The targets must each make 
  an Intelligence saving throw. For the creatures that 
  fail their saving throws, you can choose to perceive 
  your choice of one of the following for 1 minute, 
  making a new choice at the end of each minute: 
   The surface thoughts of all creatures who failed 
  their saving throw, in any order.  
   Information from all eight creature's minds on 
  one subject of your choice.  
   Insight from one of the target creatures into its 
  reasoning (if any), its emotional state, and 
  information on either one subject of your choice 
  of your choice or on something that looms large 
  in its mind (such as something it worries over, 
  loves, or hates).  
  For the duration, as an action on your turn, you can 
  implant a suggestion in the mind of one of the 
  creatures with whom you are connected, as per the 
  suggestion spell. If a creature resists your suggestion, 
  it is immune to any further attempts, but it is not 
  freed from the brain spider. 
  Brand of Fire 
  8th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet  
  Components: V, S  
  Duration: Instantaneous 
  Your solemn curse causes fire to leap at your 
  enemies to brand them. Choose up to three creatures 
  within range that you can see. Each creature must 
  make a Dexterity saving throw, taking 8d6 fire 
  damage on a failed save or half as much on success. If 
  a creature that failed its saving throw is hit by an 
  attack roll before the end of your next turn, it takes 
  20 additional fire damage. 
   
  At Higher Levels. If you use a 9th-level spell slot 
  to cast this spell, the fire damage increases to 10d6, 
  the range increases to 150 feet, and you choose up to 
  5 creatures. 
  Breath of the Elements 
  4th-level transmutation (ritual) 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch 
  Duration: 24 hours 
  Choose air, earth, fire, or water. For the duration of 
  the spell, you can breathe that element normally, as 
  if it were whatever element you normally breathe 
  (air for most surface creatures, water for most 
  creatures of the sea). 
  Brilliant Aura 
  8th-level transmutation 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, the weapons of all 
  creatures of your choice within range glow with 
  radiant energy for the duration. An affected weapon 
  sheds dim light in a 10-foot radius, deals radiant 
  damage instead of its normal damage type, and 
  ignores non-living material, causing attacks with the 
  affected weapon against creatures wearing armor or 
  using shields to be made with advantage. 
  In addition, undead creatures are considered 
  vulnerable to the damage caused by a weapon 
  affected by this spell. Constructs, however, gain 
  resistance to the damage of these weapons. 
  Brilliant Blade 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  
   
  Page 40 
   
   
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, one weapon of your choice 
  or up to twenty pieces of ammunition within range 
  glow with radiant energy. An affected weapon sheds 
  dim light in a 10-foot radius, deals radiant damage 
  instead of its normal damage type, and ignores non-
  living material, causing attacks with the affected 
  weapon against creatures wearing armor or using 
  shields to be made with advantage. 
  In addition, undead creatures are considered 
  vulnerable to the damage caused by a weapon 
  affected by this spell. Constructs, however, gain 
  resistance to the damage of these weapons. 
  Burning Blood 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of blood and a pinch of 
  saltpeter) 
  Duration: Concentration, up to 1 minute 
  You infect the blood of a creature within range with a 
  toxic mixture of corrosive fluids. The target must 
  make a Constitution saving throw. On failure, it takes 
  1d8 acid damage and 1d8 fire damage. Until the spell 
  ends, the target cannot take reactions, and it can only 
  take move actions on its turn. 
  On a successful save, the target does not take any 
  damage or suffer any ill effects that turn. However, 
  for the spell's duration, the target must make a new 
  Constitution saving throw at the start of each of its 
  turns, or it takes the damage and suffers the spell's 
  effects. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of acid 
  and fire damage increases by 1d8 for each slot level 
  above 4th. 
  Caging Glaive 
  5th-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  An otherworldly polearm made of smoldering green 
  iron appears in your two free hands. Both your 
  hands must be empty when you cast this spell. The 
  weapon is similar in size and shape to a glaive, and it 
  lasts until the end of your next turn.  
  You can use your action to make a melee spell 
  attack with this unearthly polearm. Your reach for 
  this spell attack is 10 feet. On a hit, the target takes 
  5d8 necrotic damage, its speed is reduced by half, 
  and you pull it 5 feet closer to you. In addition, all 
  melee attacks against the target are made with 
  advantage until it starts its turn further than 5 feet 
  away from you. 
   At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the damage 
  increases by 1d8 for every two slot levels above 5th. 
  Calm Winds 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self (20-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, it stills the air around you, 
  creating an area of calm within a 20-foot radius 
  sphere centered on you. A creature inside the spell’s 
  area is immune to the effects of high winds from 
  either natural effects or spells. In addition, air-based 
  elemental creatures treat the area as difficult terrain 
  for the duration, and feel an instinctive urge to avoid 
  entering it.  
  The spell’s protective area moves with the caster, 
  who can only move at half speed while concentrating 
  on the spell.  
  Cast in Stone 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, your eyes transform into 
  dimly lit gray orbs that can petrify your foes. For the 
  duration, at the end of each of your turns, you can 
  
   
  Page 41 
   
   
  force any creature within 30 feet of you who can see 
  you to make a Constitution saving throw. If the 
  creature fails its saving throw, it is restrained and 
  must make another Constitution saving throw at the 
  end of its next turn.  
  If the second saving throw is successful, the effect 
  on the creature ends. If the creature fails the second 
  saving throw, it is petrified until a greater restoration 
  spell or similar magic frees it. 
  If a creature fails the initial saving throw by 5 or 
  more, it is immediately petrified as described above. 
  Celebration 
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You perform a magical drinking song that causes 
  listeners to become highly intoxicated. Up to six 
  creatures of your choice that can hear you within 
  range must make a Wisdom saving throw. A creature 
  that fails this saving throw is charmed by you and 
  poisoned until the end of your next turn, as if it were 
  heavily intoxicated due to drinking. 
  Until the spell ends, you can continue the 
  performance on each of your turns as a bonus action. 
  The targets you chose must make the Wisdom saving 
  throw again if they are still within range, suffering 
  the same effects on a failure. 
  Creatures that have previously succeeded on a 
  saving throw against this spell have advantage on 
  saving throws against it for 1 minute. 
  “I once subdued an entire tribe of Uthgardt 
  barbarians using this spell. We sang forty-
  three increasingly slurred rounds of When I 
  drain the rosy bowl, by which time they were 
  all unconscious. I couldn’t speak for two 
  days after.” 
  Celestial Fist 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a holy symbol) 
  Duration: Concentration, up to 1 minute 
  You conjure a great fist of light that smashes down 
  on your enemy and seeks to hold that foe fast in its 
  grip. Choose a large or smaller creature within range. 
  The target must make a Dexterity saving throw. On a 
  failed save, it takes 3d8 radiant damage and is 
  restrained until the end of its next turn. On a 
  successful save, it takes half as much damage, and 
  isn’t restrained. 
  A creature restrained by this spell makes a 
  Dexterity saving throw at the end of each of its turns. 
  On a failed save, it remains restrained until the end 
  of its next turn. On a successful save, the spell ends. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the radiant damage 
  increases by 1d8 for each slot level above 1st. 
  Chain Madness 
  6th-level illusion 
  Casting Time: 1 action 
  Components: V, S, M (brain tissue of a mind flayer) 
  Range: 60 feet 
  Duration: Instantaneous 
  You inflict one creature with crippling madness. If 
  the target fails an Intelligence saving throw, roll 
  twice on the Long-Term Madness table (see 
  “Madness” in chapter 8 of the Dungeon Master’s 
  Guide). The effects of the madness are immediate 
  and last for 24 hours. If you rolled the same results 
  twice, the madness lasts 48 hours.  
  The target may infect up to six different people 
  with madness. The first six people it touches within 
  24 hours of becoming mad must make an 
  Intelligence saving throw or be inflicted with the 
  same madness as the original target. This madness 
  lasts 24 hours, even if the original target rolled the 
  same result twice.  
  A creature infected with madness from this spell's 
  
   
  Page 42 
   
   
  original target can spread it as well, forcing 
  each of the first three people it touches during 
  the 24-hour duration of its madness to make an 
  Intelligence saving throw with advantage, 
  contracting the same madness for 12 hours on a 
  failure. Creatures who contract this madness 
  from the touch of a creature besides the spell's 
  original target, cannot pass it on to others. 
  Challenger’s Mark 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  You bellow out a magical challenge that your 
  opponent finds difficult to ignore. When casting this 
  spell, make a melee weapon attack against one 
  creature within range. On a hit, the target suffers the 
  attack's normal effects. In addition, before the 
  beginning of your next turn, the target has 
  disadvantage on the next attack roll it makes that 
  does not target you. Also, if the target willingly 
  moves more than 30 feet away from you, or makes 
  an attack that suffers disadvantage from this spell, it 
  immediately takes 1d8 psychic damage.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d8 psychic damage to the target, and the 
  damage the target suffers for moving more than 30 
  feet away from you, or attacking you with 
  disadvantage, increases to 2d8. Both damage rolls 
  increase by 1d8 at 11th level and 17th level. 
  “Some sages suggest that challenger’s mark is 
  not a true magical effect, but is rather a 
  product of intimidation, suggestion, and 
  martial confidence.”  
  Chameleon 
  1st-level illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a lizard scale or tail) 
  Duration: Concentration, up to 1 hour 
  You magically blend in with your surroundings. So 
  long as you are motionless, you have advantage on 
  Dexterity (Stealth) checks, and attack rolls against 
  you have disadvantage. If you move, the effect ends.  
  Champion’s Strength 
  5th-level transmutation  
  Casting Time: 1 action 
  Components: V, S, M (a gold chain of five links worth 
  1,000 gp) 
  
   
  Page 43 
   
   
  Range: 30 feet 
  Duration: Concentration, up to 1 minute 
  Choose five willing humanoid creatures within 
  range, and designate one as the champion. The other 
  four people may sacrifice some of their strength and 
  combat prowess to the champion. The choice of 
  whether to do so must be made immediately when 
  the spell is cast. 
  If at least one creature chooses to make the 
  sacrifice, for the duration, it gains disadvantage on 
  attack rolls, Strength checks, and Strength saving 
  throws, but the champion gains advantage on those 
  same rolls. If more than one creature chooses to 
  make the sacrifice, each of the other sacrificing 
  creatures also gains disadvantage on attack rolls, 
  Strength checks, and Strength saving throws, for the 
  duration but the champion inflicts an extra 1d12+5 
  force damage on melee attacks and attacks with 
  thrown weapons for each creature that made the 
  sacrifice beyond the first. 
  All penalties and bonuses granted by this spell last 
  until it ends, regardless of whether any or all of the 
  targets remain within range or change their minds.  
  Changestaff 
  7th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a staff, see the description) 
  Range: Touch 
  Duration: Concentration, up to 1 minute 
  You transform a specially prepared staff into a 
  creature that is identical to a treant, except it cannot 
  speak or animate trees. The creature is friendly to 
  you and follows your commands to the best of its 
  abilities. If you do not issue commands, it takes no 
  action on its turn other than to defend itself. It acts 
  on your initiative, beginning its turn as soon as yours 
  ends. If it is reduced to 0 hit points, it reverts to a 
  staff and shatters. You can only have one changestaff 
  spell active at a time, and you must wait 24 hours 
  before casting it again.  
  The staff used for this spell must be prepared over 
  the course of a lunar month. Each night you carve 
  intricate runes into it while muttering eldritch 
  invocations. At the end of the cycle, the staff is ready 
  for use. 
  Chariot of Sustarre 
  7th-level conjuration (ritual) 
  Casting Time: 1 minute 
  Components: V, S, M (a fire source the size of a 
  torch, some yew wood, and a ruby worth 500gp 
  which is consumed by the spell) 
  Range: Touch 
  Duration: 12 hours 
  You summon a large chariot and two horses made of 
  flame. You and up to seven Medium sized creatures 
  can fit into the chariot. Anyone other than yourself 
  and your designated passengers takes 2d4 fire 
  damage per round if it enters the chariot. The horses 
  only respond to your spoken commands. 
  The chariot and horses each have AC 20 and 40 hp 
  and are immune to fire damage and vulnerable to 
  cold damage. When pulled by the fiery horses, the 
  chariot has a flying speed of 60 feet. The chariot and 
  the horses can be banished back to their home plane 
  of fire by you at any time.  
  Chilling Frost 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You choose to envelop a target within range with a 
  swirling frost. The target takes 7d6 cold damage, and 
  is covered by a chilling frost for the duration. The 
  target must make a Dexterity saving throw. On a 
  success, it only takes half the cold damage, and the 
  spell ends. 
  However, if the target fails the saving throw, it 
  must continue to make Dexterity saving throws at 
  the beginning of each of its turns or take 3d6 cold 
  damage. On a successful save, the spell ends. A target 
  reduced to 0 hit points by this spell becomes a frozen 
  statue. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the amount of initial 
  
   
  Page 44 
   
   
  and ongoing cold damage increases by 1d6 for each 
  slot level above 5th. 
  Chilling Scythe 
  2nd-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a bone chip) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  You create a weightless 7-foot scythe. As part of the 
  action of casting this spell, and as an action on each 
  of your turns for the duration, you can make a melee 
  spell attack. If the target is undead, you inflict force 
  damage equal to 4d6 + your spellcasting ability 
  modifier on a hit, otherwise if you hit you inflict 
  magical slashing damage equal to 2d6 + your 
  spellcasting ability modifier.  
  Undead hit by the scythe must also make a 
  successful Strength save or be hurled 20 feet away 
  from the wielder. 
  Circle of Privacy 
  4th-level transmutation (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (salt) 
  Range: 25-foot radius circle 
  Duration: 24 hours 
  The caster sprinkles salt in a circle around a 
  campfire, tent, or some other central object. Natural 
  predators and curious passer-byes are magically 
  discouraged from looking too closely at the area 
  enclosed by the circle.  
  Sights, sounds and smells inside the circle are 
  masked and muted, and anyone just passing by is 
  unlikely to even notice your camp. Any Wisdom 
  (Perception) checks to find you are made with 
  disadvantage. 
  This spell does not protect against any form of 
  magical detection. 
  Clarity of Mind 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You touch a target and grant it extraordinary focus 
  for the duration. The target has advantage on 
  Wisdom and Intelligence saving throws against 
  spells.  
  In addition, the target does not have disadvantage 
  on Wisdom (Perception) checks in areas that are 
  lightly obscured, or on attack rolls against creatures 
  that are heavily obscured.  
  Claws of the Umber Hulk 
  6th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (an Umber Hulk claw) 
  Range: Touch 
  Duration: Concentration, up to 1 hour 
  Your fingers and nails transform into diamond-hard 
  claws. The skin on your hands and forearms thickens 
  and turns into a hardened shell. For the duration, 
  you gain a burrowing speed of 30 feet, a +4 bonus to 
  your AC, and advantage on Strength checks and 
  Strength saving throws. You can also use an action 
  on each of your turns to make two melee spell 
  attacks with a reach of 10 feet, inflicting 1d8 + 4 
  magical slashing damage when one hits.  
  Cleanse 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: S, M (A mirror) 
  Duration: Instantaneous 
  A creature you touch is cleansed of all dirt and grime. 
  The target regains 1 hit point, and for 1 hour the 
  symptoms of any disease afflicting the target are 
  suppressed. In addition, the target has advantage on 
  any Charisma (Deception or Persuasion) checks 
  against non-hostile humanoids made in the next 10 
  minutes. 
  
   
  Page 45 
   
   
  Cloak of Bravery 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, a glittering mantle of 
  courage settles upon your allies. All creatures you 
  select within range have advantage on saving throws 
  against being frightened for the duration. 
  Cloudburst 
  3rd-level evocation (ritual) 
  Casting Time: 1 action 
  Components: V, S,  
  Range: 100-foot radius, centered on caster 
  Duration: Concentration, up to 1 hour 
  At your command, clouds gather and there is a 
  downpour of heavy rain. Everything within a 100-
  foot tall, 100-foot wide cylinder centered on you is 
  lightly obscured, and creatures have disadvantage on 
  Wisdom (Perception) checks to perceive things 
  within the area, which becomes difficult terrain. All 
  open flames within the area are extinguished.  
  “This spell also tends to make red dragons 
  very miserable.” 
  Cloudwalkers 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Up to 4 hours 
  When you cast this spell, you select up to six 
  creatures within 5 feet of you. Small puffs of cloud 
  attach themselves to the feet of each one, and the 
  creature gains a flying speed of 60 feet for the 
  duration. This spell only works outdoors.  
  A creature can end the effect by shaking the cloud 
  puffs off its feet. The spellcaster can dismiss the spell 
  as an action, but only for all creatures at once. 
  Clutch of Orcus 
  3rd-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a heart that has been set on 
  fire) 
  Range: 60 feet 
  Duration: Concentration, up to 1 minute 
  Spectral hands grab the heart of one humanoid you 
  choose, and start to squeeze. The victim must make a 
  Constitution saving throw. On a successful save, the 
  victim takes 1d12 necrotic damage and the spell 
  ends. 
  On a failed save, the victim is paralyzed for the 
  duration and takes 1d12 necrotic damage at the start 
  of each of their turns. At the end of every round, the 
  victim can make another Constitution saving throw. 
  If it succeeds on the saving throw, the spell ends.  
  If the victim dies during this spell, its smoking 
  heart appears in your hand. 
  Code of Secrecy 
  5th-level enchantment 
  Casting Time: 1 minute 
  Components: V, S, M (an animal tongue) 
  Range: Touch 
  Duration: 1 day 
  While casting this spell, you pick one specific piece of 
  information known to both you and the target. If the 
  target fails a Wisdom saving throw, it may not 
  communicate this secret to anyone else for one day. 
  Any form of communication, whether written, 
  verbal, or mental is blocked.  
  Command Minor Beast 
  2nd-level enchantment 
  Casting Time: 1 action 
  Components: V 
  Range: 50 feet 
  Duration: Concentration, up to 1 hour 
  You target a Medium or smaller beast within range 
  and force it to make a Wisdom saving throw. The 
  beast you target must be CR 3 or less. If the beast 
  fails its save then it is charmed by you.  
  
   
  Page 46 
   
   
  So long as the beast is charmed, you have a 
  telepathic link with it and can issue simple 
  commands. If the beast receives no commands from 
  you, it waits and defends itself if attacked.  
  Any time the beast takes damage, it is allowed a 
  new Wisdom saving throw. If the save is successful, 
  the spell ends.  
  Conduit 
  5th-level enchantment 
  Casting Time: Special 
  Components: V, S, M (up to 6 missiles) 
  Range: Touch 
  Duration: Instantaneous 
  You can channel a spell into an arrow or other 
  missile for later use. Upon casting conduit, you can 
  cast a spell of 1st through 4th level into the missile 
  by touching the missile as the spell is cast. You 
  expend a spell slot, but none of the spell’s effects 
  occur. Instead, the spell transfers into that missile for 
  later use. The spell imbued into the missile must 
  have a maximum casting time of 1 action, and it must 
  have an area of effect. 
  Any creature thereafter can make a ranged attack 
  using the missile, and the spell is cast when the 
  missile strikes an object. The spell is cast using your 
  spellcasting ability, and it is centered on the object 
  that the missile strikes. 
  When you create a conduit in this way, it must be 
  used within 8 hours. After that time, its magic fades 
  and is wasted. You can have a limited number of 
  conduits at the same time. The number equals your 
  Intelligence modifier. 
  Conjure Dragon  
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You summon a celestial in the form of either a young 
  white dragon or a young brass dragon. It appears 
  in an unoccupied space that you can see within 
  range. The celestial functions in all ways as a dragon 
  of the type you select. The dragon disappears when it 
  drops to 0 hit points, or the spell ends. 
   The dragon is friendly to you and your allies for 
  the duration. The dragon acts on its own initiative 
  each turn but obeys your verbal commands if they do 
  not violate its alignment. If you do not give the 
  dragon any commands, it defends itself but takes no 
  other actions. 
  Conjure Remorhaz 
  7th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You summon a celestial in the form of a young 
  remorhaz. It appears in an unoccupied space that 
  you can see within range. The celestial functions in 
  all ways as a remorhaz. The remorhaz disappears 
  when it drops to 0 hit points, or the spell ends. 
   The remorhaz is friendly to you and your allies for 
  the duration. The remorhaz acts on its own initiative 
  each turn, but obeys your verbal commands if they 
  do not violate its alignment. If you do not give the 
  remorhaz any commands, it defends itself, but takes 
  no other actions. 
  Consumptive Field 
  4th-level necromancy 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You sweep your hands through the air, devouring the 
  fleeting life force of those on the edge of death. As 
  part of the action used to cast this spell, you can 
  choose one creature within range that has half its hit 
  point maximum or less and force it to make a 
  Constitution saving throw. On a failed save, the 
  creature takes 2d10 necrotic damage, and you have 
  advantage on Strength ability checks and saving 
  throws until the end of your next turn. In addition, 
  you gain temporary hit points equal to the necrotic 
  damage inflicted.  
  
   
  Page 47 
   
   
  On a successful save, the creature takes half 
  damage, and you don't gain advantage on Strength 
  ability checks or saving throws, nor do you gain any 
  temporary hit points.  
  Until the spell ends, once during each of your 
  turns you can use your action to force another 
  creature with half its hit point maximum or less to 
  make the Constitution saving throw against the same 
  effects.  
  For the duration, you know when any creature 
  within range has been reduced to half its hit point 
  maximum or less. 
  Control Temperature 
  3rd-level transmutation (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a vial of mercury) 
  Range: 10-foot radius, centered on you 
  Duration: Concentration, up to 1 hour 
  You control the ambient temperature. You can raise 
  or lower the temperature by 10 degrees every round 
  for the duration of the spell.  
  “I once used this spell to walk through an 
  arctic tundra wearing nothing but a 
  loincloth.” 
  Crawling Darkness 
  6th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a spider’s web, some pitch, 
  and a tentacle) 
  Range: Self 
  Duration: Concentration, up to 10 minutes 
  You reach out and touch the darkness between the 
  stars, absorbing its abyssal essence into your body. 
  Your form becomes wrapped in shadows, and 
  tentacles burst from your shoulders and spine. You 
  cannot be identified, except by the spell true seeing, 
  or a similar magical effect. 
  You gain a +4 bonus to AC and for the duration 
  you are immune to falling damage and can walk on 
  water and other liquids (as if you were the subject of 
  a water walk spell). As a bonus action on each of your 
  turns for the duration, you can order your tentacles 
  to attack a target within 10 feet. Make a melee spell 
  attack. On a hit, the target takes 4d6 acid damage. 
  Create Item 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  From thought you create matter, equipping yourself 
  with a simple implement you need. You summon one 
  piece of adventuring gear worth 2 gp or less which 
  you can hold in one hand, and which must weigh less 
  than 10 pounds.  
  If the item is more than 10 feet away from you at 
  the end of your turn, the spell ends. This object may 
  simulate the effects of a tool which requires 
  proficiency, but it can only be used to make one 
  ability check, for a task that takes 1 round or less, 
  after which time the spell ends. Anyone who holds 
  the item or examines it closely can tell it is not real.  
  When the spell ends, the item disappears. 
  Create Revenant 
  7th-level necromancy (ritual) 
  Casting Time: 10 minutes 
  Range: 10 feet 
  Components: S, M (the corpse of a blackbird and 
  one black onyx stone worth 250 gp) 
  Duration: Concentration, up to 24 hours 
  You raise one corpse of a Medium or Small humanoid 
  as a revenant under your temporary influence. (The 
  DM has game statistics for revenants). 
  Once raised, the revenant is friendly to you and 
  your companions for the duration. It obeys any 
  verbal commands that you issue to it. The revenant 
  is under your control for 24 hours, after which time 
  it stops obeying any command you have given it. 
  When you cast this spell, you must choose one 
  unfriendly creature within 1 mile of you on which 
  you wish to seek revenge, and against whom the 
  revenant also swears vengeance (though only for 
  
   
  Page 48 
   
   
  the duration). If you do not choose a target for 
  vengeance, the revenant ceases to be under your 
  control. 
  If you don't issue any commands to the 
  revenant, it attacks the subject of its sworn 
  vengeance, moving toward that creature if it can, 
  and defends itself from hostile creatures. If you 
  cast this spell while you already have a revenant 
  under your control from a prior casting of 
  this spell, the previous spell ends and the 
  existing revenant leaves your service as 
  described above. 
  The revenant will not seek revenge against you 
  for animating it with this spell. Once this spell ends, 
  however, if you wronged it during its life, or if you 
  stirred its vengeance against you by any of the 
  deeds you committed or forced it to commit during 
  its service to you, it may make you a target for its 
  vengeance. 
  If the revenant has vengeance in its heart 
  towards another creature, it will seek revenge 
  against it once your control ends. If the revenant 
  does not burn with the need for vengeance, it 
  becomes a dead corpse once more. 
   
  Once a corpse has been the subject of this spell, it 
  cannot be transformed into a revenant again by 
  this spell for 100 years. 
  “It is a very foolish thing to turn a creature 
  ye just killed into a revenant!” 
  Creeping Cold 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 3 rounds 
  You point at a target within range, and 
  begin to turn its body moisture into ice. 
  The target makes a Constitution saving 
  throw. If the creature fails, at the beginning 
  of its next turn, the target takes cold damage equal to 
  1d6 + your spellcasting ability modifier. The creature 
  takes cold damage at the beginning of its next two 
  turns as well, equal to 2d6 + your spellcasting ability 
  modifier at the beginning of its second turn after the 
  spell is cast, and 3d6 + your spellcasting ability 
  
   
  Page 49 
   
   
  modifier at the beginning of its third. 
  If the creature succeeds on its saving throw, it still 
  takes damage at the start of its next three turns, but 
  the damage is halved. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of cold 
  damage taken at the start of each turn increases by 
  1d6 for each slot level above 2nd. 
  Creeping Doom 
  7th-level conjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: 100 feet 
  Duration: Concentration, up to 1 minute 
  You summon seven swarms of poisonous snakes. 
  These swarms have maximum hit points and 
  increase their bite damage to 4d6 piercing. While 
  you remain within 100 feet of the swarms, they will 
  follow your commands.  
  You may summon the swarms in the same space 
  as a creature, and the swarms will immediately 
  attack. The swarms will not move unless you 
  command them to move, but will attack creatures in 
  their vicinity without prompting.  
  Critical Strike 
  1st-level divination 
  Casting Time: 1 reaction, which you take in 
  response to hitting a target with a melee weapon 
  attack 
  Range: Self 
  Components: V 
  Duration: 1 round 
  When you cast this spell, it takes effect after you hit 
  with the triggering attack but before you roll 
  damage. Whenever you hit with a melee attack 
  before the end of your next turn (including on the 
  triggering attack), your weapon inflicts an extra die 
  of its normal damage, and you score a critical hit on a 
  roll of 19 or 20. 
  For example, if you rolled a 19 to hit an enemy 
  with a longsword, you could cast critical strike as a 
  reaction, and make the attack a critical hit. You 
  would then roll an amount of slashing damage equal 
  to 4d8 + your Strength modifier (the spell increases 
  longsword damage from 1d8 to 2d8, and that is 
  doubled again due to the critical hit). 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the weapon damage 
  increases by 1 die for every two slot levels above 1st. 
  Crown of Glory 
  8th-level enchantment 
  Casting Time: 1 action 
  Range: Self (10-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, the magnificence of your 
  deity emanates from you in an aura that makes you 
  appear larger than life and bolsters nearby allies. For 
  the duration, you and allies that start their turns 
  within a 10-foot radius sphere centered on you are 
  immune to being frightened and have advantage on 
  all attack rolls, ability checks, and saving throws 
  while within the aura created by this spell.  
  If a creature leaves the area of the spell, it 
  immediately loses all these benefits until it starts its 
  turn within the aura once again. In addition, when 
  you cast this spell, each ally within 10 feet of you 
  gains 10 temporary hit points. 
     The aura is centered on the caster, who can only 
  move up to half speed while the aura is active. 
  Crown of Light 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 round 
  Blazing light coalesces over your ally to form a 
  crown of radiance that sears surrounding foes. 
  Choose an ally you can see within range. That ally 
  gains temporary hit points equal to your proficiency 
  bonus + your spellcasting ability modifier and is 
  considered proficient with all saving throws until the 
  end of its next turn. Also, every hostile creature 
  within 5 feet of the ally must make a Dexterity saving 
  
   
  Page 50 
   
   
  throw. The creature takes 4d6 radiant damage on a 
  failed save, or half as much damage on a successful 
  one. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the radiant damage 
  increases by 1d6 for each slot level above 4th. 
  Curse of Ill Fortune 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, you bestow a minor curse 
  on a creature you can see within range. That creature 
  must make a successful Wisdom saving throw, or 
  suffer your choice of one of the following effects for 
  the duration: 
   The target has disadvantage on ability checks 
  and saving throws with an ability of your choice. 
   The target has disadvantage on attack rolls 
  against you for the spell’s duration. 
   Your attacks and spells deal an extra 1d8 
  necrotic damage to the target. 
  Curse of Ill Fortune, Mass 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  This spell functions the same as curse of ill fortune, 
  except that you may select any number of targets 
  within a 20-foot cube you choose within range. 
  Curse of the Everbleeding 
  Wounds 
  6th-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a small knife or razor blade) 
  Range: Touch 
  Duration: Concentration, up to 10 minutes 
  You infuse your target with necromantic energy that 
  prevents the body from healing. The target must 
  make a Wisdom saving throw. On a failed save it 
  cannot regain hit points for the duration, and it takes 
  1 point of necrotic damage at the start of each of its 
  turns until the spell ends. 
  “Well worth considering when ye know 
  there will be enemy clerics about.” 
  Daggerspell Stance 
  2nd-level abjuration 
  Casting Time: 1 bonus action 
  Range: 90 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You create a powerful barrier of silver force that 
  protects your weapons and the arms that bear them. 
  For the duration, you gain the following benefits: 
   You can use your spellcasting ability instead of 
  Strength for the attack and damage rolls of melee 
  attacks using one-handed weapons that inflict 
  piercing or slashing damage. 
   You cannot be forced to drop a one-handed 
  weapon you are holding. 
   Each time you hit with a melee attack using a 
  one-handed weapon that inflicts piercing or 
  slashing damage, you inflict an additional 1d4 
  force damage. 
   You gain a magical +1 bonus to AC while you are 
  wielding a light or simple melee weapon in each 
  hand. 
   Whenever you inflict piercing or slashing 
  damage on a creature more than once during 
  your turn, you gain advantage on saving throws 
  against spells cast by that creature until the start 
  of your next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can maintain 
  your concentration on the spell for up to 1 hour. 
  
   
  Page 51 
   
   
  Death Armor 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (paste made from ground 
  bones) 
  Duration: Concentration, up to 1 minute 
  After casting this spell, a shroud of dark flames 
  wreathes your body. For the spell’s duration, any 
  creature within 5 feet of you that touches or strikes 
  you with an unarmed or melee weapon attack takes 
  an amount of necrotic damage equal to 1d4 + your 
  spellcasting ability modifier. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the amount of 
  necrotic damage increases by 1d4 for each slot level 
  above 1st. 
  “This simple spell is both effective and very 
  dramatic to behold!” 
  Death Dragon 
  7th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, spectral black scales appear 
  and form a protective coat all over your body. Attack 
  rolls made against you are made at disadvantage for 
  the duration.  
  In addition, spectral claws sprout from your 
  fingers, allowing you to use your spellcasting ability 
  instead of Strength for the attack and damage rolls of 
  your unarmed strikes, and to roll a d6 in place of the 
  normal damage for your unarmed strikes. 
  Finally, as an action on each of your turns, you can 
  either project a 30-foot cone of fear, or cast inflict 
  wounds as a 3rd-level spell without using a spell slot. 
  The cone of fear has the same effect as the fear spell.  
  Death Spell 
  6th-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a string of finger bones) 
  Range: 90 feet 
  Duration: Instantaneous 
  Designate a 20-foot radius circle within range. 
  Ghostly, skeletal hands reach out of the ground, 
  clawing at everyone within the circle. Choose one 
  creature in the spell area, which must then make a 
  Constitution saving throw. If it succeeds, the spell 
  ends. If it fails, it takes necrotic damage, as per the 
  following instructions.  
  Roll 10d10. If the total is less than the creature's 
  current hit points, it takes the total result as necrotic 
  damage and the spell ends. If the total roll exceeds 
  the creature's current hit points, it takes damage 
  equal to its current hit points and dies, and the 
  remaining damage moves on to another creature of 
  your choice, which must also make a Constitution 
  saving throw, as above. 
   Continue repeating this process until the damage 
  is exhausted, or someone successfully saves and 
  ends the spell. This spell does not affect the undead. 
  Death Spider 
  8th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a small live spider, a drop of 
  stomach acid, and a tooth) 
  Range: Touch 
  Duration: Permanent 
  You touch a creature, and it must immediately make 
  a Wisdom saving throw. On a failed save, one of its 
  limbs turns into a mindless, hairy spider. On the 
  target's next turn, the spider twists around and 
  starts to devour its host. The target then takes 1d6 
  piercing damage at the start of each of its turns.  
  Dispel magic can only halt the spell and save the 
  limb if it is cast before the end of your next turn after 
  death spider is cast. Otherwise, the spider limb must 
  be hacked off (15 AC, 40 hp, vulnerable to slashing 
  damage), which kills the spider. If the spider is not 
  
   
  Page 52 
   
   
  stopped, it will continue to inflict damage on its host, 
  consuming it when it reaches 0 hp, and then growing 
  into a giant spider over the next 24 hours.  
  “This surely ranks as one of the most 
  disturbing spells ever devised. It was created 
  by the Drow as a way to combine execution 
  with entertainment.” 
  Death Talisman 
  3rd-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (the item to be enchanted) 
  Range: Touch 
  Duration: Permanent 
  You link your life force to a small item. A knife, ring, 
  or amulet is typical, but any item can be chosen. 
  While you remain healthy, the item remains in 
  perfect shape, never taking and wear or tear. If it 
  takes damage, it regains hit points whenever you do, 
  and in the same amount (so, if you regain 8 hit 
  points, the item also regains 8 hit points), up to its 
  normal maximum. 
  If you are killed or suffer the incapacitated, 
  paralyzed, petrified, stunned, or unconscious 
  conditions, the talisman becomes rusted and dull. 
  Once the condition is removed the talisman will 
  regain its luster. Damaging the item does not harm 
  you. These effects persist even if you and the item 
  are not on the same plane. This spell ends if you cast 
  it again.. 
  “I knew an arcane archer who cast this spell 
  upon his bow, so as to ensure his bowstring 
  never snapped!” 
  Deathwatch 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet  
  Components: V, S 
  Duration: Concentration, up to 1 minute  
  Until the spell ends, you instantly know if creatures 
  within range are near death (at 0 hit points) or 
  fragile (less than 25% of their hit point maximum). 
  You also know if a creature is undead, alive, or 
  neither (a construct, for example). 
  Decastave 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a duskwood club or 
  quarterstaff of duskwood) 
  Duration: Concentration, up to 1 minute 
  You transform a club or quarterstaff carved of 
  duskwood into a 10-foot long staff made of 
  punishing magical force. For the duration, you can 
  use your spellcasting ability instead of Strength for 
  melee attack and damage rolls using that weapon, 
  your reach with the weapon becomes 10 feet, and 
  you inflict 1d12 force damage when you hit with it, 
  instead of the weapon's normal damage. The weapon 
  is considered magical for the duration. The spell 
  ends if you cast it again or if you let go of the 
  weapon. 
  In addition, once per turn, when you hit with the 
  weapon you can choose to inflict an additional 1d8 
  necrotic damage. You regain hit points equal to half 
  the amount of necrotic damage you inflicted. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the necrotic damage 
  increases by 1d8 for each slot level above 2nd. 
  Decomposition 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, an aura of decay surrounds 
  you. For the duration, whenever a hostile creature 
  within range takes damage, it must make a 
  Constitution saving throw. On a failed saving throw, 
  it suffers a festering wound. This wound inflicts 5 
  
   
  Page 53 
   
   
  necrotic damage on the creature at the start of each 
  of its turns.  
  A creature suffering from a festering wound can 
  make a new Constitution saving throw at the end of 
  each of its turns. A successful saving throw stops the 
  ongoing necrotic damage from that wound and 
  causes the creature to be immune to the effects of 
  this spell for 1 minute. A creature can suffer from 
  only one festering wound at a time.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of 
  necrotic damage increases by 5 for each slot level 
  above 2nd. 
  Delayed Magic Missile 
  4th-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 120 feet 
  Duration: Concentration, up to 1 minute 
  This spell behaves like magic missile, with the 
  following differences: 
   The spell creates six missiles, each dealing 1d6 + 
  1 force damage.  
   The missiles are not stopped by shield.  
   If you so desire, the spell will not fire until a 
  trigger word, chosen by you, is spoken. You can 
  speak the trigger word a bonus action. If you do 
  not speak the trigger word by the time the spell 
  ends, the missiles are not fired. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, one extra missile is 
  created for each slot level above 4th.  
  “If ye know there is something nasty behind 
  the door, it can be very beneficial to prepare 
  one or two of these before ye enter…” 
  Desecrate 
  2nd-level evocation (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (25 gp worth of silver dust, and 
  a vial of unholy water) 
  Range: 50 feet 
  Duration: 24 hours 
  You imbue a 20-foot radius sphere with negative 
  energy. Any undead in this area have advantage on 
  their saving throws. If the area includes an altar to 
  your god, or a desecrated altar to an enemy god, then 
  any undead in the area also gain resistance to 
  nonmagical bludgeoning, piercing, and slashing 
  damage. If an undead creature is animated, created, 
  conjured, or summoned in the area, it gains 
  temporary hit points equal to its Hit Dice as soon as 
  it appears. 
  Dictation 
  1st-level evocation (ritual) 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V, M (a quill) 
  Duration: Concentration, up to 1 hour 
  Choose a book, scroll, or paper that is on your person 
  when you cast this spell. For the duration, anything 
  said within 20 feet of the chosen object automatically 
  appears written on its pages. Foreign languages are 
  not translated but do appear spelled correctly using 
  that language’s alphabet. Magical spells are not 
  recorded.  
  Divine Sanction 
  1st-level evocation 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S, M (the petrified eye of a newt) 
  Duration: Concentration, up to 1 hour 
  You place a divinely empowered curse on a creature 
  that you can see within range. For the duration, the 
  target provokes an opportunity attack from you 
  whenever it makes an attack roll against a creature 
  other than you. In addition, during each of its turns 
  that it hits with an attack roll against a creature 
  other than you, it takes 1d6 radiant damage.  
  If the target drops to 0 hit points before the spell 
  ends, you can use a bonus action on your turn to 
  
   
  Page 54 
   
   
  move the spell's effect to a new creature within 
  range.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd or 4th level, you can maintain your 
  concentration on the spell for up to 8 hours. When 
  you use a spell slot of 5th level or higher, you can 
  maintain your concentration on the spell for up to 24 
  hours. 
  Doomtide 
  5th-level illusion 
  Casting Time: 1 bonus action 
  Range: 40 feet 
  Components: V, S 
  Duration: 1 minute 
  This spell creates four 10-foot cubes of swirling 
  black mist, filled with grasping, shadowy tentacles. 
  You can choose which spaces the cubes occupy 
  within range, but at least 5 feet of each cube's outer 
  edge must be within or adjacent to another cube. 
  When you cast the spell, you choose whether the 
  mists are stationary, or move away from you at a 
  speed of 10 feet on each of your turns. 
  The area within the mists is heavily obscured, 
  even blocking darkvision beyond 5 feet. The area is 
  lightly obscured within 5 feet for creatures with 
  darkvision. Any creature that starts its turn within 
  the mists must make a successful Wisdom saving 
  throw, or be restrained by the shadowy tentacles. A 
  restrained creature can try a new saving throw to 
  escape at the end of each of its turns.  
  The mists can be dispersed within 4 rounds by 
  moderate winds, or within 1 round by a gust of wind 
  spell. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you can create an 
  additional 10-foot cube of mists for each slot level 
  above 5th. 
  Draconic Might 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You touch a willing creature, and the target is 
  imbued with the strength, resilience, and bearing of a 
  dragon. For the duration, the target gains advantage 
  on Strength, Constitution, and Charisma saving 
  throws as well as on Strength checks, Constitution 
  checks, Charisma checks, and attack rolls which 
  include its Strength modifier. In addition, until the 
  spell ends, it gains a +2 bonus to Armor Class, and 
  magic cannot cause it to fall asleep or become 
  paralyzed.   
  Dragon Breath 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M 
  Duration: Concentration, up to 10 minutes 
  Choose a type of metallic or chromatic dragon when 
  casting this spell. For the duration, you can use an 
  action to emulate the chosen dragon’s breath 
  weapon.  
  Once your breath weapon attack has been used, it 
  must be recharged before it can be used again. At the 
  beginning of each of your turns thereafter, roll a d6. 
  If the result is a 5 or 6, the breath weapon recharges. 
   As shown below, a creature can make a saving 
  throw against your breath weapon, with the type of 
  save varying by dragon type. Creatures who succeed 
  take half damage. Each breath weapon deals 4d6 
  damage of the type shown in the table:  
  Dragon 
  Damage 
  Effect 
  Black 
  Acid 
  5 by 30-ft line (Dex. save) 
  Blue 
  Lightning 5 by 30-ft line (Dex. save) 
  Brass 
  Fire 
  5 by 30-ft line (Dex. save) 
  Bronze 
  Lightning 5 by 30-ft line (Dex. save) 
  Copper 
  Acid 
  5 by 30-ft line (Dex. save) 
  Gold 
  Fire 
  15-foot cone (Dex. save) 
  Green 
  Poison 
  15-foot cone (Con. save) 
  Red 
  Fire 
  15-foot cone (Dex. save) 
  Silver 
  Cold 
  15-foot cone (Con. save) 
  
   
  Page 55 
   
   
  White 
  Cold 
  15-foot cone (Con. save) 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage from 
  your breath weapon increases by 1d6 for each slot 
  level above 4th. 
  Dragon’s Roar 
  8th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  When you cast this spell, you emit an ear-splitting 
  roar. All enemies within range that can hear the roar 
  must make a Constitution saving throw. A creature 
  takes 12d6 thunder damage on a failed save and is 
  stunned until the end of its next turn. A successful 
  save halves the damage, and the creature does not 
  suffer the stunned condition. 
  In addition, all allies within range gain 20 
  temporary hit points, and gain advantage on the next 
  attack roll, ability check, or saving throw they make 
  during the next minute. 
  Dragonsight 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, your eyes enlarge, and you 
  gain the visual perception of a dragon. For the 
  duration, you have darkvision to a range of 120 feet, 
  and blindsight to a range of 60 feet.  
  Dragonskin 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M 
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, choose a chromatic dragon 
  type. Your skin hardens and becomes scaly and hued 
  with the color of the dragon you selected. For the 
  duration, you gain a +2 bonus to your AC, and 
  resistance according to the dragon type you chose—
  acid for black, poison for green, cold for white, 
  lightning for blue, and fire for red.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the bonus to your AC 
  increases by 1 for each slot level above 3rd. 
  Dread Mercy 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when you 
  reduce a creature within 60 feet to 0 hit points with a 
  weapon attack 
  Range: 60 feet 
  Components: V 
  Duration: Concentration, up to 10 minutes 
  You offer an opponent mercy in exchange for its 
  cooperation. Choose one creature within range that 
  you have just reduced to 0 hit points. You instead 
  reduce that creature to 1 hit point and immediately 
  command its surrender. It must make a Wisdom 
  saving throw. On a successful save the creature is 
  frightened of you for the spell’s duration, and suffers 
  only the normal effects of being frightened. On a 
  failure, the creature is still frightened, but rather 
  than fleeing, the frightened creature stays where it is 
  and does not move unless you tell it to.  
  For the duration, the creature (that failed its save) 
  will not attack you, and it fearfully obeys any 
  instructions it can hear and understand that will not 
  directly harm it (for example, it will not knowingly 
  drink poison or walk off a cliff).  
  While affected, the creature will not deliberately 
  say anything to you that it believes to be a lie, though 
  it can simply remain silent if you do not ask any 
  direct questions.  
  Whenever you or one of your allies attempt to 
  harm the creature, or if you give it instructions that 
  would harm it or force it to make a saving throw 
  against another effect, it repeats its Wisdom saving 
  throw against this spell, ending the spell on a 
  success. You always know if a creature has 
  succeeded or failed on a saving throw against this 
  spell. When the spell’s effect ends, a creature that 
  
   
  Page 56 
   
   
  never succeed on any saving throws against this 
  spell is unaware it was magically influenced, 
  believing its fear of you was merely natural. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the duration is 
  increased to 1 hour. If you cast this spell using a spell 
  slot of 6th level or higher, the duration is increased 
  to 8 hours. 
  “This is a relatively simple enchantment, yet 
  it is remarkably powerful. In times past, it 
  was common for a spellcaster to collect a 
  train of monstrous minions as they 
  adventured. Alas, no more!” 
  Duel Ward 
  5th-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  For the duration of this spell, whenever you use your 
  reaction to cast counterspell during another 
  creature's turn, you can cast counterspell once more 
  before the end of that creature's turn without using a 
  reaction. Casting counterspell in this way still uses 
  spell slots normally. 
  In addition, for the duration of this spell, you gain 
  a +2 bonus on Intelligence (Arcana) checks, and on 
  all ability checks for your spellcasting ability that do 
  not already include your proficiency bonus. 
  Dust of Death 
  6th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a pinch of dust) 
  Range: Touch 
  Duration: Instantaneous 
  You turn a small pinch of dust into a deadly poison. If 
  this poison is ingested (such as if you slip it into their 
  food or drink), the victim must make a Constitution 
  saving throw. The victim takes 10d8 poison damage 
  on a failed save, or half as much damage on a 
  successful one. If this reduces its hit points to 0, it 
  dies.  
  This poison cannot be detected by non-magical 
  means. Victims of this spell are left with a residue of 
  dust around their mouths. 
  Earth Reaver 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a pyramid-shaped carving of 
  obsidian) 
  Duration: Instantaneous 
  With one stern, commanding word, you gesture to a 
  point on the ground within range, and the indicated 
  spot erupts in a shower of rock, dirt, and fire. Each 
  creature in a 20-foot radius sphere centered on that 
  point takes 5d6 fire damage and must make a 
  Dexterity saving throw. A target that fails the saving 
  throw is knocked prone and takes additional 
  bludgeoning damage equal to the fire damage. The 
  fire also ignites flammable objects in the area that 
  aren't being worn or carried. 
  After the spell ends, the area of the spell becomes 
  difficult terrain until it is cleared. Each 5-foot-square 
  portion of the area requires at least 1 minute to clear 
  by hand. 
  Earth-based or fire-based elemental creatures do 
  not take damage from this spell.  
   At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, the fire damage 
  increases by 1d6 for each level above 4th. 
  Earthen Grace 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a chunk of granite) 
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, you touch a creature and 
  grant it an affinity for earth and stone. For the 
  duration of the spell, the creature has resistance to 
  damage from creatures or objects made of any kind 
  of earth (including stone, dust, soil, clay, or elemental 
  
   
  Page 57 
   
   
  earth), and from earth-based spells and magical 
  effects. This includes falling rocks, falling damage 
  from impacting against any kind of earth, attacks by 
  earth-based creatures (such as clay or stone golems, 
  gargoyles, earth elementals). Acid damage and 
  damage from metal objects or creatures are not 
  considered earth-based for purposes of this spell, 
  which grants no resistance to such damage.  
  Easy Climb 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: 1 hour 
  As you cast this spell, select a vertical surface within 
  range, such as a cliff face, tree trunk, or similar 
  surface. Small handholds and footholds appear on 
  the surface, up to the range of the spell. For the 
  duration, all Strength (Athletics) checks to climb the 
  affected surface are made with advantage. 
  “How any young mage can sensibly venture 
  underground without this spell is beyond me, 
  yet it appears to be entirely unknown to 
  modern spellcasters.” 
  Easy Trail 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Self (40-foot radius) 
  Components: V, S 
  Duration: 8 hours 
  When you cast this spell, heavy undergrowth parts 
  as you approach, then moves back after you pass.  
  For the duration, you and creatures within 40 feet 
  of you do not reduce your speed when moving over 
  difficult terrain caused by any kind of plant or 
  vegetable matter, and any creature attempting to 
  track you has disadvantage on its survival checks to 
  find or follow your trail. 
  Ebony Hand 
  2nd-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (five black lotus seeds) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  You surround your hand with jumping, twisting 
  shadows, and your whole arm becomes semi-
  transparent. For the duration, when you cast a spell 
  that has a range of touch, you can choose to make the 
  range of the spell 30 feet instead. In addition, once 
  during each of your turns until the spell ends, you 
  can grant yourself advantage on one melee spell 
  attack roll.  
  Echoing Blow 
  Abjuration cantrip  
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must 
  make an unarmed strike or weapon attack against 
  one creature within range. On a hit, the target suffers 
  the attack's normal effects, and if the target is 
  concentrating on a spell when this attack hits, the 
  attack deals an extra 1d6 thunder damage, which 
  creates a loud noise that can be heard up to 100 feet 
  away. In addition, until the start of your next turn, 
  the next time the target you hit with this cantrip 
  makes a Constitution saving throw to maintain 
  concentration (such as against damage from this 
  spell), it does so with disadvantage.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d6 thunder damage to the target, and the 
  damage the target suffers if it is concentrating on a 
  spell increases to 2d6. Both damage rolls increase by 
  1d6 at 11th level and 17th level. 
  Effulgent Epuration 
  9th-level abjuration 
  Casting Time: 1 action 
  
   
  Page 58 
   
   
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You select a creature within range, and nine small 
  silvery orbs spring into being, hovering around the 
  creature and granting it strong magical protection. 
  As an action on your turn, you can transfer the orbs 
  (and their protection) to another recipient within 
  range.  
  When a spell forces the protected creature to 
  make a saving throw, or when the creature is 
  targeted by a spell attack, it may choose to expend 
  one of the orbs to nullify the spell's effect on it. The 
  protected creature no longer needs to make a saving 
  throw, or the spell attack is absorbed. Afterwards, 
  the orb that blocked the attack fades away. 
    This spell only protects the creature you chose 
  with the orbs hovering around it. Other targets 
  caught in a spell's area are affected normally. 
  “"Casting the spell is easier than 
  pronouncing it, but I happen to know that, 
  like many others of his kind, the humble 
  archmage who named it has an ardent 
  acquired affection for alliteration." 
  Elemental Blade 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a plum blossom) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, a blade of elemental energy 
  appears in the hand of a willing creature you touch. 
  You choose one of the following damage types when 
  you cast this spell: acid, cold, fire, lightning, or 
  poison. The elemental blade is the size and shape of a 
  normal shortsword, but is virtually weightless. If the 
  wielder lets go of the blade, it disappears, but until 
  the spell ends, you can evoke it for the creature again 
  as a bonus action. 
  The wielder can use its action to create one of two 
  effects: 
   The wielder can make a melee attack with the 
  blade, rolling the attack as if it were attacking 
  with a regular shortsword. On a hit the target 
  takes 5d4 damage of the type chosen when this 
  spell was first cast. Since the blade is immaterial, 
  the wielder’s Strength or Dexterity modifiers do 
  not apply to the damage, nor does any extra 
  damage from special abilities the wielder may 
  possess (such as sneak attack). 
   The wielder can unleash energy on a single 
  target within 30 feet. The wielder’s chosen target 
  makes a Dexterity saving throw against your 
  spellcasting DC. The target takes 4d4 damage of 
  the type chosen when this spell was cast if it fails, 
  or half as much damage on a success.  
  The blade sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet. A creature who 
  takes damage from this spell suffers an additional 
  effect depending on the type of damage inflicted, as 
  follows: 
   Acid. The creature cannot take reactions until the 
  beginning of the wielder’s next turn. 
   Cold. The creature’s speed is reduced by half 
  until the end of its next turn. 
   Fire. The creature must choose to either fall 
  prone to extinguish flames on its body or take 
  1d4 extra fire damage. Creatures wearing metal 
  armor are immune to this effect. 
   Lightning. The creature takes an extra 1d4 
  lightning damage if it is wearing metal armor. 
   Poison. The creature is poisoned until the end of 
  its next turn. 
  At Higher Levels. When you cast this spell using a 
  3rd level or higher spell slot, the damage increases 
  by ld4 for each slot level above 2nd. 
  Elemental Body 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a bit of the chosen element 
  from a plane other than where the spell is cast) 
  Duration: Concentration up to 4 hours 
  
   
  Page 59 
   
   
  When you cast this spell, it transforms your body 
  and all the gear you are carrying into a new form, 
  composed of your choice of one of the following 
  elements: air, earth, fire, or water. You retain your 
  previous size and statistics, except as noted below, 
  but until the spell ends, your creature type becomes 
  elemental, and you gain the following benefits: 
   You are attuned to the environments where this 
  element completely surrounds you, breathing 
  and existing in such places comfortably. 
   You are immune to poison, sleep, paralysis, and 
  stunning. 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from non-magical weapons. 
  In addition, you gain the following special abilities 
  depending on the elemental type you chose:  
  Air. You can fly at your normal speed. Creatures 
  have disadvantage on their attack rolls against you 
  while they are flying or hovering. 
  Earth. You gain a +1 bonus to hit and damage 
  against foes that are touching the ground. You gain 
  advantage on any ability check you make to shove a 
  creature. Your Armor Class cannot be lower than 13 
  + your Dexterity modifier, no matter what armor you 
  are wearing. 
  Fire. You are immune to fire. Any creature that 
  grapples you, or is within 5 feet of you when it hits 
  you with an attack roll, takes 1d6 fire damage. When 
  you hit with an unarmed strike, you inflict an extra 
  1d6 fire damage. 
  Water. You can swim at your 
  
   
  Page 60 
   
   
  normal speed. You gain a +1 bonus to attack and 
  damage rolls if you and your opponent are both 
  touching water. You can use your action to put any 
  nonmagical fire within 5 feet of you, or to put out any 
  magical fire within 5 feet of you as if casting dispel 
  magic as a 7th-level spell.  
  Elemental Burst 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (burning incense for air, soft 
  clay for earth, sulfur and phosphorus for fire, water 
  and sand for water, or any kind of vegetable matter 
  for wood) 
  Duration: Instantaneous 
  You release the magical energy from one of the 
  elements in an explosive burst. You choose a point 
  within range that contains one of the following five 
  elements of your choice: air, earth (which includes 
  soil, metal, or stone), fire, water, or wood. That 
  material releases its elemental energy. Each creature 
  within a 15-foot cone emanating from that point 
  must make a saving throw. The victim takes 2d6 
  damage on a failed save, or half as much damage on a 
  successful one.  
  The type of saving throw required and damage 
  inflicted depend on the element, as determined by 
  the table below: 
  Element 
  Type 
  Saving Throw 
  Damage Type 
  Air 
  Dexterity 
  Lightning 
  Earth 
  Strength 
  Acid 
  Fire 
  Dexterity 
  Fire 
  Water 
  Constitution 
  Cold 
  Wood 
  Constitution 
  Poison 
  In addition to taking damage, each creature that fails 
  its saving throw suffers an additional effect, 
  depending on the element type. These effects are 
  detailed below, along with descriptions of each 
  element’s exact effect: 
  Air. There is a sudden flash of light and peal of 
  thunder as a gust of wind whips up out of nowhere, 
  heavy with static electricity that shocks those 
  nearby. Creatures that fail their save are knocked 
  prone. Objects that aren’t being worn or carried 
  become electrified, inflicting 1d6 lightning damage 
  on the next person who touches them within the 
  next minute. 
  Earth. Clumps of metal and rock spray out, oozing 
  a corrosive substance. Creatures who fail their save 
  are pushed back 10 feet away from the point at the 
  center of the effect, as are objects weighing less than 
  100 lbs. that aren’t being worn or carried. 
  Fire. The fire shoots out glowing sparks. It ignites 
  flammable objects in the area that aren't being worn 
  or carried, and creatures who fail their save take an 
  additional 1d6 damage at the beginning of their next 
  turn. 
  Water. Icy water pushes out in a freezing wave 
  that crashes into those nearby. Creatures who fail 
  their save reduce their speed by half until the end of 
  their next turn, and objects weighing less than 100 
  pounds that aren’t being worn or carried are pushed 
  back 15 feet away from the point at the center of the 
  effect. 
  Wood. The element throws off sharp slivers of the 
  same material as itself, infused with a poisonous sap. 
  Creatures who fail their save cannot take reactions 
  until the end of their next turn. Against objects, this 
  effect inflicts piercing damage instead of poison. 
  The explosive noise of this spell can be heard up to 
  100 feet away. The spell does not noticeably affect 
  the structure of any object that is the source of the 
  elemental effect, unless it is an object that is not 
  being worn or carried. If that is the case, the object 
  suffers the same 2d6 damage as a creature that failed 
  its saving throw. 
  At Higher Levels. When you cast this spell using a 
  2nd level or higher spell slot, the damage increases 
  by 1d6 for each slot level above 1st. 
  “This is one of many extremely useful spells 
  that originated among the spellcasters of 
  the continent of Kara-Tur, where sages 
  identify five elements instead of four. 
  Unfortunately, the mages of that land are 
  
   
  Page 61 
   
   
  far better than those of Faerûn at keeping 
  their secrets... So good, in fact, that I know 
  the ways of spellcasters on distant planes 
  better than I know those native to the 
  continent that adjoins my own! To this day, 
  it be unclear to me whether the creator was 
  a member of the mystic order known as the 
  wu-jen, or one of the divinely inspired 
  sorcerers called the shugenja.” 
  Elonia’s Glamour  
  2nd-level illusion 
  Casting Time: 1 action 
  Components: V, S, M (a pinch of ruby dust) 
  Range: Touch 
  Duration: Concentration, up to 1 hour 
  The target of this spell becomes very physically 
  beautiful. A subtle glow surrounds the target in 
  darkness or shadows, and tiny motes of light cling to 
  the target in daylight. The target gains advantage on 
  any Charisma checks.  
  Embalm 
  2nd-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (unguents worth 100 gp) 
  Range: Touch 
  Duration: Instantaneous 
  You preserve one corpse against the ravages of time. 
  Any decomposition stops but is not reversed. If cast 
  soon enough after death, the body will look like it’s 
  simply resting (but it won’t breathe, have a 
  heartbeat, or show any other signs of life). 
  Energized Shield 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 minute 
  When casting this spell, you touch a shield and 
  transform it into an elemental energy type of your 
  choice (cold, fire, lightning, or acid). You can safely 
  wield the shield, and you also gain resistance to 
  damage from the shield's type for the spell's 
  duration. 
  In addition, you can use a bonus action on each of 
  your turns to make a spell attack to bash a target 
  within 5 feet with the shield. On a hit, the target 
  takes an amount of damage of the shield's type equal 
  to 2d6 + your spellcasting ability modifier. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the amount of 
  elemental energy damage increases by 1d6 for every 
  two slot levels above 2nd. 
  Energy Drain 
  9th-level necromancy 
  Casting Time: 1 action 
  Components: V, S 
  Range: 60 feet 
  Duration: Instantaneous 
  With a howl like the damned, several bolts of black 
  lightning leap from your target to you. You drain 
  away its life force and use it to power your own 
  magic. The target must make a Constitution saving 
  throw. The target takes 20d8 necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. In addition, its hit point maximum is reduced by 
  the amount of damage it takes. After a long rest, the 
  target’s hit point maximum returns to normal.  
  For every 20 points of necrotic damage you inflict, 
  you regenerate a 1st-level spell slot. You can 
  combine spell slots to regenerate higher level spells. 
  For example, if you do 85 points of damage, you 
  could regenerate one 4th-level spell slot, four 1st-
  level spell slots, or any combination that does not 
  exceed 4 spell levels.  
  Energy Immunity 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 24 hours 
  
   
  Page 62 
   
   
  When you cast this spell, touch a creature and 
  choose one of the following types of damage: acid, 
  cold, fire, lightning, or thunder. For the duration, the 
  creature touched is immune to damage of the chosen 
  type.  
  Enervation 
  4th-level necromancy 
  Casting Time: 1 action 
  Components: V, S 
  Range: 60 feet 
  Duration: Instantaneous 
  A bolt of black lightning leaps from your target to 
  you. The target must make a Constitution saving 
  throw. The target takes 8d8 necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. In addition, its hit point maximum is reduced by 
  the amount of damage it takes. After a long rest, the 
  target’s hit point maximum returns to normal. 
  At Higher Levels. When you cast this spell using a 
  5th level or higher spell slot, the damage increases 
  by 1d8 for each slot level above 4th.  
  Enrage Animals 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
  This spell incites and enrages animals, making them 
  hostile and vicious. Roll 6d10; the total is how many 
  hit points of creatures this spell can affect. Eligible 
  beasts within 30 feet of a point you choose within 
  range are affected in ascending order of their current 
  hit points (ignoring unconscious creatures, non-
  beasts, or beasts with an Intelligence score of 4 or 
  higher, who are unaffected). 
  Starting with the creature that has the lowest 
  current hit points, each creature affected by this 
  spell enters a terrible rage for the duration. Subtract 
  each creatures’ hit points from the total before 
  moving on to the creature with the next lowest hit 
  points. A creature’s hit points must be equal to or 
  less than the remaining total for that creature to be 
  affected. 
  A beast that is magically bound to a master or 
  trained only to attack on order is allowed a Wisdom 
  saving throw against this effect; other beasts are not. 
  Creatures who succeed on their saving throws are 
  still deducted from the total number of hit points of 
  creatures you can affect. 
  At the beginning of its turn, an affected creature 
  must make a melee attack against a creature within 
  reach. If a beast affected by this spell has no 
  creatures within reach, it will move towards the 
  nearest creature and attack. If it cannot do so for 
  some reason, the beast attacks an object within 
  range, which may be the ground or a wall.  
  The first two attacks by beasts enraged by this 
  spell are made with advantage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, roll an additional 
  2d10 for each slot level above 1st. When you cast it 
  with a spell slot of 3rd level or higher, you can also 
  affect abominations, celestials, fey, and fiends that 
  have assumed an animal form (such as familiars).  
  “I make it a rule to never upset a druid when 
  there are dangerous beasts nearby, no matter 
  how placid the beasts might appear.” 
  Entropic Shield 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (your holy symbol) 
  Duration: Concentration, up to 1 minute 
  Any ranged attack made against you for the duration 
  has disadvantage. 
  Eye for an Eye 
  4th-level abjuration 
  Casting Time: 1 reaction, which you take when a 
  creature within 30 feet of you hits one of your allies 
  with an attack roll 
  Range: 30 feet 
  Components: V, S, M (a weapon) 
  
   
  Page 63 
   
   
  Duration: Instantaneous  
  You raise your weapon defiantly and 
  shout a magical imprecation at a foe 
  that dares to assault your comrade.  
  Make a weapon attack against the 
  attacker. If you attack with a melee 
  weapon, your reach for this attack is 
  increased to 30 feet. If the attack hits, 
  it deals an extra 3d8 radiant damage 
  to the target. Whether you hit or 
  miss, the target must make a 
  Constitution saving throw. On a failed 
  save, it is blinded until the end of its 
  next turn. 
  Eye of the Hurricane 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self (40-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 
  minute 
  When you cast this spell, it creates a 
  spherical storm with hurricane force 
  winds that whip violently around you in 
  a 40-foot radius sphere centered on 
  you. However, within a 10-foot 
  radius sphere also centered on you, 
  these winds are relatively calm, 
  merely a strong breeze. 
  Because of the winds, creatures 
  within 40 feet of you cannot make 
  ranged attack rolls, nor can they be 
  the targets of ranged attacks. 
  Certain large projectiles, such as 
  thrown or catapulted, can be used 
  to attack despite the winds, but even 
  attacks with such weapons are made 
  at disadvantage.  
  Any creature that moves into the area of 
  the violent winds or starts its turn there 
  must make a Strength saving throw. If 
  they fail, they suffer one of the 
  following effects, depending on 
  
   
  Page 64 
   
   
  their size and whether they are flying. 
   Medium and smaller creatures are moved 1d4 x 
  10 feet in a random direction, knocked prone, 
  and take 1d6 points of bludgeoning damage for 
  every 10 feet this effect moves them. 
   Medium flying creatures are pushed back 1d6 x 
  10 feet. 
   Large creatures are knocked prone. 
   Large flying creatures are pushed 1d6 x 5 feet. 
   Huge creatures make no progress through the 
  winds. 
   Huge flying creatures are pushed 1d4 x 5 feet. 
  You can move at half your movement speed while 
  concentrating on the storm, and it moves with you. 
  However, if your movement causes the storm’s 
  winds to cross into a space occupied by another 
  creature, the creature must make a Strength saving 
  throw to avoid the spell’s effects.  
  Fire Hawk 
  Evocation cantrip  
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You conjure a minor spirit in the form of a flaming 
  hawk, which makes a swooping attack against your 
  foe and then circles above it for a moment to attack 
  again if your foe's defenses falter.  
  Make a ranged spell attack against a creature 
  within range. If the attack hits, the creature takes 
  1d8 fire damage and has the fiery hawk looming 
  above until the start of your next turn. If the target 
  provokes an opportunity attack before then 
  (whether such an attack is actually made or not), it 
  immediately takes 1d8 fire damage and the spell 
  ends.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the ranged spell attack 
  deals an extra 1d8 fire damage to the target, and the 
  damage the target takes for provoking an 
  opportunity attack increases to 2d8. Both damage 
  rolls increase by 1d8 at 11th level and 17th level. 
  Fire Shield, Mass 
  8th-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a bit of phosphorous or a 
  firefly) 
  Duration: 10 minutes 
  This spell functions the same as fire shield, except 
  that you may target up to seven creatures within 
  range, one of which may be you. 
  Fire Spiders 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a pinch of sulfur) 
  Duration: Concentration, up to 1 minute 
  A glowing yellow coal spurts from your finger to a 
  point you choose within range, and then bursts into a 
  10-foot radius swarm of tiny spider-shaped fire 
  elementals.  
  A creature that starts its turn in the area takes 4d6 
  fire damage, or half as much on a successful 
  Dexterity saving throw. Each round, you can use a 
  bonus action to move the swarm up to 30 feet. If you 
  do not move the swarm on your turn, it moves up to 
  15 feet towards the nearest living creature within 
  range (at the end of your turn). 
  Any spell of 3rd level or higher that inflicts cold 
  damage ends the spell if it affects an area that 
  includes the swarm. If a spell prevents elementals 
  from entering a certain space (such as a magic circle 
  spell affecting elementals), it also prevents the 
  swarm from entering the space. 
  Fire Trap 
  2nd-level evocation 
  Casting Time: 1 minute 
  Components: V, S, M (holly berries) 
  Range: Touch 
  Duration: Instantaneous 
  You touch one closable, inanimate item and 
  designate a password. If someone opens the item 
  
   
  Page 65 
   
   
  without saying the password, the item explodes in a 
  ball of flame. Each creature within 10 feet must a 
  Dexterity saving throw. A target takes 4d6 fire 
  damage on a failed save, or half as much damage on a 
  successful one. The item itself takes no damage from 
  this spell. 
  At Higher Levels. When you cast this spell using a 
  3rd level or higher spell slot, the damage increases 
  by 1d6, or you may extend the area of effect by 5 
  feet, for each slot level above 2nd.  
  Fist of Stone  
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a pebble inscribed with a 
  stylized fist design) 
  Duration: 1 minute 
  When you cast this spell, it transforms one of your 
  fists into living stone for the duration. You have 
  advantage on grapple checks, and ability checks to 
  break objects using the stone fist.  
  In addition, your unarmed strikes with the fist 
  deal an amount of bludgeoning damage equal to 1d6 
  + your increased Strength modifier. For the duration 
  of the spell, your transformed fist is considered a 
  light weapon with which you are proficient, and the 
  hand affected by this spell is considered to be 
  holding it (though obviously it cannot be dropped or 
  put away).  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the amount of 
  bludgeoning damage increases by 1d6 for every two 
  slot levels above 1st. 
  Flensing 
  8th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a garnet worth at least 500gp) 
  Range: Touch 
  Duration: 1 minute 
  You touch your target and run your hands across 
  its skin, causing strips of flesh to peel away from its 
  body. Once this effect has started, only you or dispel 
  magic can stop it. When you first cast this spell, the 
  target must make a Constitution saving throw. A 
  creature who fails its saving throw takes 2d6 
  slashing damage, and its Charisma score is reduced 
  by 1. If the save is successful, the creature takes half 
  the damage, and its Charisma is unaffected. 
   On each of your turns for the spell’s duration, 
  you can use a bonus action to further mutilate your 
  target, and the effects increase each time you do so, 
  as follows: 
   First bonus action. The target must make a 
  Constitution saving throw. If it fails, it takes 4d6 
  slashing damage, and its Charisma score is reduced 
  by 1d4. If it succeeds, it takes half as much slashing 
  damage, and its Charisma is unaffected. 
   Second bonus action. The target must make a 
  Constitution saving throw. If it fails, it takes 6d6 
  slashing damage, and its Charisma score is reduced 
  by 2d4. If it succeeds, it takes half as much slashing 
  damage, and its Charisma is unaffected. 
   Third bonus action. The target must make a 
  Constitution saving throw. If it fails, it takes 8d6 
  slashing damage, and its Charisma score is reduced 
  by 2d4. If it succeeds, it takes half as much slashing 
  damage, and its Charisma is unaffected. Half of the 
  reduction in Charisma from failing this last saving 
  throw is permanent.  
  If a target’s hit points are reduced to 0 by this 
  spell, the target immediately dies as the flesh is 
  ripped away from its bones. The target’s Charisma 
  cannot drop below 1. 
  The slashing damage can be healed normally. The 
  reduction to Charisma can be healed by the 
  regenerate spell, by the wish spell, or by resting for 
  48 hours after the hit point damage has been healed, 
  except for any permanent reduction, which cannot 
  be healed by anything short of a wish.  
  “this spell is a favorite of twisted minds 
  everywhere. I have used it but once, to my 
  lasting regret. There are some things ye can 
  never unsee.” 
  
   
  Page 66 
   
   
  Flight of the Dragon 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, M (a dragon’s wing claw) 
  Duration: 1 hour 
  When you cast this spell, small dragon wings grow 
  from your back and you gain a flying speed of 60 feet 
  for the duration.  
  If your game uses the optional encumbrance rules, 
  you cannot fly while encumbered. 
  Fog of Viscidity 
  2nd-level conjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: 60 feet 
  Duration: Concentration, up to 1 minute 
  You conjure dense, white fog that fills a 30-foot 
  sphere centered on a point you choose within range. 
  The fog is thick and clings to anyone in its area of 
  effect, causing the speed of any creature that is 
  within the fog's area, enters it, or starts its turn 
  there, to be reduced by half until the start of its next 
  turn. 
  The fog obscures all vision, even darkvision. Any 
  creature within the fog is heavily obscured to 
  creatures more than 5 feet away, and lightly 
  obscured to creatures within 5 feet 
  Force Orb 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You create four glowing orbs of magical force in your 
  palm, which streak from your hand to hit your 
  targets. You can direct them at one target or several, 
  but no two targets can be more than 30 feet apart. 
  Make a ranged spell attack for each orb. On a hit, 
  the target takes 2d8 force damage. On a miss, the 
  target takes 2 force damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the spell creates one 
  more orb for each slot level above 4th. 
  Fortifying Cry 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You assume an empowering stance and give a loud 
  shout, rousing your own fighting spirit and defying 
  fear. Roll 1d6. You gain temporary points equal to 
  the number rolled, and you add that same number as 
  a bonus to your next saving throw against 
  exhaustion or becoming frightened before the end of 
  your next turn.  
  When you cast this cantrip, you may also choose a 
  creature within 5 feet of you and force it to roll a 
  Wisdom saving throw. If it fails, it takes 1d4 psychic 
  damage. The amount of psychic damage you inflict 
  with this spell increases by 1d4 when you reach 5th 
  level (2d4), 11th level (3d4), and 17th level (4d4). 
  "One of the joys of magical lore—or 
  frustrations, depending on how ye view it—
  is that no matter how many centuries of 
  intense study ye devote, some mysteries yet 
  beckon. For me, I think the relationship of 
  the mystical force known as ki to magic 
  shall ever be such. Like a bird that flits away 
  whenever ye come close, whenever I think 
  the answer is within my grasp, it vanishes in 
  the face of some new wrinkle or 
  contradiction. In certain nations of Kara-
  Tur, where a truly advanced study of ki is 
  made, a battle cry like the one this cantrip 
  creates is often called a kiai, and is 
  considered an achievement of martial skill, 
  rather than true magic. Perhaps this cantrip 
  was created to emulate such displays?" 
  
   
  Page 67 
   
   
  Foundation of Stone 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You infuse your comrades with the strength of the 
  earth. Choose six creatures within range. You and all 
  the selected creatures gain a +2 bonus to AC, and 
  advantage on Strength checks for the duration. 
  However, if an affected creature moves from the 
  space it was standing in when the spell was cast, or if 
  it jumps, flies, or otherwise leaves solid ground, the 
  spell's effects end for that creature. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the bonus to Armor 
  Class increases by 1 for every two slot levels above 
  1st. 
  Four-Winds Bag 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a cloth bag) 
  Duration: Instantaneous 
  You create a windstorm within a small cloth bag, and 
  then you unleash it to move yourself and your allies. 
  Choose any number of creatures within range. You 
  and each chosen creature may immediately use a 
  reaction to take the Dash action.  
  Freeze 
  6th-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 60 feet 
  Duration: 10 rounds 
  Your hand goes numb and a ray of bright blue energy 
  leaps toward a creature of your choice that you can 
  see within range. The target takes 2d6 cold damage 
  and is encased in a thick sheet of ice. The target can 
  breathe, but it is incapacitated and takes 2d6 points 
  of cold damage every round.  
  The target or an ally within 5 feet of it can use its 
  action to make Strength check against a DC equal to 
  your spellcasting save DC to free the target from the 
  ice. Any fire damage inflicted on the target begins to 
  melt the ice as well, but the target is not free until 20 
  points of fire damage have been inflicted. Once the 
  target is freed from the ice, the spell ends. 
  Frightful Strike 
  1st-level enchantment 
  Casting Time: 1 reaction 
  Range: 5 feet 
  Components: V, M (a weapon with at least one drop 
  of blood on it) 
  Duration: 1 round 
  You cast this spell as a reaction when you hit with a 
  melee weapon attack. You bark or whisper a 
  terrifying threat to the creature as your weapon 
  strikes. In addition to the weapon’s normal damage, 
  the creature takes an amount of psychic damage 
  equal to 1d4 + your Charisma modifier. The creature 
  must also make a Wisdom saving throw. On a failed 
  save, the creature is frightened of you until the end 
  of its next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the psychic damage 
  is increased by 1d4 for each slot level above 1st. 
  Frostwind Blade 
  Evocation cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must 
  make a melee weapon attack against one creature 
  within the spell's range, otherwise the spell fails. 
  Your weapon leaves a frosty trail as it cuts through 
  the air, striking blows that inflict winter's wrath. On 
  a hit, the target suffers the attack's normal effects. In 
  addition, the next time the target makes an attack 
  before the end of your next turn, it must choose to 
  either make the attack with disadvantage or take 
  1d10 cold damage, and make the attack roll 
  
   
  Page 68 
   
   
  normally. A creature within 5 feet of you that takes 
  cold damage from this cantrip reduces its speed by 
  half until the end of your next turn.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d10 cold damage to the target, and the 
  damage the target suffers for not taking 
  disadvantage on its next attack increases to 2d10. 
  Both damage rolls increase by 1d10 at 11th level and 
  17th level. 
  Gateway 
  8th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a handful of earth) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, a circular portal, 10 feet in 
  diameter, opens over a point you choose within 
  range. You also choose a second point, which can be 
  at any location you have previously visited on the 
  same plane of existence. A second, identical portal 
  appears at that point.  
   Both portals are two-dimensional glowing rings 
  filled with mist, hovering inches from the ground and 
  perpendicular to it at the points you choose. A ring is 
  visible only from one side (your choice), which is the 
  side that functions as a portal. 
   Any creature or object entering one portal exits 
  from the other portal as if the two were adjacent to 
  each other; passing through a portal from the 
  nonportal side has no effect. On your turn, you can 
  rotate the rings as a bonus action so that the active 
  side faces in a different direction. 
  The surface of the first portal is transparent, 
  allowing you to see what lies beyond; however, the 
  surface of the second portal is a translucent gray 
  color. This misty grayness is opaque and blocks 
  vision through it to the first portal. Nevertheless, 
  creatures can freely pass through the active side of 
  each portal for the spell’s duration. 
  Gemjump 
  6th-level conjuration (ritual) 
  Casting Time: 10 minutes 
  Range: Unlimited (see description) 
  Components: V, S, M (two gems worth at least 500 
  gp each) 
  Duration: Until dispelled 
  This spell links two specially prepared gems. One of 
  the gems is usually kept at a safe location, and the 
  other one carried until it is needed. Once you cast 
  this spell, you can be transported to the location of 
  one of the gems by holding the other one in your 
  hand and speaking its command word as a bonus 
  action. 
  In addition to yourself, you can transport up to six 
  willing Medium-sized or smaller creatures with you. 
  Each creature can bring as many items as it can 
  carry. 
  Once you transport yourself with this effect, the 
  spell ends. 
  General of Undeath 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 24 hours 
  This spell bolsters your ability to create and control 
  undead. For the spell’s duration, the effectiveness of 
  your animate dead spells is doubled. 
  For example, when you cast the animate dead spell 
  at its base level (3rd), you can animate two undead 
  creatures, or reassert control over up to eight. 
  Likewise, when you cast animate dead using a spell 
  slot of 4th level or higher, you can animate or 
  reassert control over four more undead creatures for 
  each slot level above 3rd. 
  Glasya’s Stride 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S 
  
   
  Page 69 
   
   
  Duration: Instantaneous 
  You summon the strength and horrific majesty of a 
  terrifying princess of the Nine Hells to wreak havoc 
  upon your enemies. As part of the action used to cast 
  this spell, you can move up to 30 feet. For each 5 feet 
  you move, you can choose one creature within 5 feet 
  that you haven’t attacked as a part of this spell, and 
  make a melee spell attack against that creature. On a 
  hit, the target takes 8d6 necrotic damage, and you 
  push it 5 feet away from you. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the number of feet 
  you move as part of this spell is increased by 10 feet 
  for each slot level above 7th. 
  “This spell is, of course, named for the 
  archdevil Glasya, duchess of the Sixth, a 
  Princess of the Nine Hells, the daughter of 
  Asmodeus, and—like all her kind—a terrible 
  host. It is said she first granted this spell to 
  a warlock who served her via an infernal 
  pact. Since that time, it has been adapted for 
  the use of all warlocks, whether their pact 
  is merely reckless (such as taking on one of 
  the Summer Fey monarchs as a patron) or 
  self-destructively foolish (such as bartering 
  for power with one of the mad entities of the 
  Far Realm). Despite its widespread use, 
  warlocks still prefer to avoid it for its 
  diabolical associations.” 
  Glorious Transmutation 
  9th-level transmutation 
  Casting Time: 1 minute 
  Components: V, S, M (the metal to be transformed) 
  Range: Touch 
  Duration: Instantaneous 
  You transform up to 500 pounds of metal into the 
  same amount of silver or gold (caster’s choice). A 
  transmuter that sacrifices a transmuter’s stone to 
  power the spell can transform up to 1,000 pounds of 
  metal into silver or gold, or into 500 pounds of 
  platinum. The value of each pound transformed is 
  equal to 50 coins of the same precious metal.  
  Grace 
  3rd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  After casting this spell, a silvery nimbus of bright 
  light emanates from you in a 60-foot radius. While 
  the spell is active, you have disadvantage on 
  Dexterity (Stealth) checks. 
  In addition, for the duration of the spell, your 
  speed increases by 10 feet, you gain advantage on 
  Dexterity saving throws and on all Dexterity checks 
  that are not Dexterity (Stealth) checks, and any 
  melee weapon you wield deals one extra die of its 
  damage when you hit with it. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, melee weapons you 
  wield deal one additional extra die of their damage 
  for every two slot levels above 3rd. 
  Gravedust Cloud 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a bag of ashes from a burnt 
  corpse) 
  Duration: Instantaneous 
  You direct a bag of ash at your foes, which explodes 
  in a pale cloud that saps the life out of creatures and 
  transfers it to your allies. 
  Each hostile creature of your choice in a 30-foot-
  radius sphere centered on a point you choose within 
  range must make a Constitution saving throw. A 
  target takes 5d8 necrotic damage on a failed save, or 
  half as much damage on a successful one. Choose up 
  to six creatures in the same 30-foot-radius sphere. 
  Each target regains hit points equal to the necrotic 
  damage that a creature would take if it had failed its 
  saving throw (whether any creature fails its saving 
  throw or not). This spell has no effect on undead or 
  
   
  Page 70 
   
   
  constructs. 
  At Higher Levels. When you cast this spell using a 
  spell slot of the 7th level or higher, the healing 
  increases by 1d8 for each slot level above the 5th. 
  Great Thunderclap 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M 
  Duration: Instantaneous (an iron bell) 
  When you cast this spell, a pealing thunderclap 
  resonates from a point you choose within range. The 
  thunderous boom is audible for 500 feet, and each 
  creature within 20 feet of the chosen point must roll 
  three different saving throws. 
  First, an affected creature must make a Wisdom 
  saving throw or be stunned until the end of its next 
  turn. Second, a creature must make a Constitution 
  saving throw or be deafened for 1 minute. Finally, a 
  creature must make a Dexterity saving throw, or fall 
  prone. 
  Great Watcher Spirit 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a peacock feather) 
  Duration: 1 round 
  A great spirit watches over a creature you choose 
  within range, warning it of danger and helping it to 
  take advantage of opportunities. The creature’s next 
  weapon attack that hits before the end of its next 
  turn inflicts an additional 2d6 psychic damage. 
  In addition, until the end of the creature’s next 
  turn, attack rolls against it are made with 
  disadvantage, and it has resistance to necrotic 
  damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the psychic damage 
  increases by 1d6 for each slot level above 1st. 
  Guiding Snarl 
  5th-level conjuration 
  Casting Time: 1 reaction, which you take when an 
  ally within range who can hear you misses with an 
  attack roll 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You conjure a trickster spirit who distracts an 
  enemy, allowing your ally to strike true. The ally can 
  reroll the triggering attack roll with advantage. If the 
  attack hits, it deals an extra 2d10 psychic damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the psychic damage 
  increases by 1d10 for each slot level above 5th. 
  Hail of Stone 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a piece of jade worth at least 5 
  gp) 
  Duration: Instantaneous 
  When you cast this spell, choose a spot within range. 
  A 10-foot radius by 40-foot high cylinder centered on 
  that spot is pummelled by falling rocks. Each 
  creature caught within the cylinder must make a 
  Dexterity saving throw. On a failed save, a creature 
  takes 5d4 bludgeoning damage, or half as much on a 
  successful one. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the bludgeoning 
  damage increases by 1d4 per slot level above 2nd. 
  Hailstones 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a handful of crystal globes) 
  Duration: Concentration, up to 1 minute 
  You create two large hailstones that strike your 
  enemies. You can direct each hailstone at a different 
  target, or direct multiple hailstones at the same one, 
  
   
  Page 71 
   
   
  but no two targets can be more than 30 feet apart. 
  Make a ranged spell attack for each hailstone. On a 
  hit, a stone deals 2d6 bludgeoning damage and 2d6 
  cold damage.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you create one extra 
  hailstone per slot level above 3rd.  
  Hand of Radiance 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a holy symbol) 
  Duration: Instantaneous 
  Sparks of holy light streak from your fingertips to 
  strike your enemies. Choose up to three creatures 
  within range, none of whom can be more than 10 
  feet apart. Each target must succeed on a Dexterity 
  saving throw or take 1d4 radiant damage. 
  This spell's damage increases by 1d4 when you 
  reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). 
  Hardening 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an ointment made of 50 gp of 
  diamond dust for each 10 cubic feet of material) 
  Duration: Permanent 
  This spell permanently reinforces the strength and 
  durability of materials. Paper is much harder to tear, 
  wood is more durable, and glass is harder to break.  
  You can touch and affect up to 50 cubic feet of 
  material each time you cast this spell. The material 
  becomes resilient if it was fragile, and its AC is 
  increased by 4. If a material is already resilient, it 
  doubles in hit points.  
  For example, if you touch a resilient section of 
  wooden wall that has 50 hit points, its AC would 
  improve from 15 to 19, and it would have 100 hit 
  points.  
  Heart of Stone 
  8th-level necromancy (ritual) 
  Casting Time: 1 hour 
  Range: Self 
  Components: V, S, M (an exquisitely carved stone 
  heart made of jade, obsidian, or gold-veined marble 
  worth at least 5,000 gp) 
  
   
  Page 72 
   
   
  Duration: 1 year 
  When this spell is cast, your heart is replaced with an 
  ornately crafted stone heart. For the spell’s duration, 
  your living heart is stored in a special alchemical 
  solution at a hidden location, which you have either 
  prepared and chosen previously, or which you 
  choose during the casting of this spell from among 
  locations you have been to in the last 24 hours.  
  The stone heart grants you resistance to cold, fire, 
  and lightning damage, as well as resistance to 
  damage from bludgeoning, piercing, and slashing 
  weapons. 
  However, the stone heart also has the following 
  disadvantages:  
   You can only gain a maximum of 1 hit point per 
  hit die when you heal naturally.  
   You instantly die if your living heart is damaged 
  or destroyed. 
   A creature that can see the location of your heart 
  or is close enough to hear it beating can find it, 
  but only if they are actively searching for it. The 
  DC for ability checks to find your heart is equal to 
  your spellcasting DC. 
  In addition, the heart of stone can be dispelled, 
  which transfers your living heart back to your body, 
  and sends your stone heart to your living heart's 
  previous hiding place. If you enter an anti-magic 
  field, your stone heart and living heart temporarily 
  switch places, and then switch back again after you  
  leave the affected area. 
  Hearth Spirit 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, M (the claw of a predator) 
  Duration: Concentration, up to 1 minute 
  You summon a comforting spirit of the sacred 
  hearth, which manifests as a pillar of flame that 
  burns enemies but soothes you and your allies. 
  Choose a 5-foot-radius by 10-foot-high cylinder that 
  you can see within range. Until the spell ends, sacred 
  flames fill that space, and anyone within it when you 
  cast this spell must make a Wisdom saving throw. On 
  a failed save, a creature takes 3d6 fire damage, or 
  half as much damage on a success. A creature must 
  also make the saving throw when it enters that space 
  for the first time on its turn or ends its turn there. 
  Whenever a creature that fails its saving throw 
  takes fire damage from this spell, friendly creatures 
  of your choice within 5 feet of the damaged creature 
  regain hit points equal to half the amount of fire 
  damage dealt. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the fire damage 
  increases by 1d6 for each slot level above 3rd. 
  Heat Drain 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: Self (20-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  You drain the heat from all living creatures within 20 
  feet of you. Each creature in the area takes 12d6 cold 
  damage, or half as much on a successful Constitution 
  saving throw. 
  The influx of drained heat that you drain fromyour 
  victims bolsters your own resilience. You gain a 
  number of temporary hit points equal to 5 x the 
  number of creatures that take damage from this 
  spell. 
  Herald’s Call 
  1st-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self (20-foot radius) 
  Components: V, S 
  Duration: 1 round 
  You call out to gain the attention of creatures around 
  you. An enemy within 20 feet of you that hears this 
  call must succeed on a Wisdom saving throw or its 
  speed is reduced by half until the end of its next turn. 
  An affected creature within the area that is under the 
  effect of haste has that spell suppressed until the end 
  of your next turn.  
  
   
  Page 73 
   
   
  Hiss of Sleep 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  As you softly speak the words that finish this spell, a 
  soft droning sound sweeps out from you. Choose up 
  to six creatures in range. Each chosen creature must 
  make a Wisdom saving throw or fall unconscious. A 
  creature rendered unconscious by this spell does not 
  awaken until the spell ends, it takes damage, or 
  someone uses an action to shake or slap it awake. 
  Holy Star 
  7th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  As you finish casting this spell, a glowing mote of 
  energy rises and hovers over your shoulder, and it 
  sheds dim light in a 20-foot radius. The first time 
  during the duration that a spell either forces you to 
  make a saving throw or targets you with a spell 
  attack, roll 1d4+5. If the number rolled equals or 
  exceeds the level of the spell, that spell fails to affect 
  you, and is turned back upon the caster. If that spell 
  required a saving throw, its caster is now the one 
  that must make the saving throw; if it was targeting 
  you with a spell attack, the caster is now the target of 
  that spell attack. 
   For the spell’s duration, each additional time a 
  spell forces you to make a saving throw or targets 
  you with a spell attack, you roll 1d4+5 again for the 
  same protective effect. However, whenever you 
  make the roll, you subtract the total number of spell 
  levels from which this spell has protected you 
  against during its duration from the total. If the total 
  still equals or exceeds the level of the spell, it is 
  turned back on the caster as described above. If it 
  does not, the only protection you gain is either 
  advantage on your saving throw against that spell or 
  the spell attack has disadvantage against you 
  (whichever is appropriate), and the spell ends at the 
  beginning of your next turn. 
  This spell only protects you. Other targets caught 
  in a spell's area are affected normally. 
  The holy star has two other effects. It grants a +4 
  bonus to your Armor Class for the spell’s duration. 
  Also, as a bonus action on each of your turns, you can 
  launch a fire bolt (as the cantrip) from the star at a 
  target you can see within 120 feet. The fire bolt uses 
  your spell attack bonus, and deals 3d10 fire damage 
  on a hit. 
  Holy Storm 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a flask of holy water) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, select a point within range; 
  loud and blinding rain pours down in a 20-foot 
  radius by 40-foot high cylinder centered on that 
  point. The area becomes lightly obscured, and all 
  ranged attacks made by creatures within the spell's 
  area, or made against targets within the spell’s area, 
  are made with disadvantage.  
  The rain automatically extinguishes unprotected 
  flames, and has a 50% chance of extinguishing 
  protected flames such as lanterns. In addition, the 
  rain causes 2d6 radiant damage to any evil creature 
  that starts its turn within the spell’s area. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the amount of radiant 
  damage to evil creatures increases by 1d6 for each 
  slot level above 3rd.  
  Holy Word 
  7th-level evocation 
  Casting Time: 1 action 
  Components: V 
  Range: 50 feet  
  Duration: Instantaneous 
  You speak a word that holds holy power from one of 
  the Outer Planes, power which corresponds strongly 
  
   
  Page 74 
   
   
  to certain ethical or moral alignments and inflicts 
  extra damage against certain types of creatures. 
  When you cast this spell, choose one of these four 
  planes: 
   Elysium (Good): Aberrations, dragons (chromatic 
  only), elementals, fiends, or undead. 
   Hades (Evil): Beasts, celestials, dragons (metallic 
  only), humanoids, or plants. 
   Limbo (Chaos): Constructs, celestials (angels 
  only), dragons, fiends (devils only), or giants.  
   Mechanus (Law): Aberrations, fiends (demons 
  only), fey, monstrosities, oozes, or undead. 
  Creatures within 50 feet of you that are of the types 
  listed for the chosen plane must make a Wisdom 
  saving throw. On a failed save, a creature is 
  frightened for 1 minute or, if it is immune to being 
  frightened, it suffers disadvantage on attack rolls 
  against you for 1 minute instead. In addition, if a 
  creature that failed its saving throw is not on its 
  native plane, it is banished there, and cannot return 
  for 1 hour. On a successful save, a creature isn't 
  affected by this spell. 
  Your alignment (if you have one) may limit your 
  choice of planar energues when you cast this spell. If 
  you are evil-aligned, you cannot choose Elysium; if 
  you are good-aligned, you cannot choose Hades, if 
  you are lawful in alignment, you cannot choose 
  Limbo; if your alignment is chaotic, you cannot 
  choose Mechanus. 
  Hornet Shot 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a ranged weapon) 
  Duration: Concentration, up to 1 minute 
  Your weapon buzzes with toxic energy as you infuse 
  it with magic, and when it strikes your target it emits 
  a cloud of hornet-like motes that sting your foe and 
  nearby enemies. As part of the action used to cast 
  this spell, you must make a ranged weapon attack, 
  otherwise the spell fails. If that attack hits, the target 
  takes an additional 3d10 piercing damage, and 
  attack rolls against it from more than 10 feet away 
  are made with advantage. At the end of each of the 
  target's turns before the spell ends, it must succeed 
  on a Constitution saving throw or take 2d10 poison 
  damage. On a successful save, the spell ends. 
  For the duration of the spell, a creature that moves 
  within 5 feet of the target for the first time during its 
  turn or starts its turn there is attacked by the motes 
  and must make a Constitution saving throw. The 
  creature takes 2d6 poison damage on a failed save, 
  or half as much damage on a successful one. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the piercing damage 
  increases by 1d10 for each slot level above 5th. 
  Hover 
  3rd-level conjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: 120 feet 
  Duration: Concentration, up to 1 minute 
  You create a web of energy in mid-air that 
  immediately stops any creature flying or falling into 
  its strands. A creature that flies into the web must 
  make a Dexterity saving throw. On a failed save, the 
  creature’s speed drops to 0, and it is grappled by the 
  web. However, it can use an action to make a 
  Dexterity (Acrobatics) check against your 
  spellcasting DC to break free.  
  Although the web of energy reduces a creature’s 
  speed to 0, it is not restrained, and it does not fall to 
  the ground. It is simply held in place in mid-air, and 
  it can act normally.  
  “I’ll admit, it is rather amusing to catch a 
  dragon this way.” 
  Howling Chain 
  6th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a length of silver chain) 
  Range: 100 feet 
  Duration: Concentration, up to 1 minute 
  
   
  Page 75 
   
   
  A red chain of force wraps itself around a target you 
  choose within range. The target must make a 
  Dexterity saving throw to avoid being grappled by 
  the chain. On a failed save, the target is grappled by 
  the chain as it twists and writhes around it, causing 
  the creature to have disadvantage on attack rolls and 
  ability checks while it is grappled. In addition, on 
  each of your turns, you can use an action to make a 
  melee spell attack against the grappled target. On a 
  hit, the target takes 3d6 piercing damage. The victim 
  can attempt a Dexterity saving throw at the end of 
  each of its turns to avoid being grappled by the 
  chain. On a success, the target breaks free. 
  If a target escapes before the spell ends, you may 
  use an action to choose a new target within 30 feet of 
  the previous one. The chains move to that target, 
  who must make the Dexterity saving throw to avoid 
  being grappled. The spell then continues as normal. 
  Ice Axe 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a shard of ice, glass, or crystal) 
  Duration: 1 minute 
  When you cast this spell, a battleaxe of swirling ice 
  appears in your hand. You are proficient with the 
  axe, and you can use your spellcasting ability instead 
  of Strength for the attack and damage rolls of melee 
  attacks using it. On a hit, a target takes 1d12 cold 
  damage in addition to the axe’s magical slashing 
  damage. 
  You cannot be disarmed of the ice axe for the 
  duration of the spell—if you are forced to drop it, it 
  flies back to your hand immediately.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the cold damage 
  increases by 1d12 for every two slot levels above 
  3rd. 
  Ice Claw 
  7th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (white leather glove and a 
  piece of clear rock crystal) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, a large reptilian-like claw 
  surrounded by a cold chill appears in an unoccupied 
  spot of your choice within range. 
  On the turn you cast this spell, and on each of your 
  turns for the spell’s duration, you can use a bonus 
  action to direct the claw to move up to 30 feet and 
  make one grapple attack against a creature. The 
  claw’s bonus for the grapple check is equal to 7 + 
  your spellcasting ability modifier. A grappled 
  creature is also restrained, and takes 2d6 cold 
  damage at the start of each of its turns. 
  The claw can be attacked. It has an AC of 20, and a 
  number of hit points equal to your normal hit point 
  maximum. In addition, the claw makes saving throws 
  using your bonuses, but has immunity to cold 
  damage, and vulnerability to fire.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the claw’s grapple 
  bonus and Armor Class both increase by 1, and the 
  amount of cold damage increases by 1d6 for each 
  slot level above 7th. 
  Icelance 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a clear crystal worth at least 
  50 gp) 
  Duration: Instantaneous 
  A large spear-like shard of ice appears in the air next 
  to you. Choose a target within range, and make a 
  ranged spell attack. If the attack hits, the target takes 
  3d6 piercing damage, and 3d6 cold damage. In 
  addition, the target must make a Constitution saving 
  throw, or be stunned until the end of its next turn.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the amount of cold 
  and piercing damage both increase by 1d6 for each 
  slot level above 3rd. 
  
   
  Page 76 
   
   
  Imbue Undead with Spell 
  Ability 
  6th-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a blank scroll and some ink 
  mixed with blood) 
  Range: Touch 
  Duration: Instantaneous 
  You grant an undead servant the ability to cast a 
  spell you know one time. Choose a spell you could 
  cast using a spell slot. You sacrifice the spell slot you 
  would use to cast it, and the undead creature you 
  touch gains the ability to cast that spell once before 
  the next time you finish a long rest. You cannot force 
  the undead to cast the spell unless you have some 
  other means of controlling it. 
  Immunity to Poison and 
  Disease 
  5th-level abjuration  
  Casting Time: 1 action 
  Components: V, S, M (a pinch of salt) 
  Range: Touch 
  Duration: 24 hours 
  The target becomes immune to diseases and poisons 
  for 24 hours. This grants immunity to poison damage 
  and the poisoned condition, as well as the effects of 
  actual poisons and diseases, whatever those effects 
  may be. The target is immune even if the disease or 
  poison is magical. Any poison or disease already in 
  the target is placed in a form of stasis until the spell 
  ends, then resumes just as if the spell was never cast. 
  Implosion 
  9th-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 100 feet 
  Duration: Instantaneous 
  Your targets stand perfectly still for a moment, then 
  fold into themselves with a disgusting SPLURCH! 
  Choose four targets. Each target must make a 
  Constitution saving throw. On a failed save, a target’s 
  Constitution score is reduced by 4d6. If a creature’s 
  Constitution is reduced to 0 in this way, it twists into 
  a bloody sack of torn muscle and cracked bone, and 
  dies. A creature that fails its saving throw, but 
  survives the reduction of its Constitution, is poisoned 
  until it finishes a long rest. Such a creature regains 
  its normal Constitution score when it completes a 
  long rest.  
  If a target succeeds on the Constitution saving 
  throw, it suffers no ill effects. 
  Indomitability 
  5th-level abjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch 
  Duration: Instantaneous 
  The target you touch is protected from the next 
  attack that would take it to 0 hit points. The attack 
  must deal at least 1 hit point of damage. The 
  recipient is reduced to 1 hit point instead, but is 
  otherwise unharmed. If the attack incapacitates the 
  victim another way, then the spell has no effect.  
  “Most useful when ye are undertaking an 
  escort mission.” 
  Inevitability of the Grave 
  7th-level necromancy 
  Casting Time: 1 bonus action 
  Range: 90 feet 
  Components: V, S, M (the petrified eye of a newt) 
  Duration: Concentration, up to 1 hour 
  You recite a deadly cursing dirge, predicting 
  impending doom for a creature you can see within 
  range. You place this curse upon the chosen creature, 
  and until the spell ends, the target has disadvantage 
  on Wisdom checks, and your attacks deal an extra 
  1d8 psychic damage against it. Also, whenever the 
  target misses you with an attack roll during its turn, 
  it takes 1d8 psychic damage. 
  If the target drops to 0 hit points before this spell 
  
   
  Page 77 
   
   
  ends, you can use a bonus action on your next turn to 
  place the curse upon a new creature. When you 
  move the curse in this way, the newly cursed 
  creature takes 4d10 psychic damage and is 
  frightened until the end of its next turn if it saw the 
  previous target drop to 0 hit points. 
  Inevitable Winter 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (the mummified finger of a 
  humanoid who froze to death) 
  Duration: Instantaneous 
  You call spirits of death and winter, commanding 
  them to surround a foe to sap its vitality. Choose one 
  creature you can see within range. The creature 
  takes 6d12 necrotic damage, and it must make a 
  Wisdom saving throw. If the save fails, the creature 
  takes cold damage equal to the amount of necrotic 
  damage it took, and it has disadvantage on the next 
  saving throw it makes before the end of its next turn.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the necrotic damage 
  increases by 1d12 for each slot level above 6th. 
  Instill Vulnerability 
  7th-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 24 hours 
  You select a target within range. The creature must 
  make a Constitution saving throw. On a failed save, 
  the creature is vulnerable to the energy type you 
  select (acid, cold, fire, lightning, or thunder) for the 
  duration of the spell. If the saving throw is 
  successful, the spell ends.  
  If a creature is immune to the selected damage 
  type, but fails its saving throw, it is affected, and it is 
  no longer immune to that damage type. Instead, it 
  has resistance to the damage type for the duration of 
  the spell. 
  Invigorating Strike 
  2nd-level evocation 
  Casting Time: 1 reaction, which you take when you 
  hit a creature with a melee weapon attack 
  Range: Self 
  Components: V, S, M (a melee weapon) 
  Duration: Instantaneous 
  When you hit with a melee attack, in addition to 
  dealing damage to your target, you regain a number 
  of hit points equal to the weapon’s normal damage 
  dice + your spellcasting ability modifier. Roll the 
  amount of hit points you regain separately from the 
  outcome of the attack. 
  Invisibility, Superior 
  8th-level illusion 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  The creature you touch turns invisible, and its scent 
  and sound are masked for the spell’s duration. Like 
  greater invisibility, the subject can attack and cast 
  spells without ending the spell. This spell also hides 
  the subject from blindsight, tremorsense, and any 
  other sense that would normally reveal a hidden 
  creature.  
  In addition, the subject of the spell is immune to 
  see invisibility, faerie fire, and similar spells for the 
  spell’s duration.  
  Ironbreaker Claws 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, M (the claw of a predator) 
  Duration: Instantaneous 
  You summon the spirit of a clawed predator, which 
  latches onto your foe and twists it off balance, 
  leaving it open to an ally's attack. Choose one 
  creature in range, which must make a Dexterity 
  saving throw. If it fails, the creature takes 2d10 
  
   
  Page 78 
   
   
  slashing damage, and it provokes an opportunity 
  attack from any allies of yours within 5 feet of it. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the slashing damage 
  increases by 1d10 for each slot level above 3rd. 
  Ironguard 
  7th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a tiny shield of wood, glass, or 
  crystal) 
  Duration: Concentration, up to 1 minute 
  This spell functions like lesser ironguard, except the 
  person touched is immune to both nonmagical and 
  magically imbued metals. 
  Ironguard, Lesser 
  5th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a tiny shield of wood, glass, or 
  crystal) 
  Duration: Concentration, up to 1 minute 
  The person touched is immune to nonmagical metal 
  for the duration of the spell. Metal items pass 
  through you, and cause no harm. You can also walk 
  through metal barriers, such as gates or bars. 
  Magical metal objects affect you normally, as do 
  spells. Secondary effects delivered by metal items 
  affect you normally, such as a poisoned weapon 
  attack. 
  If the spell expires while metal is inside you, the 
  object is shunted out of your body or you are pushed 
  away from it to the nearest unoccupied space; 
  as a result, you and the object both 
  
   
  Page 79 
   
   
  take 1d6 bludgeoning damage. 
  Since you pass through metal objects, your 
  unarmed attacks ignore metal armor while you are 
  under the effects of this spell. This does not change 
  the Armor Class of a creature wearing metal armor, 
  but it grants you advantage on unarmed attack rolls 
  against them. 
  Jinx Shot 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a ranged weapon) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, make a 
  ranged weapon attack against a creature within 
  range. On a hit, the target suffers the attack's normal 
  effects, and your enchanted shot renders your foe 
  unaccountably clumsy. It has disadvantage on the 
  next attack roll it makes before the start of your next 
  turn. If that attack misses, it falls prone and the spell 
  ends. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, the attack deals an extra 
  1d4 psychic damage to the target. This extra damage 
  increases to 2d4 at 11th level and 3d4 at 17th level. 
  Jungle’s Rapture 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a bottle carved of obsidian) 
  Duration: Permanent 
  Spitting, you curse a creature, causing its body to 
  become more rigid, and whorls of wood grain to 
  appear on its skin as it begins a slow transformation 
  into a tree. Make a ranged spell attack against a 
  creature within your range that is not undead or a 
  construct. On a hit, you curse the creature with a 
  hardening of the limbs and skin as its flesh slowly 
  turns to wood, inflicting the following effects upon it 
  for the duration: 
   Any speed it has becomes 5 feet, unless the speed 
  was lower. 
   It has disadvantage on Dexterity checks and 
  Dexterity saving throws. 
  At the end of each of the target’s turns, it must 
  make a Wisdom saving throw. After succeeding on 
  three of these saving throws, the creature defeats the 
  curse, and the spell ends. After failing three of these 
  saving throws, the creature stops making these 
  saves, and it becomes a tree, replacing the previous 
  effects of the curse with the following, which last for 
  the duration: 
   Its creature type becomes plant 
   It is restrained 
   Its size becomes Large unless it was already 
  larger 
   Its reach with melee attacks increases to 10 feet 
   It has disadvantage on Dexterity checks and 
  Charisma checks 
   It cannot speak any language 
   It is indistinguishable from a normal tree unless 
  it moves 
  Every morning at dawn, the creature must make 
  another Wisdom saving throw. Whenever it 
  succeeds, it regains the ability to speak until the next 
  time it fails the saving throw. If it succeeds on two of 
  these saving throws in a row, the spell ends. 
  A greater restoration, true polymorph, 
  shapechange, or wish spell can also end this spell. 
  Kelpstrand 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a piece of dried seaweed) 
  Duration: Instantaneous 
  You stretch out your hand and a long strand of wet 
  kelp streaks out to envelop your foe and bring the 
  creature to your grasp. Make a ranged spell attack 
  against the target. On a hit, the target takes 2d10 
  bludgeoning damage, and you can pull it up to 30 
  feet closer to you. If the target ends this movement 
  within 5 feet of you, the target is grappled by you, 
  
   
  Page 80 
   
   
  just as if you had made a successful grapple attack 
  against it. 
  A creature you grapple with this spell can use its 
  action to escape. To do so, it must succeed on a 
  Strength (Athletics) or Dexterity (Acrobatics) check 
  against your spellcasting DC. 
  When you move, you can drag or carry the 
  grappled creature at half your speed. You can move 
  at your full speed if the creature is at least two sizes 
  smaller than you.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the bludgeoning 
  damage increases by ld10 for each slot level above 
  2nd. 
  Killing Ground 
  4th-level conjuration 
  Casting Time: 1 reaction, that you take when you 
  reduce a creature to 0 hit points 
  Range: Self (30-foot cone) 
  Components: V 
  Duration: 1 round 
  You issue a primal cry of victory that creates a 30-
  foot cone infused with necromantic power harvested 
  from the death of your foe. The area within the cone 
  is difficult terrain for all creatures besides you. Each 
  creature in the cone when you cast this spell must 
  make a Constitution saving throw. Undead, 
  constructs, and creatures immune to necrotic 
  damage automatically succeed on this saving throw. 
  On a failed save, a creature takes 2d8 thunder 
  damage, and is vulnerable to necrotic damage for the 
  spell’s duration. A hostile creature that starts its turn 
  within the spell’s area takes 1d10 necrotic damage. 
   A creature that failed its saving throw can make a 
  Constitution saving throw at the end of each of its 
  turns. On a success, it is no longer vulnerable to 
  necrotic damage.  
  In addition, for the spell’s duration, the first time 
  you hit a creature in the spell’s area with a melee 
  attack on each of your turns, that attack deals an 
  extra 1d6 necrotic damage.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the necrotic damage 
  increases by 1d10 for every two slot levels above 
  4th. 
  Kiss of the Vampire 
  7th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a black onyx worth at least 50 
  gp that is carved to resemble the face of a vampire) 
  Duration: Concentration, up to 1 minute 
  You temporarily transform into the likeness of a 
  vampire. While transformed, you gain resistance to 
  necrotic damage, and to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons. In 
  addition, you have the following abilities for the 
  spell’s duration:  
   You can cast the charm person, gaseous form, or 
  vampiric touch spells without using a spell slot. 
  When you cast gaseous form in this way, you can 
  only target yourself. 
   You gain a climbing speed equal to your walking 
  speed 
   You regenerate 10 hit points at the start of each 
  of your turns. 
  In addition, while under the effects of this spell, 
  you have hypersensitivity to sunlight, taking 20 
  radiant damage when you start your turn in direct 
  sunlight. 
  Knightly Intercession 
  3rd-level conjuration 
  Casting Time: 1 reaction, which you take when a 
  creature you can see within range is hit with a melee 
  attack 
  Range: 60 feet 
  Components: V, M (a melee weapon) 
  Duration: 1 round 
  You call out a prayer for protective intercession 
  which teleports the creature that made the 
  triggering attack to an unoccupied space within 5 
  feet of you. The triggering attack hits you instead, 
  and you can then make one melee weapon attack 
  against the attacker. If that attack hits, it deals an 
  extra 1d10 radiant damage.  
  
   
  Page 81 
   
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the radiant damage 
  increases by 1d10 for each slot level above 3rd. 
  Knight's Move 
  2nd-level conjuration 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, M (a piece from a chess set) 
  Duration: Instantaneous 
  Time slows briefly for you or on ally, allowing a 
  quick burst of movement no one else can perceive. 
  Choose a creature within range of this spell. That 
  creature can use its reaction to teleport up to 30 feet 
  to an unoccupied space. When it arrives, choose a 
  creature within 5 feet of it. It gains advantage on its 
  next attack roll against that creature before the end 
  of its next turn. 
  Know Greatest Enemy 
  1st-level divination 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  Your eyes flash green, turning golden as you survey 
  your opponents and perceive a shimmering green 
  aura over the most powerful foe. Choose any number 
  of creatures you can see within range. You instantly 
  know which creature has the highest challenge 
  rating. If multiple opponents are tied for the highest 
  challenge rating, you become aware that all of them 
  are equally powerful. This spell does not tell you the 
  actual challenge rating of any creature, just which of 
  the creatures is most powerful. It confers no other 
  information. 
  Lasting Breath 
  8th-level evocation 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S, M (a vial of dragon saliva) 
  Duration: Concentration, up to 1 minute 
  You unleash a breath weapon like that of a dragon, 
  which then hangs in place and draws your enemies’ 
  attention. You choose acid, cold, fire, lightning, or 
  poison for this spell, and force each creature in a 60-
  foot cone to make a Dexterity saving throw. A 
  creature takes 6d6 damage of the type you chose on 
  a failed save, or half as much damage on a successful 
  one. 
   The cone lingers until the spell ends, and its area 
  is lightly obscured. Any creature that enters the 
  spell’s area or starts its turn there must make a 
  Dexterity saving throw, taking 6d6 damage of the 
  type you chose on a failed save, or half as much 
  damage on a successful one.  
  A creature that fails its saving throw also feels 
  compelled to end the source of the breath weapon, 
  giving it disadvantage on attack rolls against 
  creatures other than you for the rest of that turn. 
  Lava Missile 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 90 Feet 
  Components: V, S, M (any object made of glass) 
  Duration: Instantaneous 
  You conjure handfuls of liquid-hot stone from the 
  elemental planes and hurl them at foes with unerring 
  accuracy. You create four lava missiles, each of which 
  hits a target of your choice that you can see within 
  range. A lava missile deals 1d4 fire damage and 1d4 
  bludgeoning damage to its target. The darts all strike 
  simultaneously, and you can direct them to hit one 
  creature or several. The darts can also target objects 
  that are not being worn or carried, and ignites them 
  if they are flammable. 
  If a lava missile strikes a firenewt or an earth-
  based or fire-based elemental creature (such as a 
  gargoyle or salamander), it does not inflict damage 
  on the creature. Instead, that creature is healed, 
  regaining 1d4 hit points for each lava missile that 
  hits. Only firenewts or creatures of the elemental 
  type can benefit from this effect. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the spell creates one 
  more dart for each slot level above 2nd. 
  
   
  Page 82 
   
   
  Leading Strike 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a melee weapon) 
  Duration: Instantaneous 
  As part of the action used to cast this spell, make a 
  melee weapon attack against a creature within 
  range. On a hit, the target suffers the attack's normal 
  effects, and your enchanted strike shows an ally of 
  your choice within 5 feet of you or the target how to 
  hit your foe where it hurts. That ally has advantage 
  on the next attack roll it makes against the target 
  before the start of your next turn. If that attack hits, 
  it inflicts an extra 1d6 radiant damage and the spell 
  ends. 
  This spell's damage increases when you reach 
  higher levels. At 5th level, your melee attack deals an 
  extra 1d6 radiant damage to the target, and the extra 
  radiant damage from an ally’s strike increases to 
  2d6. Both damage rolls increase by 1d6 at 11th level 
  and 17th level. 
  Leaf into Dagger 
  1st-level transmutation 
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S, M (a leaf)  
  Duration: Concentration, up to 1 minute 
  This spell turns one leaf into a dagger. The dagger 
  counts as a magic weapon for overcoming damage 
  resistance. Rangers and druids use this spell to 
  create silent, non-reflective weapons that look like 
  completely harmless leaves. 
  Lesser Chainfire 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: 1 minute 
  A column of magical fire and light descends on your 
  enemy, then spreads out to not only burn other foes 
  physically, but burn away their ties to the ally you 
  targeted. Make a ranged spell attack against one 
  creature within range. On a hit, the target takes 3d8 
  radiant damage. 
  Whether the attack hits or misses, a column of 
  psychic fire consumes it and the creatures around it. 
  Each creature of your choice in a 10-foot-radius, 40-
  foot-high cylinder centered on the target (including 
  the target) must make a Wisdom saving throw. A 
  creature takes 2d6 fire damage and 2d6 psychic 
  damage on a failed save, or half as much damage on a 
  successful one. 
  In addition, each creature besides the target who 
  fails the Wisdom saving throw becomes indifferent 
  towards the target and forgets the target ever 
  existed, as if its memories were altered by a modify 
  memory spell. This effect lasts for 1 minute. During 
  that time, the creatures take no action to cooperate 
  with the target and make no special effort to keep it 
  from harm. If it is in a position of authority, affected 
  creatures do not obey its orders. When the effect 
  ends, all affected creatures regain their normal 
  memories. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the psychic damage 
  increases by 1d6 for each slot level above 5th. 
  “There is said to exist a greater chainfire 
  spell, which can erase all memory of the 
  target from existence. If this spell did once 
  exist, it is now apparently forgotten.” 
  Life Bolt 
  4th-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 120 feet 
  Duration: Instantaneous 
  You concentrate energy into your palm and fire a 
  bolt of pure life force that sears the walking dead. 
  Choose one undead creature within range. You take 
  an amount of necrotic damage you choose, which 
  must be equal to or less than half your remaining 
  number of Hit Dice. This damage cannot be reduced 
  
   
  Page 83 
   
   
  or avoided in any way. For every hit point you 
  sacrifice to power the spell in this way, the undead 
  target takes 2d6 radiant damage. 
  Life Drain 
  3rd-level necromancy 
  Casting Time: 1 action 
  Components: V 
  Range: Touch 
  Duration: Concentration, up to 1 minute 
  You heal your wounds by draining vital energies 
  from a foe you touch. Make a melee spell attack 
  against a creature within your reach. On a hit, the 
  target takes 1d8 necrotic damage and it is paralyzed 
  until the end of your next turn, and you or an ally 
  within 5 feet regain hit points equal to half the 
  amount of necrotic damage dealt. Until the spell 
  ends, you can make the attack again on each of your 
  turns as an action, but only against the same target. 
  Life Steal 
  5th-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S 
  Range: 30 feet 
  Duration: Instantaneous 
  You pull pure life force out of your victim. The target 
  must immediately make a Wisdom saving throw. On 
  a failed save, the target takes 6d6 necrotic damage, 
  or half as much on a success. Whether the target 
  succeeds or fails its saving throw, you are healed by 
  the amount of damage dealt. Alternatively, you can 
  transfer these hit points to an ally that you touch 
  when you cast the spell.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the necrotic damage 
  dealt increases by 1d6 for every slot level above 5th.  
  Life’s Grace 
  5th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You touch a living creature and ward it against death 
  magic for a time. For the spell's duration, the subject 
  gains resistance to necrotic damage and advantage 
  on saving throws against effects that would reduce 
  its hit point maximum (such as the bite of a vampire) 
  or kill it instantaneously without dealing damage 
  (such as the wail of a banshee). In addition, when the 
  subject would fail a saving throw an undead creature 
  forces it to make, it can choose to succeed instead, 
  and the spell ends. 
  Lifetap 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (two identical needles) 
  Duration: Instantaneous 
  You launch two magical darts, one at an ally and one 
  at an adversary, and the foe’s dart transfers life force 
  to your friend in a golden flash. Make a ranged spell 
  attack against a hostile creature. On a hit, the target 
  takes necrotic damage equal to 2d10 plus your 
  spellcasting ability modifier, and a friendly creature 
  of your choice within range gains temporary hit 
  points equal to the damage inflicted. If the attack 
  misses, a friendly creature of your choice within 
  range gains temporary hit points equal to your 
  spellcasting ability modifier. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the necrotic damage 
  increases by 1d10 for each slot level above 2nd. 
  Listening Lorecall 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a hollowed ram’s horn) 
  Duration: Concentration, up to 1 hour 
  Until the spell ends, you gain advantage on Wisdom 
  (Perception) checks related to hearing, and gain 
  proficiency in the Perception skill. In addition, being 
  invisible doesn’t give a creature advantage on attack 
  rolls against you unless that creature is over 30 feet 
  away. 
  
   
  Page 84 
   
   
  Longstrider, Mass 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of dirt) 
  Duration: 1 hour 
  This spell functions the same as longstrider, except 
  that you can affect up to seven creatures. 
  Looming Shadow 
  Illusion cantrip  
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you 
  must make a thrown or ranged weapon attack 
  against one creature within the spell's range, 
  otherwise the spell fails. If the weapon or 
  ammunition hits the target, a shadowy 
  duplicate of it appears, hanging in the air 
  just short of where the original 
  struck, and you choose one of your 
  allies within 30 feet of the target. 
  The first time the target attacks the 
  chosen ally, forces the chosen ally to 
  make a saving throw, or includes that 
  ally in a harmful area of effect before 
  the end of your next turn, the 
  second weapon or piece of 
  ammunition automatically strikes, 
  inflicting 1d10 psychic damage.  
  This spell's damage increases 
  when you reach higher levels. At 
  5th level, the ranged attack deals 
  an extra 1d10 psychic damage to 
  the target, and the damage the 
  target suffers for acting against the 
  chosen ally increases to 2d10. Both 
  damage rolls increase by 1d10 at 
  11th level and 17th level. 
  Lorloveim’s Shadowy 
  Transformation 
  6th-level illusion 
  Casting Time: Casting Time 
  Components: V, S 
  Range: Touch 
  Duration: Concentration, up to 10 minutes 
  You trap one creature or inanimate object you touch 
  between the plane you are on and the Shadowfell. 
  The target can make a Dexterity saving throw to 
  avoid the spell. If it fails, the creature becomes 
  insubstantial on both planes. It can see into both 
  
   
  Page 85 
   
   
  planes, but can’t tell which plane any particular item 
  or person is on. Anyone on the plane the creature 
  was on originally or in the Shadowfell can see the 
  creature or object as a shadowy, transparent version 
  of itself. Any attack targeting the creature or object 
  fails, and any attack launched by the creature fails.  
  The creature can cast spells normally if those 
  spells do not require an attack roll, and can target 
  creatures on either plane, but cannot target 
  creatures on both planes with the same effect. This 
  spell has no effect when cast in the Shadowfell. 
  Love’s Lament 
  3rd-level enchantment 
  Casting Time: 1 standard action 
  Range: Self (60-foot cone) 
  Components: V, M (a musical instrument) 
  Duration: Instantaneous 
  The music created by this spell draws upon the 
  sadness, guilt, and despair of those around you. Each 
  creature in a 60-foot cone has disadvantage on 
  Wisdom (Perception) checks related to hearing until 
  the end of your next turn, and it must make an 
  Intelligence saving throw. A creature that fails the 
  saving throw takes 3d10 psychic damage and is 
  poisoned until the end of its next turn, as it calls to 
  mind memories of all its lost loves and 
  disappointments in life. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the psychic damage 
  increases by 1d10 for each slot level above 3rd. 
  Loyal Vassal 
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M 
  Duration: Concentration, up to 1 hour 
  When you cast the spell, select up to six creatures 
  within 5 feet of you. You touch each of these 
  creatures as part of the action of casting this spell. 
  Until the spell ends, each chosen creature gains 
  advantage on Wisdom saving throws against 
  enchantment spells, effects that would cause them to 
  become charmed or frightened, and effects that 
  would force them to obey another creature’s 
  commands. If a subject of this spell is already under 
  the influence of such an effect, it can immediately 
  attempt another saving throw against that effect 
  when you cast this spell.  
  Mage Armor, Greater 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 8 hours 
  This spell functions exactly like mage armor, except 
  that it does not require a material component, you 
  can only cast it on yourself, and your base Armor 
  Class becomes 15 + your Dexterity modifier for the 
  duration. 
  Magnetism 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a lodestone) 
  Duration: Concentration, up to 1 minute 
  This spell allows you to draw iron or steel objects to 
  yourself by projecting a magnetic ray. Choose one 
  object within range that is nonmagical and made of 
  ferrous metal. This object must weigh less than 40 
  lbs. Each round the spell lasts, you can target one 
  object you can see within range of the spell with this 
  effect using an action. 
  If the object isn’t being worn or carried, it 
  immediately flies into your space, where you can 
  either catch it with your hand (requiring no action) 
  or let it fall at your feet. 
  If the object is being held or carried by a creature, 
  that creature must roll a Strength saving throw. On a 
  failure, the creature drops the object, and it flies to 
  your space, where you either catch it with your hand 
  or let it fall at your feet. If the object is being worn by 
  a creature (like a helm or a chain shirt), the creature 
  makes the same Strength saving throw, but has 
  advantage on the roll. 
  
   
  Page 86 
   
   
  If the item is secured in some way (such as being 
  chained to a wall or tied down with a rope), you 
  make an ability check to break the restraint, as if you 
  were making a Strength check to break or burst 
  whatever is securing it with your own hands. Instead 
  of making a Strength check, you make a check with 
  your spellcasting ability score (adding your 
  proficiency bonus). If the check succeeds, you free 
  the item and it flies to your space as described above. 
  You can also attempt to move a metal creature 
  that weighs less than your limit for this spell (such as 
  some kind of tiny construct). The creature makes a 
  Strength saving throw with advantage against this 
  effect. If the save fails, you can move the creature 
  toward you just as you would any other metal object. 
  Until this spell ends, your ability to carry, lift, 
  push, or drag any objects you have moved to your 
  space with this spell is calculated as if you had a 
  Strength score of 20 (giving you a carrying capacity 
  of 300 pounds and allowing you to push, lift, or drag 
  up to 600 pounds, if you are Small or Medium sized).  
  If you move during the spell’s duration, you can 
  choose any object that you moved to your space with 
  this spell which you are not carrying, lifting, pushing, 
  dragging, or wearing to either move with you as you 
  go (levitating just above the level of your feet) or 
  remain in the square you moved it to. 
  Once you have moved an object to your space with 
  this spell, you have advantage on saving throws and 
  opposed rolls against effects that would cause you to 
  drop it, and creatures seeking to move the item from 
  your space have disadvantage on rolls to do so. 
  When the spell ends, if you are holding, wearing, or 
  carrying an object that is too heavy for you, it falls 
  softly to the ground, landing harmlessly at your feet. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the weight limit of 
  objects you can move with this spell increases by 10 
  pounds for each slot level above 3rd. When you cast 
  this spell using a spell slot of 5th or 6th level, you can 
  choose up to two objects within range each time you 
  use your action for this spell, instead of just one. If 
  the spell slot is 7th level or higher, you can choose up 
  to three objects instead. 
  Mark of the Unfaithful 
  7th-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Special 
  Components: V, S, M (a book or scroll inscribed with 
  the target’s name and especially consecrated for this 
  purpose, detailing the crimes (real or imagined) for 
  which the subject is being condemned) 
  Duration: Permanent 
  You permanently place a mark upon a character or 
  creature that identifies it as an enemy of your faith. 
  The chosen creature suffers the following effects: 
   Any member of your faith feels innately hostile 
  towards the chosen creature, giving it 
  disadvantage on Charisma (Deception, 
  Performance, or Persuasion) checks against 
  members of your faith. This hostility might not 
  induce the viewer to attack, but the creature will 
  instinctively distrust or disbelieve anything the 
  marked one says. 
   Members of your faith have advantage on 
  Wisdom checks against the chosen creature. 
   The marked creature cannot benefit from any of 
  your faith’s services, such as spellcasting 
  provided by a temple of your faith, or naming, 
  marrying, or burial services. 
  You can place the mark of the unfaithful upon any 
  creature, even if it is on a different plane. You cannot 
  cast this spell on someone who is already dead. 
  Clerics, druids, paladins, and rangers of your faith 
  automatically detect this effect simply by looking at 
  the subject. 
  The effect is permanent until lifted, either by you 
  or another member of your faith of high enough level 
  to cast this spell. This spell is unaffected by dispel 
  magic or counterspell, though it can be copied or 
  undone using a wish. 
  Mask of Death 
  4th-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a drop of doppelganger blood) 
  Range: Touch 
  
   
  Page 87 
   
   
  Duration: 1 hour/ level 
  You change the features of any dead humanoid to 
  mimic someone else. You must either know the 
  person you are mimicking or have an accurate 
  picture or image of them. This spell can be cast on a 
  zombie (or on a body that is then animated), but the 
  zombie’s statistics and behavior do not change.  
  Mass Death Ward 
  8th-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 8 hours 
  Choose up to six creatures within 30 feet of you. For 
  the spell’s duration, the next time a target would 
  drop to 0 hit points from taking damage, it drops to 1 
  hit point instead, and the spell ends for it. 
  If the spell is still in effect when a target is 
  subjected to an effect that would kill it 
  instantaneously without dealing damage, that effect 
  is instead negated for that target, and the spell ends 
  for it. 
  Master Earth 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You travel instantaneously through the earth to any 
  destination you choose on the same world. If you do 
  not choose an exact location, the spell brings you to a 
  point near where you envision.  
  Metal to Rust 
  6th-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (rust monster eye) 
  Range: 20 feet 
  Duration: Instantaneous 
  You reduce one metal object to a pile of rust. Choose 
  one metal object within range that is Large or 
  smaller. Make a ranged spell attack against the 
  higher of either the AC of the item (19 for most 
  metals, 21 for mithral, 23 for adamantine), or the AC 
  of the one holding or carrying it (if it is being held or 
  carried). If the object is not magical, you have 
  advantage on the attack roll and score a critical hit 
  on a roll of 18, 19, or 20. On a hit, the item takes 
  necrotic damage equal to 6d12 plus your spellcasting 
  ability modifier. 
  If the chosen object is a magic item, the necrotic 
  damage is determined by the item's rarity, as 
  follows: 
  Rarity 
  Damage 
  Common 
  5d8 + ability modifier 
  Uncommon 
  4d8 + ability modifier 
  Rare 
  3d8 + ability modifier 
  Very Rare 
  2d8 + ability modifier 
  Legendary 
  1d8 + ability modifier 
  Artifacts take no damage from this spell. Most magic 
  items have resistance to all damage, and will 
  therefore take half the indicated damage. If a magic 
  item you target with this spell is sentient, you have 
  disadvantage on your ranged spell attack against it.  
  Misdirected Mark 
  1st-level illusion 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: 1 round 
  You conceal your arcane attack, mentally influencing 
  your foe into both believing the attack came from 
  one of your allies and focusing on that ally 
  obsessively. Make a ranged spell attack against a 
  target within range. On a hit, the target takes 4d6 
  psychic damage, and you choose one friendly 
  creature who is within 30 feet of both you and the 
  target. Until the end of your next turn, the target has 
  disadvantage on attack rolls against all creatures 
  except for the ally you chose. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage 
  
   
  Page 88 
   
   
  increases by 1d6 for each slot level above 1st. 
  Monstrous Thrall 
  9th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Special (permanent or 1 minute, see 
  below) 
  When you cast this spell, select a non-humanoid 
  target within range. The target must make a Wisdom 
  saving throw. If it fails, the target is charmed and 
  under your mental control (as if under the effects of 
  the dominate monster spell). If the target is a 
  creature with a challenge rating equal to or less than 
  your level, this effect is permanent. Otherwise, it 
  lasts for 1 minute. 
  Unlike the dominate monster spell, this effect does 
  not grant the monster a saving throw whenever it 
  takes damage. However, if you give the creature an 
  order that is suicidal, self-destructive, or against 
  the creature's very nature (such as ordering a 
  celestial to murder innocents), it can make 
  another saving throw with disadvantage to 
  resist the order. If the creature makes its saving 
  throw, though it does not obey that particular 
  order, it is still your thrall. However, all future 
  saving throws made to resist are made with 
  advantage. 
  Moon Bolt 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: Instantaneous 
  You create a bolt of energy made of moonlight 
  that streaks from your hand unerringly 
  towards one target within range.  
  A living creature struck by a moon bolt 
  takes radiant damage equal to 4d4 + your 
  spellcasting ability modifier. In addition, the 
  target must make a Constitution saving throw, 
  or it has disadvantage on Strength ability 
  checks and saving throws for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the Strength sapping effect on a 
  success. 
  An undead creature struck by the moon bolt takes 
  radiant damage equal to 8d4 + your spellcasting 
  ability modifier. In addition, the creature must make 
  a Wisdom saving throw, or it is knocked prone and 
  incapacitated for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the incapacitated condition on a success. Afterwards, 
  it can stand but has disadvantage on attack rolls and 
  Wisdom saving throws for the spell’s duration.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of radiant 
  damage increases by 1d4 for each slot level above 
  4th. 
  
   
  Page 89 
   
   
  Moon Rune  
  2nd-level transmutation (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (100 gp worth of rare inks that 
  are consumed by the spell) 
  Range: Touch 
  Duration: Instantaneous 
  You inscribe up to seven marks on any surface, 
  which can be any nonmagical glyphs or symbols. 
  When the spell is finished, each mark becomes 
  invisible. You specify the conditions that make the 
  runes visible. The runes only become visible to those 
  who match the conditions you described, or by 
  anyone using true seeing. The runes last until the 
  object they are placed upon is destroyed. 
  Moonbow 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a small piece of moonstone) 
  Duration: Instantaneous, or up to 3 rounds 
  When you cast this spell, three motes of lightning 
  appear next to you, and you can direct each mote to 
  strike a target within the spell’s range. You can direct 
  the motes to strike a single target or separate 
  targets. Make a separate ranged spell attack for each 
  mote. On a hit, the mote deals 4d6 lightning damage, 
  and then fades away.  
  You do not have to fire all the motes on the round 
  you cast the spell. On each successive turn, you can 
  use an action to fire any remaining motes. If a turn 
  passes without firing any motes, the spell ends, and 
  all remaining motes vanish. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the amount of 
  lightning damage increases by 1d6 for each slot level 
  above 5th. 
  Moonfire 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous, and concentration up to 1 
  minute 
  A 60-foot cone of moonfire emanates from your 
  outstretched hand. Any living creature caught in the 
  cone takes 10d8 radiant damage, or half as much on 
  a successful Dexterity saving throw. However, any 
  shapechangers or undead caught in the cone take 
  15d8 radiant damage, or half as much on a successful 
  Dexterity saving throw. 
  In addition, any magical auras caught within the 
  cone glow with a faint blue light for up to 1 minute. A 
  disguised, shape-changed, or polymorphed creature 
  or object caught in the cone must make a Wisdom 
  saving throw or return to its original form. If the 
  Wisdom saving throw succeeds, the affected creature 
  is covered in a ghostly white outline for up to 1 
  minute. 
  The area affected by the cone emits bright light 
  out to 30 feet and dim light for another 30 feet. In 
  addition, lightning damage within the area is negated 
  for the spell’s duration. 
  Mountain Stance 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  For the duration of the spell, the creature touched 
  has advantage on saving throws against any spell 
  that would move it against its will. In addition, the 
  subject has advantage on ability checks to resist 
  being grappled, shoved, or moved against its will.  
  If an effect successfully moves the target, the spell 
  ends. 
  Murderous Mist 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, and up to 1 minute 
  
   
  Page 90 
   
   
  You create a 30-foot radius by 20-foot high cloud of 
  scalding hot steam within range that moves away 
  from you in a straight line at a speed of 10 feet per 
  round.  
  A creature that starts its turn in the cloud takes 
  2d6 fire damage, and suffers from the blinded 
  condition for the duration of the spell. A successful 
  Dexterity saving throw halves the damage and 
  negates the blinded condition. A blinded creature 
  can attempt a Constitution saving throw at the end of 
  each of its turns, and on a success, the blinded 
  condition ends. 
  In addition, the area within the mists is heavily 
  obscured. Wind does not affect the cloud’s direction 
  or speed. However, a moderate wind disperses the 
  cloud in 4 rounds.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of fire 
  damage increases by 1d6 for each slot level above 
  4th.  
  Mycontil’s Last Resort 
  9th-level evocation 
  Casting Time: 1 action 
  Range: Self (30-foot radius sphere) 
  Components: V, S, M (a staff of wood capped with 
  the fingerbone of an archmagi, which has been 
  packed in diamond dust worth 5,000 gp for 1 week, 
  and which you break over your knee or other solid 
  object) 
  Duration: Instantaneous 
  You unleash deadly explosive power, like the effects 
  of the retributive strike created by breaking a staff of 
  power or staff of the magi. The spell converts any 
  unexpended spell slots you have into a blast of 
  magical energy, releasing your arcane power in an 
  explosion that expands to fill a sphere with a 30-foot 
  radius centered on you. 
  When the staff explodes, you have a 50% chance 
  to avoid the explosion by instantly transporting to a 
  random plane of existence. However, if you are not 
  transported, then you take force damage equal to 16 
  × the number of unexpended spell slots you had 
  when you cast the spell. 
  In addition, each creature in the sphere’s radius 
  when the blast occurs must make a Dexterity saving 
  throw. On a failed save, a creature takes an amount 
  of damage based on how far it is from the blast’s 
  point of origin, as described below. On a successful 
  saving throw, a creature takes half damage. 
  All creatures within 10 feet of you when the blast 
  occurs take force damage equal to 8 × the number of 
  unexpended spell slots you had when you cast this 
  spell. Likewise, creatures between 11 and 20 feet 
  away from you take force damage equal to 6 × the 
  number of unexpended spell slots you had when you 
  cast this spell. Finally, creatures between 21 and 30 
  feet away from you take force damage equal to 4 × 
  the number of unexpended spell slots you had when 
  you cast this spell. 
  “This spell was created in the nation of 
  Halruaa. It is widely thought that Mycontil 
  cast this spell to defeat the barbarian 
  chieftain Reinhar I, during Dambrath’s 
  invasion of Halruaa. Mycontil and his 
  assistants vanished after the blast and were 
  presumed destroyed. There has been no other 
  recorded use of the spell.” 
  Nauseating Breath 
  3rd-level conjuration 
  Casting Time: 1 action 
  Components: V, S, M (a piece of rotting fish) 
  Range: 30-foot cone 
  Duration: Instantaneous 
  You breathe out a cloud of sickly green gas.  Anyone 
  caught in the cloud must make a successful 
  Constitution saving throw or be stunned for 2d6 
  rounds. 
  The affected target must make a Constitution 
  saving throw at the end of each of its turns. On a 
  successful save, the stunned effect ends. 
  
   
  Page 91 
   
   
  Nerveskitter 
  1st-level transmutation 
  Casting Time: 1 reaction, which you take 
  immediately when an ally within range that you can 
  see is about to make an initiative roll 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You energize one ally with a jittery burst of power, 
  speeding up its senses and reactions to the point of 
  near precognition. The subject makes its initiative 
  roll with advantage. 
  Nightscar 
  3rd-level illusion (ritual) 
  Casting Time: 1 action 
  Components: S, M 
  Range: 60 feet 
  Duration: 1 month  
  You place a magical mark upon another creature. 
  The target is allowed a Wisdom saving throw to 
  negate the spell. This mark is only visible to you and 
  up to seven other creatures. It is visible even in 
  magical or normal darkness. Even if the target 
  changes shape, turns invisible, or cloaks itself in an 
  illusion, the mark remains visible.  
  Nightshield 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  There is a bare whisper of rushing air as a protective 
  field of shadowy energy cloaks your body. For the 
  duration, you have resistance to force damage from 
  spells, and you take no damage from magic missile. In 
  addition, for the spell’s duration, whenever you 
  make a saving throw, roll a d4 and add the number 
  rolled as a bonus to your saving throw. The spell 
  ends at the end of the turn if you are exposed to 
  direct sunlight. 
  Note of Aggression 
  6th-level enchantment 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You shout a verse from an ancient battle hymn to 
  spur an unexpected attack. Choose an ally within 
  range. That ally can use its reaction to make a melee 
  weapon attack against a hostile creature within its 
  reach. If no hostile creature is within reach, as part of 
  the same reaction, the ally can move up to 15 feet 
  closer to a hostile creature before making the attack. 
  On a hit, the target suffers the attack's normal effects, 
  and takes an additional 1d8 psychic damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the psychic damage 
  increases by 1d8 for each slot level above 6th.  
  Numinous Shield 
  1st-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self (15-foot cone) 
  Components: V, S, M (a shield or metal plate 
  embossed with a symbol of the upper planes) 
  Duration: 1 round 
  You project a celestial radiance that protects your 
  allies but punishes an enemy. One creature of your 
  choice within a 15-foot cone originating from you 
  must make a Wisdom saving throw. On a failed save, 
  the creature takes 2d10 radiant damage. In addition, 
  choose up to three allies within the same cone. You 
  and those allies each gain a +2 bonus to Armor Class 
  until the end of your next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the radiant damage 
  increases by 1d10 for each slot level above 1st. 
  Nystul's Flash 
  1st-level evocation 
  Casting Time: 1 action 
  Range: Self (10-foot radius sphere) 
  Components: V, S 
  
   
  Page 92 
   
   
  Duration: Instantaneous 
  All creatures caught in a 15' cone must make a 
  successful Constitution saving throw or be blinded 
  for 1d4 rounds.  
  The affected target must make a Constitution 
  saving throw at the end of each of its turns. On a 
  successful save, they are no longer blinded.  
  Oak Skewer 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a splinter) 
  Duration: Instantaneous 
  You conjure a massive spear of oak and skewer your 
  foe with it. Make a 
  ranged spell attack 
  against one creature 
  within range. On a 
  hit, the creature 
  takes 6d10 
  piercing damage 
  and must 
  make a 
  Strength 
  saving 
  throw. If it fails, you can push it up to 30 feet away 
  from you. If the target ends this movement adjacent 
  to a solid obstacle (such as a wall), the target is 
  restrained until the end of your next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the piercing damage 
  increases by 1d10 for each slot level above 4th. 
  Obedient Avalanche 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
  You summon an avalanche of snow out of a rift 
  in mid-air, burying your foes in icy graves. 
  Choose a point within range. The ground 
  within a 60-foot sphere centered on that 
  point is covered in snow and becomes 
  difficult terrain for 1 hour. In addition, all 
  creatures within a 40-foot radius 
  sphere centered on the sam epoint 
  must make a Dexterity saving 
  throw. The effects of the saving 
  throw depend on a creature's 
  distance from the 
  center of the effect. 
  A creature within a 
  20-foot radius sphere 
  from the point you 
  chose who fails its 
  saving throw takes 
  10d12 cold damage and 
  10d12 bludgeoning 
  damage, and it is buried 
  in the snow (with effects 
  as described 
  below), or it 
  takes half 
  damage and isn’t 
  buried on a 
  successful save. 
  A creature 
  outside of the 20-
  foot radius sphere, 
  
   
  Page 93 
   
   
  but within 40 feet of its center, who fails its saving 
  throw takes 5d12 cold and 5d12 bludgeoning 
  damage, is pushed 20 feet away from the center 
  point, and falls prone. On a successful saving throw, 
  the creature takes half as much damage and is 
  pushed only 10 feet from the center point. Any 
  creature that fails its saving throw by 5 or more is 
  also buried in the snow. 
  A creature buried in the snow is restrained, and it 
  is surrounded by snow that provides full cover. On 
  its turn, a buried creature can use its action to make 
  a Strength check against your spell save DC. On a 
  success, it frees itself. Other creatures within 5-feet 
  of a buried creature can attemt to dig it out, but 
  freeing one buried creature requires one or more 
  others to use a total of ten actions digging. This can 
  be one creature using ten actions, five creatures 
  using two actions each, or some other combination 
  that equals a total of ten actions, over however many 
  rounds this requires. 
  Structures and inanimate objects in the area suffer 
  the same effects as creatures, which often causes 
  small trees to be uprooted and structures to collapse. 
  Even after the snow melts, rubble and other detritus 
  are left behind. All flames in the area are 
  extinguished, whether they are magical or not. 
  Opportune Lacuna 
  6th-level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You chant a maddening incantation that sears your 
  enemy's thoughts, blinding it to a looming threat. 
  Choose a target within range to make a Wisdom 
  saving throw. On a failed save, choose a second 
  creature within range, which becomes invisible to 
  the target for the duration. At the end of each of the 
  target’s turns before the spell ends, the target must 
  succeed on a Wisdom saving throw or take 5d12 
  psychic damage. On a successful save, the spell ends. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the damage increases 
  by 1d12 for each slot level above 6th. 
  Orb of Cold 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You create an orb of cold roughly 3 inches wide that 
  shoots from the palm of your hand toward a target 
  within range. Make a ranged spell attack. On a hit, 
  the orb explodes, and the target takes 8d6 cold 
  damage.  
   In addition, a creature struck by the orb must 
  make a Constitution saving throw, or its speed is 
  reduced by half until the end of its next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of cold 
  damage increases by 1d6 for each slot level above 
  4th. 
  "There are other versions of this spell that 
  conjure orbs of fire, thunder, lightning, or 
  acid.  They all hurt." 
  Pain 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a live leech) 
  Duration: Concentration, up to 1 minute 
  This spell strikes creatures with wracking pains and 
  agony, even if they are unliving. Roll 12d8, and total 
  the dice. The number rolled is the number of hit 
  points of creatures this spell can affect. Creatures 
  within 20 feet of a point you choose within range are 
  affected in ascending order of their current hit points 
  (ignoring unconscious creatures and constructs, who 
  are not affected by this spell). Subtract each 
  creature's hit points from the total before moving on 
  to the creature with the next lowest hit points. A 
  creature's hit points must be equal to or less than the 
  remaining total for that creature to be affected. 
  Starting with the creature that has the lowest 
  
   
  Page 94 
   
   
  current hit points, each creature affected by this 
  spell has disadvantage on attack rolls and ability 
  checks until the spell ends. Each creature can 
  attempt to resist, but only at the risk of making its 
  agony even worse. Each creature affected by the 
  spell can choose whether to make a Constitution 
  saving throw to try to resist the spell’s effect at the 
  end of each of its turns, ending the effect on itself 
  with a success. However, if the creature fails the 
  saving throw, it takes 3d6 psychic damage. A 
  creature that fails this saving throw four times in a 
  row is incapacitated with pain, in addition to the 
  spell's other effects. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, roll an additional 2d8 
  for each slot level above 4th. 
  Piercing Smite 
  1st-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration up to 1 minute 
  The next time you hit with a melee weapon attack 
  during this spell’s duration, your attack deals an 
  extra 2d6 piercing damage. In addition, if the attack 
  hits, the target and two other creatures of your 
  choice within 5 feet of you or the target have 
  disadvantage on their next attack rolls against a 
  creature other than you before the end of your next 
  turn. 
  Plague of Undead 
  9th-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (an ebony skull etched in sliver 
  worth at least 5,000 gp, which is consumed by the 
  spell) 
  Duration: Instantaneous 
  When you cast this spell, the skeletons and bodies of 
  dead creatures within range permanently rise as 
  undead creatures that follow your commands. All the 
  risen dead have maximum hit points for their hit 
  dice. The bones become skeletons, and the bodies 
  become zombies. 
  You are able to animate a maximum of 24 Medium 
  sized or smaller undead creatures with a single 
  casting of this spell, or up to 12 Large, or six Huge 
  creatures.  
  After 24 hours, you must reassert control over the 
  undead you create, or they wander off. You can affect 
  double the number of creatures you could normally 
  create when casting this spell to reassert control. 
  Pocket Cave 
  5th-level conjuration 
  Casting Time: 1 minute  
  Range: Touch 
  Components: V, S, M (a black piece of cloth shaped 
  like an arched doorway)  
  Duration: 8 hours 
  You conjure an extradimensional cave that has a 
  single entrance on the plane from which the spell 
  was cast. You can only cast this spell on a surface 
  made of rock or some form of earth within range. 
  The entry point looks like a dark cave entrance that 
  is 5 feet wide and 10 feet high. Only those you 
  designate can enter the cave, and all other creatures 
  and objects are barred from passing through. Spells 
  and other magical effects can’t extend through the 
  entry portal or be cast through it. The entry portal is 
  shut and made invisible behind you when you enter. 
  You can open it again from your side at will. 
  You can choose the shape of the cave inside. You 
  can form it into a hemispherical dome or a sphere 
  with a radius of up to 30 feet. It takes the form of a 
  dark, wet cavern. This area contains enough oxygen 
  to sustain as many creatures as can fit in the area for 
  the duration of the spell. Edible fungus grows along 
  the walls, and condensation drips down one wall into 
  a pool of fresh, clean water that never seems to run 
  dry. External conditions such as weather do not 
  affect the pleasant atmosphere of the cave, and 
  nothing except the designated creatures can pass 
  through the portal in either direction. Until the spell 
  ends, you can command the interior to become dimly 
  lit or dark. 
  At the end of the spell’s duration, all within the 
  
   
  Page 95 
   
   
  pocket cave return to the spot where they entered or 
  else to the nearest open space, if that spot is 
  occupied. 
  “Most sources state that the orc god 
  Gruumsh was the first to grant his clerics 
  this spell, which seems oddly inventive for 
  the one-eyed one. However, some sages 
  believe that another deity of the orc 
  pantheon granted it first, and Gruumsh’s 
  shamans demanded credit be given to their 
  god instead. That seems much more 
  believable.” 
  Poison 
  3rd-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (a fang or stinger from a 
  venomous creature) 
  Range: Touch 
  Duration: Concentration, up to 1 minute 
  You channel venom into your victim. The creature 
  you touch takes 3d10 poison damage and is 
  poisoned until of its next turn. Until the spell ends, 
  the creature must make a Constitution saving throw 
  at the end of each of its turns. If the target fails the 
  save, it takes 3d10 damage and remains poisoned 
  until the end of its next turn. If it succeeds, the spell 
  ends. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th or higher level, the duration you may 
  concentrate increases by 1 minute for each slot level 
  above 3rd. 
  Polar Ray  
  8th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a small white cone) 
  Range: 90 feet 
  Duration: Instantaneous 
  A white ray of pure cold jumps from your hand to the 
  target. If you hit with a ranged spell attack, the target 
  takes 25d6 cold damage.  
  "Don't miss." 
  Predatory Shards 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a ranged weapon) 
  Duration: Instantaneous 
  On impact, your rune-inscribed projectile creates a 
  cloud of magical shards hostile to your enemies. As 
  part of the action used to cast this spell, you must 
  make a ranged weapon attack, otherwise the spell 
  ends. If the attack hits, the target takes an additional 
  2d10 piercing damage. Hit or miss, the area around 
  the target is then filled with magical shards. The 
  target and each creature within 5 feet of it must 
  succeed on a Dexterity saving throw or take 5d6 
  force damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the force damage 
  increases by 1d6 for each slot level above 3rd. 
  Premonitory Vision 
  4th-level divination (ritual) 
  Casting Time: 1 reaction, which you take when you 
  finish a short or long rest 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You perceive a series of images that show you future 
  events. You ask a single question concerning a 
  specific goal, event, or activity to occur within seven 
  days. The DM offers a truthful reply. The reply might 
  be a short phrase, an explanation of your own 
  emotional reaction, or a description of a single image 
  you saw. 
  The spell doesn’t consider any possible 
  circumstances that might change the outcome, such 
  as the casting of additional spells, or the loss or gain 
  
   
  Page 96 
   
   
  of a companion. 
  After you cast this spell, unless you treat yourself 
  with a special calming tincture that uses 25 gold 
  pieces worth of ingredients, you have disadvantage 
  on Wisdom, Dexterity, and Intelligence checks, and 
  on Constitution saving throws to maintain 
  concentration for 10 minutes. 
  If you cast the spell two or more times before 
  finishing your next long rest, you receive 
  increasingly confusing visions that muddle your 
  mind. For each casting after the first, the duration of 
  the negative effects for not imbibing a calming 
  tincture increase by an additional (cumulative) 10 
  minutes, and there is a cumulative 25% chance that 
  the information you perceive is random and possibly 
  unrelated to the question you asked. The DM makes 
  this roll in secret. 
  Prismal’s Wormhole 
  8th-level conjuration 
  Casting Time: 2 hours 
  Components: V, S, M (a door knocker) 
  Range: Touch 
  Duration: Until discharged 
  While casting this spell, you designate one creature 
  as the caller and tell it a command word that is used 
  to activate the wormhole. The caller may discharge 
  the spell by repeating the command word and 
  creating the wormhole. Communication and travel 
  are possible through the wormhole, which has 
  infinite range and can cross dimensional boundaries.  
  Once the caller says the command word, the caster 
  hears a voice alerting that someone is calling. The 
  door knocker raises five feet off the ground. By 
  grasping the door knocker, the caster can open a 
  portal to the caller. The caster and the caller can 
  speak through the portal and the caster can look 
  around without stepping through. Spells can be cast 
  through the wormhole. The caster can also go 
  through the wormhole and join the caller. The caster 
  may collapse the wormhole at will. However, the 
  wormhole will only last 1 minute per spellcaster 
  level before collapsing, whether the caster wishes it 
  or not. If the wormhole remains open, anyone can 
  pass through. 
  Prismatic Ray 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  When casting this spell, you point and make a ranged 
  spell attack as you shoot a colored ray at a target you 
  can see within range. On a successful hit, the target is 
  blinded until the end of its next turn. 
  In addition, roll a d8 and consult the following 
  table to determine what color the ray is, and what 
  the secondary effect is: 
  1d8 
  Color 
  Damage Type 
  1 
  Red 
  15 points of fire damage 
  (Dexterity save for half) 
  2 
  Orange 
  25 points of acid damage 
  (Dexterity save for half) 
  3 
  Yellow 
  30 points of lightning 
  damage (Dexterity save for 
  half) 
  4 
  Green 
  35 points of poison damage 
  (Constitution save for half) 
  5 
  Blue 
  40 points of cold damage 
  (Constitution save for half) 
  6 
  Indigo 
  45 points of thunder 
  damage (Dexterity save for 
  half) 
  7 
  Violet 
  50 points of force damage 
  (Dexterity save for half) 
  8 
  Multihued 
  Roll twice, ignoring this 
  result 
  Project Object 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  
   
  Page 97 
   
   
  Your force of will teleports an object a short distance 
  away. You teleport one object you are holding to an 
  unoccupied space within range. Alternatively, you 
  can teleport the object to a willing creature within 
  range. You can either cause the object to land at the 
  creature’s feet, or you can give the creature the 
  option to grasp it with a free hand, which requires 
  the creature to make a Dexterity (Acrobatics) check 
  with a DC of 11. If the creature succeeds, it is 
  instantly holding the object. If the check fails, the 
  object falls to its feet. This cantrip can only teleport 
  objects that weigh 25 pounds or less. In addition, it 
  cannot affect objects that you are not already holding 
  when you cast the spell. 
  Prophesied Strike 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a melee weapon) 
  Duration: Instantaneous 
  You cast your mind's eye forward a split second, 
  predicting the best moment for a telling blow. As 
  part of the action used to cast this spell, make a 
  melee weapon attack against a creature within 
  range. You can use your spellcasting ability instead 
  of Strength for the attack and damage bonus for this 
  attack. If the attack hits, it inflicts an additional 2d6 
  damage of the weapon’s type, and the next attack roll 
  made against the target before the end of your next 
  turn is made with advantage. 
  Protection from Aerial 
  Attack 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a heavy lead weight shaped 
  like a shield) 
  Duration: Concentration up to 10 minutes 
  Until the spell ends, one willing creature you touch is 
  protected against flying creatures. A creature with a 
  fly speed has disadvantage on attack rolls against the 
  subject, and when such a creature causes the target 
  to make a Dexterity saving throw, it has advantage 
  on that roll. The target also can’t be charmed or 
  frightened by flying creatures. If the target is already 
  charmed or frightened by such a creature, the target 
  has advantage on any new saving throw against the 
  relevant effect. 
  “Some of the more unique magical effects 
  described in this grimoire were first 
  practiced among the spellcasters of the 
  Shining South. In this region of trade and 
  commerce, many consider magic a commodity 
  just like precious metals and foodstuffs. 
  Ships arrive in every port along the coast of 
  the Great Sea carrying strange and 
  wondrous spells, items, and components from 
  distant lands.” 
  Protection from Normal 
  Missiles 
  3rd-level abjuration 
  Casting Time: 1 action 
  Components: V, S, M (a piece of turtle shell) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  A magical shield protects you from ranged attacks 
  from nonmagical weapons, even larger projectiles 
  like catapult and ballista. For the duration, you are 
  immune to nonmagical bludgeoning, piercing, and 
  slashing damage from ranged weapon attacks. 
  Pummelling Drumbeat 
  8th-level evocation 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S, M (a drum, which you play during 
  the casting of the spell) 
  Duration: Instantaneous 
  Your allies' attacks fall like the beats of your drum, 
  pummelling your foes. Each creature in a 30-foot 
  cone must make a Constitution saving throw. A 
  
   
  Page 98 
   
   
  creature takes 10d8 thunder damage on a failed 
  save, or half as much damage on a successful one. 
  If a creature that failed its saving throw is hit by an 
  attack roll from one of your allies before the end of 
  your next turn, it is stunned until the end of its next 
  turn. 
  Punishing Strike 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must 
  make an unarmed strike or melee weapon attack 
  against one creature within the spell's range, 
  otherwise the spell fails. On a hit, the target suffers 
  the attack's normal effects. In addition, a black web 
  of necrotic energy radiates across its skin from 
  where it was struck until the start of your next turn. 
  If the target willingly takes a reaction before then, it 
  immediately takes 1d8 necrotic damage, and the 
  spell ends.  
  This spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d8 necrotic damage to the target, and the 
  damage the target suffers for taking a reaction 
  increases to 2d8. Both damage rolls increase by 1d8 
  at 11th level and 17th level. 
  Pyroclastic Tide 
  3rd-level evocation 
  Range: Self (10-foot radius sphere) 
  Casting Time: 1 action 
  Components: V, M (a melee weapon) 
  Duration: Instantaneous 
  You strike a blow fueled by the fury of the earth, 
  channeling volcanic energy into the very ground 
  beneath your feet.  
  As part of the action used to cast this spell, make a 
  melee weapon attack against a creature within 
  range. If the attack hits, the target is knocked prone, 
  and the ground within a 10-foot radius sphere 
  centered on you becomes difficult terrain until it is 
  cleared. All creatures besides you within the affected 
  area must roll a Strength saving throw. A creature 
  takes 2d6 bludgeoning damage and 2d6 fire damage 
  and is knocked prone on a failed save. If the saving 
  throw is successful, the creature takes half the 
  damage, and isn’t knocked prone. Molten lava ignites 
  flammable objects in the area that aren't worn or 
  carried. 
  The spell’s area remains difficult terrain until it is 
  cleared. Each 5-foot-square portion of the area 
  requires at least 1 minute to clear by hand. 
  Firenewts and earth-based or fire-based elemental 
  creatures (such as gargoyles or salamanders) do not 
  take damage from this spell.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the bludgeoning 
  damage and fire damage both increase by 1d6 for 
  each slot level above 3rd. 
  Quickening Breeze 
  3rd-level conjuration 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a thin-bladed razor) 
  Duration: Instantaneous 
  You summon a gentle wind spirit whose influence 
  grants serenity and good fortune to your allies. 
  Choose a 15-foot cube within range. The next three 
  saving throws rolled by your allies within that area 
  before the spell ends are made with advantage. Once 
  the third saving throw is rolled with advantage, the 
  spell ends. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the number of saving 
  throws made at advantage are increased by 1 for 
  every 2 slot levels above 3rd. 
  Quickling Step 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S 
  Duration: 1 round 
  
   
  Page 99 
   
   
  You gain the speed of a magical creature. For the rest 
  of the turn, your walking speed is increased by 10 
  feet, and you have advantage on Dexterity 
  (Acrobatics) checks. 
  Quill Blast 
  5th-level conjuration 
  Range: Self (20-foot radius) 
  Casting Time: 1 action 
  Components: V, S, M (a porcupine’s quill) 
  Duration: Instantaneous 
  Needle-sharp quills emerge from your skin, flying 
  outward in every direction. All creatures in a 20-foot 
  radius sphere centered on you must make a 
  Dexterity saving throw. On a failed save, a creature 
  takes piercing damage from the quills. The amount of 
  damage depends on a creature’s size as shown on the 
  table below. On a successful saving throw, the 
  creature takes half the listed damage. 
  Size 
  Piercing Damage 
  Tiny 
  2d6 
  Small 
  4d6 
  Medium 
  6d6 
  Large 
  8d6 
  Huge 
  10d6 
  Gargantuan 
  12d6 
  Unless a creature is an undead or a construct, on a 
  failed saving throw it has disadvantage on all its 
  saving throws and ability checks until the end of 
  your next turn as it writhes in pain. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the radius of the 
  sphere increases by 10 feet for each slot level above 
  5th. If the spell slot used is 7th level or higher, the 
  dice rolled for damage increases to d10s instead of 
  d6s. 
  Radiant Assault 
  7th-level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
  You cause a blast of radiant energy in a 20-foot 
  radius centered on a point within range. Any 
  creature caught in the blast takes 12d6 radiant 
  damage, or half as much on a successful Dexterity 
  saving throw.  
  In addition, a creature caught in the blast must 
  make a Constitution saving throw or be stunned 
  until the end of its next turn. 
  Blinded or sightless creatures are not affected by 
  this spell. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the amount of radiant 
  damage increases by 1d6 for each slot level above 
  7th. 
  Rainbow Beam 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M 
  Duration: Instantaneous 
  A ray of rainbow colored light streaks from your 
  hand. Make a ranged spell attack. On a hit, the target 
  takes damage equal to 2d12 + your spellcasting 
  ability modifier, and it is stunned until the end of its 
  next turn. A successful Constitution saving throw 
  negates the stunning effect.  
  The type of damage dealt is rolled randomly from 
  the following table: 
   
  1d8 Color 
  Damage Type 
  1 
  Red 
  Fire 
  2 
  Orange 
  Acid 
  3 
  Yellow 
  Lightning 
  4 
  Green 
  Poison 
  5 
  Blue 
  Cold 
  6 
  Indigo 
  Thunder 
  7 
  Violet 
  Force 
  8 
  Multihued Roll twice, ignoring this 
  result 
  
   
  Page 100 
   
   
  If the result indicates the beam is multihued, then 
  the target takes 2d12 points of damage for each 
  damage type. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the amount of 
  damage of the type rolled increases by 1d12 for 
  every two slot levels above 2nd. 
  Rainbow Blast 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a small clear gem or crystal 
  prism worth at least 50 gp) 
  Duration: Instantaneous 
  A multihued ray of energy shoots from your hand at 
  a target within range. Make a ranged spell attack. On 
  hit, the ray deals 1d8 acid damage, 1d8 cold damage, 
  1d8 fire damage, 1d8 lightning damage, and 1d8 
  thunder damage to the target. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the amount of 
  damage of each type increases by 1d8 for every three 
  slot levels above 3rd. 
  Rary’s Mnemonic Enhancer 
  4th-level transmutation 
  Casting Time: 1 minute 
  Components: V, S, M (a piece of string, black dragon 
  blood, and squid ink) 
  Range: Self  
  Duration: 24 hours 
  You may only cast this spell once per day, before you 
  start preparing your spells for the day. Choose up to 
  three levels of spells (three first level spells, one first 
  level spell and one second level spell, or one third 
  level spell) from any other class’s spell list. For 24 
  hours, you treat the selected spells as if they 
  belonged to your class’s spell list, and you may 
  prepare those spells normally.  
  “A most convenient way to surprise your 
  foes, aid your friends, and conjure lunch.” 
  Ray of Entropy 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You emit a ray of negative energy from your 
  outstretched hand at a target within range. Make a 
  ranged spell attack against the target. If the attack 
  hits, the creature has disadvantage on Strength, 
  Dexterity, and Constitution saving throws and ability 
  checks for the duration of the spell. 
  An affected creature can attempt a Charisma 
  saving throw at the end of each of its turns, and on a 
  success, the spell ends. 
  Razorscales 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a thin-bladed razor) 
  Duration: Concentration, up to 1 minute 
  Your skin transforms into razor sharp scales. Your 
  Armor Class cannot be lower than 15, no matter 
  what armor you wear. In addition, any creature that 
  grapples you or hits you with a melee attack during 
  the duration must roll a Dexterity saving throw. On a 
  failed save, the creature takes 2d4 slashing damage, 
  or half as much on a successful one. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d4 for each slot level above 2nd. 
  Read Object 
  6th-level divination (ritual) 
  Casting Time: 10 minutes  
  Range: Touch (1 object) 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You can concentrate on an object you are touching, 
  reading psychic impressions left on it by recent 
  events. At the end of the time you spend casting this 
  spell, you learn of any events within the past 24 
  
   
  Page 101 
   
   
  hours that occurred within 30 feet of the object. You 
  see, hear, and smell those events from the object’s 
  point of view, as if you had been there at the time. 
  You also see a mental image of the last creature 
  that handled the object, also from the object’s 
  perspective, no matter how long ago the object was 
  last held. The only information you receive about the 
  creature is its appearance at that time (including a 
  sense of its size), whether it was alone (although you 
  can’t see any other creatures that might have been 
  there), and a one or two-word description from the 
  DM describing that creature’s emotional state the 
  last time it touched the object (such as “Enraged”, 
  “Extremely Agitated”, “Relaxed”, “Satisfied”, “Utterly 
  Emotionless”, etc.). If the creature was not capable of 
  emotion, or if its mental state was too alien for you 
  to understand, the DM will tell you that instead. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, if the object has been 
  handled by multiple creatures within the last week, 
  you get the same information about each creature 
  who handled it during that time the same way you 
  would normally receive about the last creature who 
  handled it. 
  Reality Maelstrom 
  9th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a golden hoop no less than 1 
  inch across) 
  Duration: 1 round 
  With a crack of lightning and thunder, a 20-foot 
  radius spherical rip in space and time appears at a 
  point you choose within range. The spell has two 
  different areas of effect. 
  First, all loose materials weighing under 100 
  pounds within 20 feet of the maelstrom’s center are 
  sucked into it and transported to a random plane of 
  existence. Similarly, any creatures caught within 20 
  feet must make a Wisdom saving throw or be sucked 
  into the maelstrom and transported. All objects and 
  creatures sucked into the maelstrom are transported 
  to the same plane of existence.  
  The maelstrom has a secondary windstorm effect 
  that extends 40 feet from its center. All unattended 
  objects weighing 50 pounds or less in the extended 
  area are pulled 20 feet closer toward the 
  
   
  Page 102 
   
   
  maelstrom’s center, and then sucked into the rift and 
  transported. A creature within the secondary effect 
  must make a Dexterity saving throw, or be sucked 20 
  feet closer into the maelstrom’s primary area of 
  effect. Afterwards, the creature must make a Wisdom 
  saving throw or be sucked into the rift and 
  transported to another plane. 
  Consult the following table to determine the 
  destination for any objects or creatures sucked into 
  the maelstrom: 
  d% 
  Planar Destination 
  01-05 
  Heroic Domains of Ysgard 
  06-10 
  Ever-Changing Chaos of Limbo  
  11-15 
  Windswept Depths of 
  Pandemonium 
  16-20 
  Infinite Layers of the Abyss 
  21-25 
  Tarterian Depths of Carceri  
  26-30 
  Gray Waste of Hades 
  31-35 
  Bleak Eternity of Gehanna 
  36-40 
  Nine Hells of Baator  
  41-45 
  Infernal Battlefield of Acheron 
  46-50 
  Clockwork Nirvana of Mechanus 
  51-55 
  Peaceable Kingdoms of Arcadia 
  56-60 
  Seven Mounting Heavens of 
  Celestia 
  61-65 
  Twin Paradises of Bytopia 
  66-70 
  Blessed Fields of Elysium 
  71-75 
  Wilderness of the Beastlands 
  76-80 
  Olympian Glades of Arborea 
  81-89 
  Concordant Domain of the 
  Outlands 
  90-91 
  Elemental Plane of Fire 
  92-93 
  Elemental Plane of Earth 
  94-95 
  Elemental Plane of Air 
  96-97 
  Elemental Plane of Water 
  98 
  Feywild 
  99 
  Shadowfell 
  100 
  Demiplane of the DM’s Choice 
  Reaver’s Touch 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The touch of your hand drains a target’s life energy, 
  allowing you to sacrifice animals or sometimes other 
  creatures to make their vitality your own. Make a 
  melee spell attack against the target. You have 
  advantage on the attack if your target is a beast. On a 
  hit, the target takes 1d6 necrotic damage, and you 
  gain temporary hit points equal to half the damage 
  dealt (rounded up). The spell’s damage increases by 
  1d6 when you reach 5th level (2d6), 11th level 
  (3d6), and 17th level (4d6). 
  “Sometimes the simplest magic is also the 
  darkest.” 
  Recitation 
  4th-level enchantment 
  Casting Time: 1 bonus action 
  Range: 30 feet 
  Components: V, S, M (a sacred text of your faith) 
  Duration: Concentration, up to 1 minute 
  By reciting a sacred passage or declaration from holy 
  teachings, you invoke ancient divine blessings upon 
  your allies. Choose up to four creatures within range, 
  one of which may be yourself. Whenever a target 
  makes an attack roll or a saving throw before the 
  spell ends, the target can roll a d4 and add the 
  number rolled to the attack roll or saving throw. 
  If the target worships the same patron deity as 
  you, it may choose to roll a d6 for the benefit of this 
  spell instead of a d4. 
  Whether or not you choose yourself as a target of 
  this spell, you gain a +2 bonus to your Armor Class 
  for the duration. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can target one 
  
   
  Page 103 
   
   
  additional creature for each slot level above 4th. 
  Redirect Spell 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You create a magical connection between yourself 
  and an ally, such that any spells that would harm the 
  ally are redirected to you. Touch a willing creature 
  when you cast this spell. Whenever you are within 
  15 feet of that creature, and it is forced to make a 
  saving throw against a spell, or it is targeted by a 
  spell attack, the spell targets you instead. If the spell 
  forces a saving throw, you make your own saving 
  throw against it and undergo its effects for a success 
  or failure. If the spell is an attack, the attack roll is 
  made against you. 
  This spell ends early if the chosen creature is ever 
  more than a mile away from you. 
  Regal Procession 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: Instantaneous 
  This spell functions like find steed, except you 
  summon three more mounts that come with bit and 
  bridles, riding saddles, saddle blankets, ribbons and 
  adornments, and a regal banner. You select the color 
  of the horses and livery, which can include heraldry 
  or a personal symbol. 
  Rejuvenate Self 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  For the duration of this spell, at the beginning of 
  each of your turns, if you made one or more melee 
  attacks that inflicted at least 10 points of damage 
  since the start of your previous turn, you gain 1 
  temporary hit point for every 5 points of damage you 
  inflicted with your most damaging attack. The 
  maximum number of temporary hit points you can 
  gain in this way in one turn is equal to your 
  spellcasting ability modifier. 
  At Higher Levels. When you cast this spell using a 
  2nd-level or higher spell slot, you increase the 
  duration of the spell to 10 minutes. If you use a 3rd-
  level or higher spell slot, the duration increases to 1 
  hour. In addition, the maximum number of 
  temporary hit points you can gain from this spell in a 
  turn is equal to your spellcasting ability modifier or 
  the level of the slot you used to cast this spell, 
  whichever is higher.  
  Resistance, Greater 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a miniature cloak)  
  Duration: Concentration, up to 1 minute 
  This spell functions like resistance, except the target 
  gains a bonus of 1d6 on a number of saving throws it 
  makes during the duration. After it has added this 
  bonus a number of times equal to your spellcasting 
  ability modifier, the spell ends.  
  Resistance, Superior 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a miniature cloak)  
  Duration: Concentration, up to 1 minute 
  This spell functions like resistance, except the target 
  gains a bonus of 1d8 on a number of saving throws it 
  makes during the duration. After it has added this 
  bonus a number of times equal to your spellcasting 
  ability modifier, the spell ends.  
  Righteous Might 
  5th-level transmutation 
  Casting Time: 1 action 
  
   
  Page 104 
   
   
  Components: V, S, M (your holy symbol) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  You grow enormous as you are filled with holy 
  power. For the duration, you become the next largest 
  size category, and you have advantage on Strength 
  and Constitution checks and saving throws. In 
  addition, your skin hardens, giving you a +4 bonus to 
  AC, you have resistance to necrotic damage. 
  Any equipment you carry or wear also grows.  
  Your melee weapons increase their reach by 5 feet, 
  and attacks you make with them inflict an additional 
  +2 damage. Your ranged weapons also inflict an 
  additional +2 damage, but their range is not 
  increased. 
  After casting this spell, if you cast it again before 
  you finish a short or long rest, you must make a 
  Constitution saving throw at disadvantage, against a 
  DC equal to your own spellcasting DC plus the 
  number of times you have cast this spell since the 
  last time you finished a short or long rest. If you fail, 
  you fall unconscious for 1 minute, and the spell fails. 
  Sacred Strike 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (two drops of unholy water, 
  and one of the caster’s hairs) 
  Duration: Concentration, up to 1 minute 
  You conjure a whip-like flexible line of force that 
  emanates from your hand and crackles with purple-
  hued sparks. You are considered proficient with the 
  weapon, wielding it like a normal melee weapon, and 
  you may substitute your spellcasting ability modifier 
  for your Strength modifier when making attack and 
  damage rolls with it. It has a reach of 10 feet. 
  Any living creature struck by the weapon suffers 
  excruciating pain and takes an amount of necrotic 
  damage equal to 4d4 + your spellcasting ability 
  modifier. A creature struck by the whip must make a 
  Constitution saving throw. On a failure, it suffers 
  disadvantage on the next attack roll, ability check, or 
  saving throw it makes before the end of its next turn. 
  After dealing damage, the caster regains a number of 
  hit points equal to half the necrotic damage dealt.  
  An undead creature struck by the weapon takes 
  damage normally, but does not suffer any further 
  effects. In addition, rather than being healed, when 
  you damage an undead creature with this spell, you 
  take damage equal to half the necrotic damage 
  inflicted. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the amount of 
  necrotic damage increases by 1d4 for every two slot 
  levels above 4th. 
  Saga of Foretold Doom 
  9th-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a ranged weapon) 
  Duration: Concentration, up to 1 minute 
  As you strike, you call out an ancient prophecy that 
  seems to have predicted your opponent's defeat long 
  ago. As part of the action of casting this spell, make a 
  ranged weapon attack against a creature within 
  range. You can use your spellcasting ability instead 
  of Dexterity for the attack and damage roll for this 
  attack. If the attack hits, it inflicts an additional 2d12 
  psychic damage, and all attack rolls against the 
  target are made with advantage for the spell’s 
  duration. 
  At the end of each of the target’s turns before the 
  spell ends, the target must make a Wisdom saving 
  throw. On a failure, it takes 6d12 psychic damage 
  and is frightened until the end of its next turn. On a 
  successful save, the spell ends. 
  This spell immediately ends if you cast it again 
  before the end of its duration. 
  Sanctuary, Mass 
  5th-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  
   
  Page 105 
   
   
  This spell functions like sanctuary, except that it 
  affects up to seven creatures within range (one of 
  whom may be you). 
  Scattered Form 
  1st-level transmutation 
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V  
  Duration: Instantaneous 
  Your body briefly transforms, shattering into a horde 
  of insects to attack nearby creatures before instantly 
  reforming. Each creature within range, other than 
  you, must succeed on a Dexterity saving throw, 
  taking 2d10 piercing damage on a failure, or half as 
  much on a success. If at least one creature fails its 
  saving throw, you gain resistance to nonmagical 
  bludgeoning, piercing, and slashing damage until the 
  end of your next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the piercing damage 
  increases by a 1d10 for each slot level above first. 
  Searing Light 
  3rd-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: 120 feet 
  Duration: Instantaneous 
  A blast of light shoots from your palm. Make a 
  ranged spell attack against a target within range. If 
  you hit, the target takes 4d10 radiant damage. If the 
  target is undead, it takes maximum damage, and 
  must make a Wisdom saving throw. On a failed save, 
  the target is stunned until the end of its next turn. 
  At Higher Levels.  When you cast this spell using a 
  spell slot of 4th level or higher, the radiant damage 
  increases by 1d10 (or max damage against undead) 
  for every slot level above 3rd. 
  Serenity of Stone 
  4th-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: S, M (a polished obsidian mirror 
  worth 200 gp, which the spell consumes) 
  Duration: Concentration, up to 1 minute 
  Your body and mind are invested with the hardness 
  of stone and the inexorable power of flowing magma. 
  Until the spell ends, you gain resistance to fire 
  damage and to nonmagical bludgeoning, piercing, 
  and slashing damage, and you have advantage on 
  Wisdom and Intelligence saving throws. 
  Serpent Arrows 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a serpent scale) 
  Duration: Concentration, up to 1 hour 
  You touch a quiver containing arrows or bolts. When 
  a target is hit by a ranged weapon attack using a 
  piece of ammunition drawn from the quiver, the 
  target takes an extra 2d6 poison damage. Even if the 
  attack misses, the target takes 1d6 poison damage. 
  The spell’s magic ends on the piece of ammunition 
  when it hits or misses, and the spell ends when ten 
  pieces of ammunition have been drawn from the 
  quiver. 
  After each attack, whether it hits or misses, the 
  used piece of ammunition falls into an unoccupied 
  space closest to the target, where it transforms into a 
  giant poisonous snake under the control of the 
  creature who attacked with the ammunition.  
  Giant poisonous snakes created by this spell are 
  friendly to you and your companions. They act on 
  the initiative of the creature who attacked with the 
  ammunition, immediately after that creature’s turn 
  ends, but act on their own. The snakes obey any 
  verbal commands issued by the creature controlling 
  them (no action required by you). If that creature 
  doesn't issue any commands, the snakes continue to 
  attack the target of the ranged attack (even if the 
  target has dropped to 0 hit points), but otherwise 
  take no actions beyond defending themselves. 
  Each snake changes back into a piece of 
  ammunition when it drops to 0 hit points or when 
  the spell ends. 
  
   
  Page 106 
   
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the number of pieces 
  of ammunition you can affect increases by two for 
  each slot level above 4th. 
  “Serpent arrows! What can I say? There are 
  some people in this world with truly twisted 
  imaginations.” 
  Serpent Missile 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (s snake scale) 
  Duration: Instantaneous 
  Writhing bolts of energy leap from your hand, and 
  strike a target you can see within range. The target 
  must make a Constitution saving throw. On failure, 
  the target takes 3d4 poison damage, and is poisoned 
  until the end of its next turn. On a successful save, it 
  only takes half damage and isn’t poisoned. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you deal an extra 
  1d4 poison damage, and the poisoned condition lasts 
  one round longer for each slot level above 1st.  
  Servant Army 
  5th-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a small stick crossbar to which 
  many lengths of knotted thread are attached) 
  Duration: Up to 1 hour 
  You create a number of invisible, mindless, shapeless 
  forces that perform simple tasks at your command. 
  Roll 3d4 to determine how many servants you 
  create. Each servant obeys any verbal commands 
  that you issue (no action required by you). However, 
  if you don't issue any commands, a servant does 
  nothing as it awaits your next command.  
  Once you give a command, each servant performs 
  its task to the best of its ability until its task is 
  completed. It then waits for your next command. 
  Your servants can run and fetch things, open unstuck 
  doors, and hold chairs as well as clean and mend. A 
  servant can also be used for common laborious tasks, 
  if you carefully direct it. The servants are no better 
  or faster at tasks than a basic or unskilled commoner 
  would be. 
  The servants can serve food or wine at a banquet, 
  help dig earthworks, row a ship, act as porters, fold 
  clothes, or assist in a farmer’s fields. Each servant 
  can perform only one activity at a time, but it repeats 
  the same activity continuously if told to do so. This 
  allows you to command one servant to perform a 
  repetitive task and then turn your attention 
  elsewhere if you remain within range. Servants can 
  open only normal doors, drawers, lids, and so forth. 
  They have an effective Strength score of 2 (so they 
  can carry 30 pounds, and push, drag, or lift 60 
  pounds). They can trigger traps and such, but they 
  can exert only 60 pounds of force, and that is not 
  enough to activate certain pressure plates and other 
  devices. A servant’s speed is 15 feet. 
  The servants cannot attack in any way, and are 
  never allowed to make an attack roll. The servants 
  have an Armor Class of 10 and 6 hit points. The 
  servants cannot be killed, but they dissipate after 
  taking 6 points of damage. (They do not make saving 
  throws). If you attempt to send a servant beyond the 
  spell’s range (measured from your current position), 
  that servant ceases to exist. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you create 1d4 
  additional servants for every slot level above 5th. 
  When you cast this spell using a spell slot of 7th level 
  or higher, the spell’s duration increases to 8 hours. 
  Shadow Burst 
  2nd-level necromancy 
  Casting Time: 1 action 
  Components: V, S 
  Range: 120 feet 
  Duration: 1 minute 
  A cloud of gray shadowy goo leaps from your hand 
  toward a target you choose within range. The goo 
  rips at its victim’s eyes, flows into its mouth, and 
  
   
  Page 107 
   
   
  tries its best to be a pest. The bolt never misses and 
  deals 2d6 necrotic damage to the target.  
  In addition, the target must make a Constitution 
  saving throw. If the save is successful, the target 
  takes the damage, but suffers no other ill effects. If 
  the target fails the saving throw, it has disadvantage 
  on ability checks, attack rolls, and saving throws for 
  the duration.  
  The target can attempt a new Constitution saving 
  throw at the end of each of its turns. On a success, 
  the spell ends. 
  “A battlemage of the Shoon Imperium cast 
  this at me once, and it was most unpleasant. 
  The mage in question is no longer with us—
  of course, the Shoon Empire isn't either.” 
  Shadow Form 
  5th-level illusion 
  Casting Time: 1 action 
  Components: V, S, M (part of a funeral shroud) 
  Range: Touch 
  Duration: Up to 1 hour 
  You wrap one person you touch in the essence of the 
  Shadowfell. The creature becomes harder to see and 
  its body becomes much more malleable. The 
  creature gains advantage on all Stealth checks and 
  may add its proficiency bonus to the roll. If the 
  creature already has proficiency with Stealth, it may 
  double its proficiency bonus. The subject of this spell 
  can also squeeze through any gap larger than 1-inch 
  wide.  
  Shard Storm 
  5th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a crystal or piece of glass) 
  Range: 120 feet 
  Duration: Instantaneous 
  You fill a 20-foot radius sphere with ghostly shards 
  of force and the sound of breaking glass. Anyone in 
  the sphere must make a Dexterity saving throw. On a 
  failed save, a creature takes 6d8 force damage, or 
  half as much on a successful one. At the start of the 
  creature’s next turn, the shards continue to dig 
  deeper, dealing half the damage they dealt the 
  previous round. The shards disappear after the 
  second round. 
  Shield of Faith, Mass 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a small piece of parchment 
  with some holy text written on it)  
  Duration: Concentration, up to 1 minute 
  This spell functions like shield of faith, except that it 
  affects you and up to six of your allies within range. 
  Shield of Warding 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S  
  Duration: Up to 1 minute 
  You touch a shield and imbue it with protective 
  magic. The shield grants its bearer a +2 bonus to 
  Armor Class and Dexterity saving throws for the 
  spell’s duration. 
  Shield of Warding, Mass 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: Concentration, up to 10 minutes 
  This spell functions like shield of warding, except that 
  it affects you and up to six of your allies within range. 
  Shieldbearer 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch (10-feet) 
  Components: V, S, M (a shield)  
  Duration: Concentration, up to 1 minute 
  
   
  Page 108 
   
   
  You touch a shield, and it hovers and moves to 
  protect a target you choose within range. The shield 
  provides the creature with its Armor Class bonus for 
  the spell’s duration. Once the shield’s recipient has 
  been chosen, it cannot be changed for the duration of 
  the spell.  
   If you choose to protect another creature within 
  10 feet with this spell, the ally can move up to 60 feet 
  away from you without breaking the spell. However, 
  if the protected creature moves beyond that range, 
  the spell ends. 
  Shifting Paths 
  8th-level illusion (ritual) 
  Casting Time: 10 minutes 
  Range: 150 feet 
  Components: V, S, M 
  Duration: 8 hours 
  This spell hides a path or road that you choose, while 
  also creating an illusory path that starts at a point 
  you choose within range. The illusory path continues 
  in a direction you choose for up to a number of miles 
  equal to 2 × your spellcasting ability modifier. This 
  illusory path avoids obstacles, and does not provide 
  bridges, stairs, ladders, ramps, or other methods to 
  travel through impassable terrain. The path will not 
  cross cliffs or rivers more than four feet deep.  
  A creature following the original path must make a 
  Wisdom saving throw when it comes to the start of 
  the illusory path. On a failed save, the creature 
  follows the illusory path as if it were the real one. If 
  the path moves through difficult terrain, the creature 
  believes the path slopes and twists to justify its 
  reduction in speed.  
  On a successful save, the creature sees both paths, 
  but the illusory path appears shadowy.  
  Shroud of Undeath 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (dust or bone fragments from 
  any destroyed undead creature) 
  Duration: Concentration, up to 1 hour 
  You shroud yourself in necrotic energy, temporarily 
  gaining the traits of undeath. Your appearance does 
  not change except for a very slight pallor, but your 
  creature type changes to undead for the duration of 
  the spell. 
  Nonintelligent undead creatures perceive you as 
  one of their kind, ignoring you. Intelligent undead do 
  not immediately recognize you as alive, but may 
  question whether you are undead. Any ability check 
  made to determine that you are not truly undead is 
  made with disadvantage, and you have advantage on 
  all Charisma checks to convince others of your 
  undead nature. 
  If an undead creature does target you directly with 
  an attack or a harmful spell, that creature must make 
  a Wisdom saving throw (an undead needn't make 
  the save when it includes you in an area effect, such 
  as the explosion or fireball). On a failed saving throw, 
  the creature must choose a new target or forfeit 
  targeting someone else, potentially wasting the 
  attack or spell. A creature automatically succeeds on 
  this saving throw if it has made a successful saving 
  throw against this effect within the last 24 hours or it 
  has seen you target an undead creature with an 
  attack or other harmful effect within the last 24 
  hours. 
  Because you are undead, if a spell or other effect 
  states that it does not affect undead, then it does not 
  affect you for the spell’s duration. Conversely, effects 
  that do affect undead (such as the Turn Undead class 
  feature) affect you as such. 
  Sign of Sealing 
  3rd-level abjuration 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V, S, M (a crushed emerald worth at 
  least 100 gp, which the spell consumes) 
  Duration: Permanent 
  You seal a door, chest, book, or other object that 
  can be closed with a magical sigil that bars entry and 
  prevents opening. The protected object can only be 
  opened if broken, or with knock or dispel magic. 
  However, if the object is forced open by any means 
  (physical or magical), the sigil explodes in 30-foot 
  
   
  Page 109 
   
   
  radius for 10d4 force damage. A successful Dexterity 
  saving throw halves the damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the amount of force 
  damage increases by 1d4 per slot level above 3rd. 
  Sign of Sealing, Greater 
  6th-level abjuration 
  Casting Time: 10 minutes 
  Range: 30 feet 
  Components: V, S, M (a crushed emerald worth at 
  least 500 gp, which the spell consumes) 
  Duration: Permanent 
  This spell functions the same as sign of sealing, 
  except that it can be used to seal an open space, such 
  as a corridor, archway, or room. The spell creates a 
  magical barrier of force that repels any creature 
  trying to enter or pass the warded area.  
   In addition, doors and objects protected by this 
  spell are strengthened, increasing their AC by 2, and 
  increasing their hit points by 25 (see “Objects” in 
  chapter 8 of the Dungeon Master’s Guide for details 
  on the hit points and AC of objects). Any object 
  protected by the spell is treated as magic, and has 
  resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical sources. 
   If a greater sign of sealing is broken, an explosion 
  occurs. Each creature within 40 feet must make a 
  Dexterity saving throw, taking 10d6 force damage on 
  a failure or half as much on a success. 
   This spell cannot be bypassed using a knock spell, 
  but it can be dispelled. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the amount of force 
  damage increases by 1d6 per slot level above 6th. 
  Simbul’s Spell Sequencer 
  7th-level enchantment 
  Casting Time: 1 action 
  
   
  Page 110 
   
   
  Components: V, M (pieces of amber worth a total of 
  5,000 gp, which are consumed in the casting of this 
  spell) 
  Range: Self 
  Duration: 1 year 
  You use several pieces of ancient amber to create a 
  matrix that contains spells you cast, frozen in time 
  until you need them. While casting this spell you cast 
  up to three spells of 1st through 3rd level, and you 
  choose a command word. When the command word 
  is spoken, all three spells take effect immediately, in 
  the order they were cast, as if you had just cast all 
  three of them in the same turn, and the spell ends. 
  You make all decisions for this spell (targets, area, 
  etc.) you would normally make as the caster. You 
  may only have one Simbul’s spell sequencer active at a 
  time.  
  Only spells with a casting time of 1 action or 1 
  bonus action can be cast into your spell sequencer. 
  When you create the sequencer, you reduce your 
  maximum Hit Dice by a number equal to the total 
  combined levels of the spell slots used to cast the 
  spells you place in it. Your maximum number of Hit 
  Dice does not return to normal until the spell ends. If 
  the duration expires and you did not speak the 
  command word, the spells are lost. 
  Sinuous Horrors 
  4th-level transmutation 
  Casting Time: 1 action 
  Components: V, S 
  Range: Self 
  Duration: 1 minute 
  Your arms transform into snakes when you cast this 
  spell. On each of your turns, you can make two melee 
  spell attacks with the snakes, with a reach of 10 feet. 
  On a hit, a target takes poison damage equal to 1d8 + 
  your spellcasting modifier. In addition, the target 
  must make a Constitution saving throw, or be 
  poisoned until the start of your next turn.  
  You cannot cast spells with somatic or material 
  components while this spell is active, and holding 
  things will be difficult at best. This spell cannot be 
  dismissed (though it can be dispelled). It lasts a full 
  minute regardless of the caster’s wishes.  
  Sleep of Horror  
  3rd-level necromancy (ritual) 
  Casting Time: 1 action 
  Components: V, S, M (a pinch of black sand) 
  Range: 120 feet 
  Duration: Instantaneous 
  A target you choose within range must make an 
  Intelligence saving throw. If it fails the save, its next 
  sleep is wracked with terrifying nightmares, and 
  does not gain any of the benefits of a long rest. After 
  that, every time it finishes a long rest, it must make 
  the Intelligence saving throw again. If it fails, it gains 
  no benefit from the long rest. If it succeeds, the spell 
  ends. The spell continues until the target makes its 
  Intelligence saving throw, or until it dies. 
  “Nightmares—in many ways they are worse 
  than any physical torture one might devise.” 
  Sorcerous Scribe 
  1st-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S,  
  Duration: Concentration, up to 1 hour 
  You summon a magical quill that writes down 
  anything you say. The quill can write on any surface. 
  The quill will not scribe magic spells, but any 
  command words you would use to activate some 
  kind of magical effect can be recorded. The quill 
  continues writing and does not run out of ink for the 
  duration.  
  Soul Scour 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a pinch of dust from the bones 
  of a lich) 
  Duration: 24 hours 
  
   
  Page 111 
   
   
  Your touch corrupts your victim's very soul, 
  damaging some of its mental characteristics. Make a 
  melee spell attack against a creature within your 
  reach. On a hit, the target takes 3d6 psychic damage 
  and has disadvantage on Wisdom checks, Wisdom 
  saving throws, Charisma checks, and Charisma 
  saving throws. At the end of the target's next turn, it 
  must make an Intelligence saving throw. If it 
  succeeds, the spell ends. If it fails, it may make 
  another Intelligence saving throw 1 minute later. If it 
  succeeds, the spell ends. If it fails, the spells effects 
  last for the duration. 
  This spell can also be ended with greater 
  restoration, heal, or wish. However, the caster of a 
  greater restoration or heal spell must choose to affect 
  either the Wisdom or Charisma of the target of this 
  spell. Only the effects of this spell on ability checks 
  and saving throws for the selected ability are 
  affected. Thus, it requires two castings of greater 
  restoration or heal (or one of each) to remove all the 
  effects of this spell. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the psychic damage 
  increases by 1d6 for each slot level above 5th. 
  Spark of Life 
  4th-level necromancy 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch 
  Duration: Concentration, up to 1 minute 
  You imbue an undead target with a sliver of life, 
  making it vulnerable to conditions that usually affect 
  the living. When you cast this spell, you make a 
  melee spell attack against an undead target. On a hit, 
  the undead creature must make a Wisdom saving 
  throw or lose all of its condition immunities. The 
  target also loses its damage resistances, and its 
  damage immunities become resistances instead.  
  After the spell expires, the target knows what you 
  have done, and will likely have a hostile attitude 
  toward you. 
  Speed of Thought 
  1st-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You marshal psychic energies to move with speed 
  and acrobatic grace. When you cast this spell, you 
  gain two speed points. For the duration, as a bonus 
  action on your turn, you can expend a speed point, 
  granting yourself the following benefits until the end 
  of that turn: 
   Your speed increases by 10 feet. 
   You have resistance to falling damage. 
   Difficult terrain does not reduce your speed. 
   You have a climb speed equal to your walking 
  speed.  
   Opportunity attacks against you are made with 
  disadvantage. 
   You add 10 feet to your long jump distance and 3 
  feet to your high jump distance. 
   You have advantage on Dexterity (Acrobatics) 
  and Strength (Athletics) checks. 
   You can move up, down, and across vertical 
  surfaces and upside down along ceilings, while 
  leaving your hands free. 
   You do not sink when moving over soft or brittle 
  terrain, such as dust, silt, mud, snow, or thin ice. 
  This effect does not allow you to move over 
  liquid surfaces. 
   If you move at least 20 feet straight toward a 
  creature and then hit it with a melee weapon 
  attack on the same turn, that attack inflicts an 
  additional 1d4 damage.  
  At the end of your turn, the benefits fade entirely 
  until you spend another speed point. If these benefits 
  end while you are still on a vertical surface, or 
  anywhere else where you would normally fall or 
  sink, you immediately fall or begin to sink unless you 
  have some other means to remain there. 
  This spell ends when its duration expires, when 
  you cast this spell again, or when you have spent all 
  your speed points. When the spell ends, any unspent 
  speed points are lost. 
  
   
  Page 112 
   
   
  At Higher Levels. If you cast this spell with a spell 
  slot of 2nd level or higher, the extra damage you 
  inflict with melee weapon attacks against opponents 
  when you move 20 feet increases by 1d4 for each 
  slot level above 1st. In addition, if you cast this spell 
  with a spell slot of 3rd level or higher, you gain one 
  additional speed point for every two slot levels 
  above 1st. 
  “The sorcerer who first created this spell 
  seems to have adapted it from certain psionic 
  disciplines practiced by esoteric mystics. It is 
  a highly versatile spell that requires very 
  little energy to cast. Well worth 
  considering for thy spellbook.” 
  Spell Engine 
  8th-level abjuration 
  Casting Time: 10 minutes 
  Range: Self (30-feet) 
  Components: V, S, M (a disc of polished bone, one of 
  your tears, and a silver wheel worth 500 gp) 
  Duration: Varies 
  When you cast this spell, a light appears above you 
  that provides illumination in a 30-foot radius. While 
  studying your spellbook under this light, you may 
  swap out any of the spells you have prepared, 
  trading each spell you choose to swap out for a new 
  one of the same level. Normally, preparing each new 
  spell takes 1 minute per level of that spell, but while 
  this spell is active, the preparation time is halved.  
   This spell does not refresh any spent spell slots. 
  Spell Immunity 
  4th-level abjuration 
  Casting Time: 1 action 
  Components: V, S, M (the same components as the 
  spell being countered) 
  Range: Self 
  Duration: Instantaneous 
  You choose one spell of 4th-level or lower which 
  cannot affect you. The next time the chosen spell 
  would affect you before you finish a long rest, you 
  are unaffected by that casting of the spell, as if it had 
  never been cast, and the spell immunity ends. 
  Sphere of Ultimate 
  Destruction 
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a pinch of dust from a 
  disintegrated creature) 
  Duration: Concentration, up to 1 minute 
  You conjure a 5-foot diameter featureless black 
  sphere of nothingness that disintegrates almost 
  anything it touches. The sphere appears in an 
  unoccupied space of your choice within range and 
  lasts for the duration.  
  Any creature that ends its turn within 5 feet of the 
  sphere must make a Dexterity saving throw. The 
  target takes 12d6 + 60 force damage on a failed save, 
  or half as much on a success. If this damage reduces 
  the target to 0 hit points, it is disintegrated, as if by 
  the disintegrate spell. 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. 
  As an action, you can move the sphere up to 30 
  feet. When you move the sphere, it flies, and you can 
  move it any direction you wish. If you ram the sphere 
  into a creature, that creature must make the saving 
  throw against the sphere’s damage. If you ram the 
  sphere into a Medium or smaller object that is not 
  being held or carried, that object is disintegrated. If 
  you ram this sphere into a Huge or larger object, it 
  disintegrates the 5-foot cube area of that object it 
  strikes. If you ram the sphere into a creation of 
  magical force (such as the wall created by a wall of 
  force spell), it has the same effect on that magical 
  force that it would have on an object of the same 
  size. Magic items are not affected by this spell. 
  Whenever you ram the sphere into a creature or 
  object, it uses up 10 feet of movement for every 5 
  feet it moves through the space occupied by that 
  creature or object. No object or creature can be 
  
   
  Page 113 
   
   
  affected by the sphere more than once in the same 
  turn. 
  Stalwart Pact 
  5th-level evocation (ritual) 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (incense worth 250 gp, which 
  the spell consumes) 
  Duration: Permanent until triggered, then 1 minute 
  When casting this spell, you touch a creature, and 
  grant it magical protection that stays dormant until 
  the spell’s effect is triggered. When the protected 
  creature’s hit points drop below half their maximum, 
  it gains 25 temporary hit points, resistance to all 
  damage except for psychic damage, and a +2 bonus 
  to saving throws and ability checks for 1 minute. 
  Sticks to Snakes 
  2nd-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (several sticks) 
  Range: Touch 
  Duration: Concentration, up to 10 minutes 
  You turn a hand full of sticks into 1d4 + 1 
  constrictor snakes. The snakes you create with this 
  spell are friendly to you and your companions. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions. 
  Once the spell ends, the snakes turn back into sticks.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level, you transmute the sticks into 
  giant constrictor snakes. If you cast the spell using 
  a spell slot of 5th level or higher, you transmute one 
  extra stick into a giant constrictor snake for every 
  two slot levels above 4th. 
  Stone Body 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a small piece of stone from a 
  stone golem) 
  Duration: Concentration, up to 1 minute 
  For the duration, your body is turned into living 
  stone. You gain resistance to physical damage from 
  any source besides adamantine. You are immune to 
  poison damage, disease, and drowning, and to the 
  following conditions: blinded, deafened, poisoned, or 
  stunned.  
   In addition, critical hits against you do not inflict 
  double damage, and you gain advantage on all d20 
  rolls that include your Strength modifier. However, 
  you also suffer disadvantage on all d20 rolls that 
  include your Dexterity modifier. Your speed is cut in 
  half, and you weigh three times more than normal.  
  Stone Shape, Greater 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a miniature cloak)  
  Duration: Concentration, up to 1 minute 
  This spell functions like stone shape, but you may 
  shape a stone object of Huge size or smaller. The 
  stone object you touch can be up to 15 feet in any 
  dimension. You can also mold intricate detail into 
  your creation, such as a stone set of double doors 
  carved with intricate designs and up to four hinges. 
  Stone Spiders  
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (three small pebbles)  
  Duration: Concentration, up to 1 minute 
  You cast this spell on three small stone pebbles in 
  range, no two of which can be more than 30 feet 
  apart. The pebbles grow and turn into constructs 
  that look like stone spiders. The constructs can grow 
  up to huge in size. However, all the constructs must 
  be the same size. The constructs you create with this 
  spell are friendly to you and your companions. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  
   
  Page 114 
   
   
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions. Each 
  stone spider has the same statistics as a giant 
  spider, with the following exceptions. 
   Its natural Armor Class increases by 6 
   It has resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons and 
  immunity to poison and psychic damage 
   Its poison save DC is equal to your spellcasting 
  DC 
  Stone Walk 
  8th-level transmutation 
  Casting Time: Special 
  Range: Special 
  Components: V, S, M (crushed gems worth at least 
  5,000 gp, which the spell consumes) 
  Duration: Permanent 
  This spell links two temples that can be any distance 
  apart, but are both on the same plane of existence. 
  Each temple area must have a stone platform large 
  enough for one creature to stand upon, which is used 
  as a teleportation pad. Before the spell is cast, each 
  platform must be prepared by crushing 2,000 gold 
  pieces worth of gemstones, and performing a 10-
  minute ritual.  
   To complete the spell, you must perform another 
  10-minute ritual using the remaining 1,000 gold 
  pieces worth of crushed gemstones. During the final 
  ritual, a command word is chosen that will be used 
  to travel back and forth between the teleportation 
  pads. When the command word is spoken, one 
  person may be transported with up to 100 pounds of 
  gear.  
   Teleportation using this spell is infallible and 
  cannot be blocked by magical barriers or wards 
  against teleportation. If the destination pad is 
  blocked by solid matter, the traveller is sent to an 
  unoccupied space nearby.  
  Stony Grasp 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a miniature hand sculpted 
  from stone) 
  Duration: Concentration, up to 1 minute 
  This spell functions like Maximillian’s earthen grasp 
  except the hand is made of stone, and it deals 3d6 
  bludgeoning damage on both the initial grab and the 
  crushing damage. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the amount of 
  bludgeoning damage increases by 1d6 for every two 
  slot levels above 3rd.  
  Storm Cone 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When casting this spell, you point in a direction and 
  emit a 60-foot cone shaped whirling vortex. As an 
  action on each of your turns, you can change the 
  direction of the cone up, down, or sideways by 10 
  feet.  
   The vortex whirls around any creature caught in 
  its area, blasting it with fist-sized balls of force, and 
  jolting it with small lightning strikes. The creature 
  takes 5d4 bludgeoning damage from the wind 
  buffets, and 2d4 lightning damage. A successful 
  Dexterity saving throw halves the bludgeoning 
  damage, but not the lightning damage.  
   In addition, a spellcaster caught in the cone must 
  make a successful Constitution saving throw when 
  casting a spell with somatic components. Though it is 
  against your normal spellcasting DC, this saving 
  throw is the equivalent of a roll to maintain 
  concentration on a spell, and special benefits or 
  other effects the creatures has on such Constitution 
  saving throws apply. 
  Storm of Elemental Fury 
  7th-level conjuration 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S  
  
   
  Page 115 
   
   
  Duration: 4 rounds 
  A furious storm erupts in a 40-foot radius, 100-foot-
  high cylinder centered on a point you choose within 
  range. When you cast this spell, and again at the 
  beginning of each of your turns until the spell ends, 
  the storm produces one of the following effects, 
  starting with the first, and then progressing down 
  the list. 
   1st turn. The storm buffets the area with a raging 
  windstorm. No creature within the area can make 
  ranged attacks or be the target of a ranged attack. A 
  Small or smaller creature caught in the storm’s area 
  must make a Strength saving throw. On a failed save, 
  the creature is swept up, thrown 2d6 × 10 feet in a 
  random direction, and takes 1d6 bludgeoning 
  damage per ten feet thrown. A Medium creature 
  must succeed on a Strength saving throw or be 
  knocked 
  prone. A 
  Large 
  or 
  larger 
  creature must succeed on a Strength saving throw or 
  its speed drops to 0.  
   A Large flying creature that fails its saving throw 
  is blown 1d6 × 5 feet in a random direction, Medium 
  flying creatures are blown 1d6 × 10 feet, and Small 
  flying creatures are blown 2d6 × 10 feet away.  
   For the spell's duration, any creature must make a 
  Constitution saving throw the first time it tries to 
  cast a spell inside the area. If it fails, it cannot cast 
  spells within the area until the spell ends. A creature 
  that failed its saving throw can make another 
  Constitution saving throw at the beginning of each of 
  its turns. If it succeeds, it can cast spells normally 
  again.  
   2nd turn. Rocks fall from the sky, pummelling 
  creatures caught in the storm’s area. Each creature 
  caught in the area takes 5d6 bludgeoning damage 
  (no save). 
   3rd turn. Heavy rain pours into the area, 
  automatically extinguishing unprotected flames, and 
  extinguishing protected flames 50% of the time. 
  Visibility within the area is reduced to 5 feet, and the 
  entire area of the spell becomes difficult terrain.  
   4th turn. Gouts of flame rain down from the sky 
  into the storm’s area. Any creature caught within the 
  area must make a Dexterity saving throw. On a failed 
  save, a creature takes 14d6 fire damage, or half as 
  much if successful.  
  Storm Shield 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You conjure a small area of whirling air that 
  occupies a 5-foot radius sphere centered on a 
  point you choose within range. The swirling air 
  forms a shield that blocks acid, cold, fire, lightning, 
  and thunder damage. The shield attracts all 
  elemental discharges and neutralizes them, granting 
  all creatures within a 30-foot radius from its center 
  immunity to the listed damage types. However, the 
  shield's immunity is limited. If the shield reduces 
  damage a creature would take to 0, the spell ends if it 
  
   
  Page 116 
   
   
  is not the first time that the shield has reduced 
  damage that particular creature would have taken to 
  0 since this spell was cast. 
  Stormrage 
  8th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  You gain a flying speed of 40 feet, and immunity to 
  bludgeoning, piercing, and slashing damage inflicted 
  by ranged attacks. You are also immune to the effects 
  of all wind or weather-based spells and attacks (such 
  as control weather).  
   In addition, as an action on each of your turns for 
  the duration, you can emit a single bolt of lightning 
  from your eyes as a ranged spell attack against a 
  target within 100 feet. You have advantage on the 
  attack if the target you select is wearing metal armor. 
  On a hit, the target takes 8d6 lightning damage. 
  Strength of Stone 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  The strength of elemental earth and stone infuse 
  your body. You gain advantage on all d20 rolls that 
  include your Strength modifier, and when you make 
  an attack roll that gains advantage from this spell, 
  that attack inflicts an extra 1d8 damage if it hits. This 
  spell ends if you leave the ground at any time. The 
  walls and ceiling count as ground if you can walk 
  along either surface.  
  Sudden Stalagmite 
  4th-level conjuration 
  Casting Time: 1 action 
  Components: V, S 
  Range 60 feet 
  Duration: 1 minute 
  A ten-foot tall, very sharp stalagmite erupts under 
  your target, who must make a Dexterity saving 
  throw. On a failed save, the creature takes 6d8 
  piercing damage, and is restrained as the stalagmite 
  pierces its flesh. On a successful save, the creature 
  isn’t restrained, and the spell ends.  
  A creature restrained by this spell cannot escape 
  until it uses an action to free itself by making a 
  successful Strength saving throw, or until another 
  creature within 5 feet of it succeeds on a Strength 
  check against your spellcasting DC. When the target 
  is freed, it takes an additional 2d6 piercing damage, 
  and the spell ends. 
  “To this day I recall the look of surprise on 
  that ogre’s face…” 
  Sudden Transposition 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V 
  Duration: Instantaneous 
  With a single word of magical power, you cause two 
  creatures to swap places. Choose two Small or 
  Medium creatures that you can see within range. You 
  can only choose two creatures which are either 
  standing on the same surface or standing on surfaces 
  which are physically connected by solid ground or 
  structures.  
  A creature which is unwilling to be transposed 
  gains a Charisma saving throw against this effect. If 
  neither creature makes a successful saving throw, 
  both creatures are teleported, with each reappearing 
  in the space previously occupied by the other. 
  Summons of Justice 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  
   
  Page 117 
   
   
  You sacrifice some of your own vitality to hurl two 
  rays of holy energy that compel your enemies to 
  come forward. You can hurl your rays at one target 
  or divide them among multiple targets. Make a 
  ranged spell attack for each ray against a target 
  within range. On a hit, the target takes 2d6 radiant 
  damage, and you can pull it up to 15 feet closer to 
  you. 
  You also take 2 points of radiant damage for each 
  ray that hit. Until the start of your next turn, attack 
  rolls against you have advantage, and you have 
  disadvantage on Strength, Dexterity, and 
  Constitution saving throws. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you create one 
  additional ray for each slot level above 1st. 
  Symphonic Nightmare 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (an exceptionally crafted small 
  statue of an opened skull with a miniature orchestra 
  within the cavity, which is worth at least 1,000 gp) 
  Duration: 1 week 
  A creature you touch loses its ability to sleep 
  restfully for the duration of the spell. Instead of 
  peaceful fantasies, the subject’s dreams are filled 
  with a discordant orchestra. Starting when the 
  subject next finishes a long rest, it has disadvantage 
  on Wisdom checks and Wisdom saving throws for 
  the duration of the spell. 
   In addition, until the spell ends, whenever the 
  subject finishes a long rest, it must roll a Wisdom 
  saving throw. If it fails, it does not gain the benefits 
  of that long rest.  
   The subject is immune to the dream spell while 
  under the influence of this spell. This spell can be 
  ended by a remove curse or greater restoration spell 
  cast using a 7th-level or higher spell slot, in addition 
  to being dispelled normally. 
  Synostodweomer 
  7th-level transmutation 
  Casting Time: 1 reaction, which you take in 
  response to casting a spell of 1st-level or higher 
  Range: Self 
  Components: V, S  
  Duration: 1 round 
  When you cast another one of your spells, you can 
  cast this spell in tandem as a reaction (this is an 
  exception to the normal rule about casting more than 
  one spell in the same turn). The spell you cast is 
  channelled by synostodweomer into healing energy. 
  Until the end of your next turn, you can use a bonus 
  action to touch a creature and heal its wounds by 
  1d8 hit points for every spell slot level of the 
  triggering spell.  
   For example, you could cast this spell in tandem 
  with the mind blank spell using an 8th-level spell 
  slot, and then heal a creature you touch for 8d8 hit 
  points. 
  Tactical Precision 
  2nd-level divination 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a toy soldier) 
  Duration: Concentration, up to 1 minute 
  When this spell is cast, you up to six creatures you 
  choose within range, have greater insight into each 
  other’s actions.  
   When an ally affected by this spell makes a melee 
  weapon attack against a creature that is within 5 feet 
  of another ally affected this spell, they gain 
  advantage on the attack roll and deal an extra 1d6 
  damage of that weapon's type if the attack hits.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the bonus to hit 
  increases by 1 and the weapon damage increases by 
  1d6 for every two slot levels above 2nd. 
  Tearing Claws 
  1st-level conjuration 
  Casting Time: 1 action  
  
   
  Page 118 
   
   
  Range: Self (15-foot cone) 
  Components: V  
  Duration: Instantaneous 
  Spectral draconic claws strike out from your body, 
  slashing at your foes and shoving them backward. 
  Each creature in a 15-foot cone emanating from you 
  must make a Dexterity saving throw. On a failed 
  save, a creature takes 2d10 slashing damage and is 
  pushed 5 feet away from you. On a successful save, 
  the creature takes half damage and isn't pushed.  
  Creatures that only have hit points equal to half 
  their hit point maximum or fewer have disadvantage 
  on the saving throw, and are pushed back 15 feet on 
  a failed saving throw. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage 
  increases by a 1d10 for each slot level above 1st. 
  Thundering Armor 
  1st-level abjuration 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a tuning fork) 
  Duration: Instantaneous 
  You infuse a creature's armor with pulsing energy, 
  increasing its protection and knocking a single foe 
  away with an intense reverberation. Choose a 
  friendly creature within range that is wearing armor. 
  The subject gains a +2 bonus to AC until the end of 
  its next turn. You can also choose a hostile creature 
  within 5 feet of the ally. That hostile creature must 
  make a Strength saving throw. On a failed save, it 
  takes 2d8 thunder damage and is pushed 10 feet 
  away from your ally. On a successful save, the target 
  takes half damage and is not pushed. 
  You cannot cast this spell on yourself. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd-level or higher, the thunder damage 
  increases by 1d8 for each slot level above 1st. 
  Thunderlance 
  4th-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a small metal spear) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  You transform a metal spear into a lance that 
  embodies the power of a thunder storm. You can 
  wield the lance to make melee spell attacks against 
  enemies within 20 feet of you.  
  As part of the action used to cast the spell, and 
  again by using an action on each of your turns for the 
  duration, you can make a melee spell attack against a 
  creature within 20 feet. On a hit, the target takes 6d6 
  thunder damage. If this lance leaves your hand for 
  any reason, such as if you are disarmed or otherwise 
  forced to drop it, you can call it back to your hand 
  using a bonus action. 
  Thunderous Reprisal 
  4th-level abjuration 
  Casting Time: 1 reaction, which you take in 
  response to being damaged by a creature within 30 
  feet of you that you can see 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You blast your enemies away in a wave of thunder 
  and destruction. Each creature within 30 feet of you 
  must make a Dexterity saving throw. On a failed 
  save, a creature takes 4d8 thunder damage, or half as 
  much damage on a successful save. In addition, 
  creatures that fail their saving throw are pushed 10 
  feet away from you and become deafened until the 
  end of your next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the thunder damage 
  increases by 1d8 for each slot level above 4th. 
  Trait Rip 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute  
  You can rob a creature of one of its unique traits and 
  give it to an ally. Make a melee spell attack against a 
  creature within your reach. On a hit, the DM will list 
  
   
  Page 119 
   
   
  any special or racial traits the creature possesses, 
  and you can choose one and remove it from the 
  creature until the spell ends. For example, if you 
  removed the Amphibious trait from an aboleth or a 
  water genasi, that creature would no longer be able 
  to breathe both air and water. 
  When you cast this spell, you choose a second 
  target, which must be another willing creature 
  within 30 feet. Until the spell ends, that creature 
  gains the racial or special trait you removed from the 
  first target. 
  However, the Ability Score Increase racial trait, 
  Legendary Resistance, Innate Spellcasting, or 
  Spellcasting traits are not affected by this spell, nor 
  are any other traits that are either not listed under 
  the traits section of the statblock or not listed among 
  the traits it receives for being a member of a certain 
  race. You could not, for example, remove an action or 
  legendary action with this spell.  
  The DM may also rule that certain traits are too 
  intrinsic to the nature of a creature to be removed, 
  such as the Water Form trait of a water elemental. 
  However, if a creature has no traits you can affect 
  with this spell, the DM will inform you before you 
  use an action to cast the spell. 
  At the end of each of the first target’s turns, it can 
  make a Constitution saving throw against the spell. 
  On a success, the spell ends. 
  Transmute Rock to Lava 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You transform a natural area of stone within range of 
  up to 10 cubic feet in volume into an equal volume of 
  red hot lava. 
  Any creature caught in the area when the spell is 
  cast must make a Dexterity saving throw. On a failed 
  save, the creature takes 15d6 fire damage, or half as 
  much on a successful one. A creature that starts its 
  turn in the area must make a Dexterity saving throw 
  and take fire damage until it is no longer in the 
  affected area.  
  If the rock transformed by this spell supported a 
  structure, that structure takes the fire damage (and 
  ignites if it is flammable), and also takes extra 
  bludgeoning damage equal to half the fire damage. If 
  a structure drops to 0 hit points, it collapses and 
  potentially damages nearby creatures, as described 
  in the earthquake spell. 
  True Domination 
  8th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  When this spell is cast, you set up a telepathic link to 
  control one creature within range. If you share a 
  common language, you can command the creature to 
  perform actions as you wish. If you do not share a 
  common language with the creature, then you are 
  only able to issue basic commands, such as “come 
  here,” “go there,” “fight,” or “stand still.”  
  When you initially cast the spell, the target may 
  try to resist the domination attempt by succeeding 
  on a Wisdom saving throw. On a failed save, the 
  creature is dominated but may attempt a new saving 
  throw if it is ordered to complete an action that is 
  against its nature. However, the new save is made 
  with disadvantage.  
  Once a creature is dominated, the telepathic link 
  and range of the domination is unlimited if the 
  creature and caster are on the same plane of 
  existence. A protection from evil spell can prevent the 
  caster from controlling a dominated creature using 
  the telepathic link, but it does not prevent the 
  domination or dispel it. 
  If the dominated creature's hit dice or level is 
  equal to or lower than the spellcaster's level, and 
  concentration is maintained for the spell's entire 
  duration, the creature is permanently dominated. 
  Only a wish can free a creature permanently 
  dominated by this spell, or a successful saving throw 
  with disadvantage if the creature is commanded to 
  complete an action that is against its nature. 
  
   
  Page 120 
   
   
  Unbinding  
  9th-level abjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a loadstone and a pinch of 
  saltpeter) 
  Duration: Instantaneous 
  When you cast this spell, a flash of magical energy 
  spreads out from you in a 120-foot radius. This spell 
  acts as a dispel magic spell cast using a 9th-level spell 
  slot targeting all objects and structures within range. 
  Creatures within range are also targeted, but spells 
  affected those creatures are only dispelled if they are 
  causing those creatures to be charmed, paralyzed, or 
  stunned. The spell does not restore or affect 
  creatures turned to stone, or release bonded 
  creatures from service, such as familiars, invisible 
  stalkers, and genies. 
   Also, the spell does not penetrate or affect an 
  antimagic field in any way. This spell does not affect 
  objects that are being worn or carried by a creature. 
   Finally, any traps attached to any objects affected 
  by this spell are triggered immediately the moment 
  spells affecting those objects are destroyed. 
  Undeath’s Eternal Foe 
  9th-level abjuration 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  When you cast this spell, select up to seven friendly 
  creatures within range (one of which may be you). 
  Each subject is surrounded by a crystal blue ghost-
  like aura that grants it a +4 bonus to its Armor Class 
  against undead creatures. 
   In addition, each creature gains the benefits of the 
  death ward spell, and automatically succeeds on 
  saving throws they are forced to make by undead 
  creatures, except when such saving throws are 
  caused by an undead creature casting a spell. 
   Furthermore, each recipient can affect ethereal 
  creatures with melee weapon attacks as if they were 
  on the same plane for the duration of the spell.  
  Undersong 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 8 hours 
  When you cast this spell, a familiar and soothing 
  song wells up in your mind. The song does not 
  distract you from any task at hand—on the contrary, 
  by humming along to the tune you can focus your 
  mind with ease. For the duration, whenever you 
  make a Constitution saving throw to maintain your 
  concentration on a spell, you can choose to make a 
  Charisma (Performance) check, substituting the 
  result of that roll for the result of a Constitution save. 
  “Quite useful—if ye can hold a tune.” 
  Unexpected Clarity 
  5th-level enchantment 
  Casting Time: 1 reaction, which you take when you 
  score a critical hit with an attack roll 
  Range: Self 
  Components: V, M (a melee weapon) 
  Duration: Instantaneous 
  When an astonishing strike opens a new opportunity 
  for you in battle, you focus your mental energies to 
  take full advantage of it. As part of the reaction used 
  to cast this spell, you make a further melee weapon 
  attack against a creature within your reach. On a hit, 
  the target suffers the attack's normal effects. In 
  addition, the target takes an additional 1d12 psychic 
  damage, and is frightened until the end of its next 
  turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the psychic damage 
  increases by 1d12 for each slot level above 5th.  
  Unluck 
  2nd-level enchantment 
  Casting Time: 1 action 
  
   
  Page 121 
   
   
  Range: 60 feet 
  Components: V, M (a broken horseshoe) 
  Duration: 1 round 
  You manipulate what was once an ode to fate, 
  speaking it in reverse and warping the weave of 
  fortune. Choose one target within range to make a 
  Charisma saving throw. On a failure, the target takes 
  3d6 psychic damage and has disadvantage on the 
  next attack roll it makes before the end of its next 
  turn. On a success, the target takes half damage, but 
  suffers no other ill effects. 
  In addition, whether the target fails or succeeds on 
  its saving throw, you can choose one ally within 60 
  feet to gain advantage on the next attack roll it 
  makes before the end of its next turn. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d6 for each slot level above 2nd. 
  Unyielding Roots 
  8th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, 
  Duration: Concentration, up to 1 minute 
  You touch a creature that is standing on the ground 
  (such as soil, rock, or a street). For the duration, the 
  creature's speed is reduced to 0, and all attempts to 
  move it from its current space automatically fail, 
  whether or not the creature is willing to be moved. 
  Effects that would move the creature only succeed if 
  they would also move all solid ground within 5 feet 
  of it. 
   In addition, the affected target gains life 
  preserving energy from its connection with the 
  ground. Until the spell ends, the creature gains 
  advantage on Strength, Constitution, and Wisdom 
  saving throws, it is immune to poison damage and 
  the poisoned condition, and it regains hit points 
  equal to its maximum number of Hit Dice at the start 
  of each of its turns. 
  Updraft 
  1st-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a miniature propeller or 
  windmill) 
  Duration: Instantaneous 
  When you cast this spell, a small vortex of swirling 
  air forms beneath your feet, lifting you upward. You 
  can rise a number of feet equal to 20 × your 
  spellcasting ability modifier. You can also move a 
  number of feet horizontally during any part of the 
  movement equal to 5 × your spellcasting ability 
  modifier. At the end of the turn in which you cast this 
  spell, you float gently to the ground if you are still 
  aloft. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can rise an 
  additional 20 feet, and move horizontally by another 
  5 feet, for each slot level above 1st. 
  Valiant Fury 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, either choose yourself or a 
  creature within range to gain its benefits. The 
  recipient gains advantage on Strength, Constitution, 
  and Wisdom saving throws for the duration. In 
  addition, until the spell ends, the subject gains 
  advantage on Strength checks, Constitution checks, 
  and attack rolls which include its Strength modifier. 
  When the subject takes the attack action on its turn, 
  it can make an extra melee weapon attack as a bonus 
  action.  
  Venom Bolt 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self (100-foot line) 
  
   
  Page 122 
   
   
  Components: V, S, M (a drop of venom from any sort 
  of poisonous snake) 
  Duration: Concentration, up to 1 minute 
  A beam forming a 5-foot wide by 100-foot line of 
  caustic green energy blasts from your eye, mouth, 
  fingertip, or tail tip in a direction you choose. Every 
  creature in the affected area must roll a Dexterity 
  saving throw, taking 3d6 acid damage on a failure or 
  half as much on a success. 
  In addition, the blast poisons the area it struck 
  with toxic energy and nauseating fumes for the 
  duration. When a creature enters the affected area 
  for the first time on a turn or starts its turn there, it 
  must make a Constitution saving throw or take 2d8 
  poison damage and become poisoned for the 
  duration. If it succeeds, it takes half the damage. 
  A creature that is poisoned by this spell but is 
  no longer within the affected area can make a 
  Constitution saving throw at the end of each of its 
  turns. On a success, it is no longer poisoned. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the acid damage 
  increases by 1d8 for each slot level above 4th. 
  Vigor 
  1st-level evocation 
  Casting Time: 1 action 
  Components: V, S 
  Range: Touch  
  Duration: Concentration, up to 1 minute 
  The subject regains 1 hit point, and at the start of 
  each of its turns until the spell ends, it regains 1 
  more hit point if its current hit point total is less than 
  half its hit point maximum. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the healing the 
  subject gains at the start of each turn increases by 1 
  hit point for every slot level above 1st. 
  Vigorous Circle 
  7th-level conjuration 
  Casting Time: 1 action 
  Range: 20 feet 
  Components: V, S  
  Duration: Concentration, up to 1 hour 
  When casting this spell, choose up to seven creatures 
  within range (one of whom may be you). For the 
  duration, each creature regains 1 hit point at the 
  beginning of each of its turns.  
  This spell does not regenerate lost limbs, or heal 
  damage from thirst, starvation, or suffocation.  
   At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the number of hit 
  points a creature regains increases by 1 for each slot 
  level above 7th.  
  
   
  Page 123 
   
   
  Vipergout 
  7th-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a snakeskin, which you 
  swallow during the casting of the spell) 
  Duration: Concentration, up to 1 minute 
  You summon vipers which leap forth from your 
  mouth to attack your enemies. Choose three 
  unoccupied spaces that you can see within 30 feet. 
  Three giant poisonous snakes under your control 
  leap from your mouth to land in each space. 
  Until the spell ends, on each of your turns, you can 
  summon up to three more giant poisonous snakes 
  from your mouth as a bonus action. 
  Giant poisonous snakes created by this spell are 
  considered fiends. They are immune to fire damage 
  and poison damage, and they can see normally in 
  darkness, both magical and nonmagical, to a distance 
  of 120 feet.  
  The snakes are friendly to you and your 
  companions. They act on your initiative, immediately 
  after your turn ends, but have their own turns. They 
  obey any verbal commands that you issue to them 
  (no action required by you). If you don't issue any 
  commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions. 
  Each snake vanishes when it drops to 0 hit points 
  or when the spell ends, leaving only an empty 
  snakeskin. 
  The spell ends early once you have summoned a 
  total of 24 snakes or if you choose to stop 
  concentrating on it. Until the spell ends, you cannot 
  speak, cast spells with verbal components, or 
  activate items that require speech. 
  Virtuous Strike 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a ranged weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, make a 
  melee weapon attack against a creature within 
  range. On a hit, the target suffers the attack's normal 
  effects, and divine light invested in your weapon fills 
  you with resolve. If the target forces you to make a 
  saving throw before the start of your next turn, the 
  target takes an additional 1d6 radiant damage, you 
  gain advantage on the saving throw, and the spell 
  ends.  
  The spell's damage increases when you reach 
  higher levels. At 5th level, the melee attack deals an 
  extra 1d6 radiant damage to the target, and the 
  damage the target takes for forcing you to make a 
  saving throw increases to 2d6. Both damage rolls 
  increase by 1d6 at 11th level and 17th level. 
  Visage of the Deity, Greater 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S  
  Duration: 1 minute 
  When casting this spell, you transform into the 
  likeness of a celestial or fiend, depending on your 
  faith.  
  If you worship a good-aligned god, then you have 
  the following qualities while transformed: 
   You grow feathered wings that allow you to fly at 
  twice your normal speed 
   You gain a +1 bonus to your AC 
   You gain darkvision to 60 feet 
   You gain resistance to acid, cold, and lightning 
  damage 
   You gain immunity to disease 
   You gain advantage on poison saving throws 
   You gain resistance to bludgeoning, piercing and 
  slashing damage from nonmagical weapons 
   You gain resistance to damage from spells  
   You gain advantage on all ability checks and all 
  saving throws against spells. 
  If you worship an evil-aligned god, then you have 
  following qualities while transformed: 
  
   
  Page 124 
   
   
   You gain bat-like wings that allow you to fly at 
  your normal speed 
   You gain a +1 bonus to your AC 
   You gain a multiattack action with one bite and 
  two claw attacks. If your size is Medium or 
  larger, your bite deals 1d6 piercing damage, and 
  your claws deal 1d4 slashing damage. If your size 
  is small, then your bite deals 1d4 piercing 
  damage, and your claws deal 1d3 slashing 
  damage. These are considered melee weapon 
  attacks with which you are proficient. 
   You gain darkvision to 60 feet 
   You gain immunity to poison 
   You gain resistance to acid, cold, lightning, and 
  fire damage 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
   You gain resistance to damage from spells  
   You gain advantage on all ability checks and all 
  saving throws against spells. 
  If you do not worship a god of good or evil 
  alignment, you can choose either transformation. 
  “I once saw Qilué Veladorn cast this spell—
  it was the very definition of sublime.” 
  Voice of Battle 
  Enchantment cantrip 
  Casting Time: 1 action 
  Range: 5 ft. 
  Components: V 
  Duration: Instantaneous 
  You emit a powerful battle cry that hammers your 
  enemy, distracting it from a nearby ally. Choose a 
  creature within range that is adjacent to one of your 
  allies. That target must make a Wisdom saving 
  throw.  If the target fails the saving throw, it takes 
  1d6 thunder damage and you can choose one ally 
  that is within 5 feet of the target. That ally can use its 
  reaction to move up to 10 feet without provoking an 
  opportunity attack from the target, and the spell 
  ends. 
  This spell's damage increases when you reach 
  higher levels, dealing 2d6 thunder damage at 5th 
  level, 3d6 at 11th level, and 4d6 at 17th level. 
  Volcanic Eruption 
  9th-level transmutation 
  Casting Time: 1 minute  
  Range: Special (360 feet) 
  Components: V, S, M (a blade carved of obsidian, 
  which shatters when the spell is cast) 
  Duration: Concentration, up to 1 minute 
  You draw molten lava up through the ground, which 
  erupts to fill a sphere with a radius of 360 feet. The 
  entire radius (even the sky above it and the 
  underground beneath it) immediately becomes 
  difficult terrain for the duration, and each creature 
  within that radius must make a Dexterity saving 
  throw. On a failed save, a creature takes 2d6 
  bludgeoning damage and 2d6 fire damage, and its 
  walking speed is reduced to 0 until the start of its 
  next turn. On a success, a creature takes half as much 
  damage and suffers no other effects. A creature with 
  full cover is still affected, but automatically succeeds 
  on its saving throw. You take no damage from this 
  spell, and automatically succeed on saving throws 
  against it. 
  Until the spell ends, if you can see some part of the 
  area of the spell, you can use a bonus action on each 
  of your turns to force each creature in the area to 
  make another saving throw or suffer the above 
  effects. You cannot cast this spell if you are more 
  than 360 feet away from solid ground, but once it is 
  cast, it lasts for the duration, even if you are out of 
  range. 
  A creature wearing metal armor who fails its 
  saving throw against this effect takes 2d6 additional 
  fire damage, and has disadvantage on attack rolls 
  and ability checks until the start of its next turn (as if 
  it were affected by the heat metal spell). 
  Firenewts, earth-based elemental creatures (such 
  as gargoyles), or fire-based elemental creatures 
  (such as salamanders), do not take damage from 
  this spell. Instead, such a creature is healed, 
  
   
  Page 125 
   
   
  regaining hit points equal to half the fire damage 
  inflicted. Only firenewts or creatures of the 
  elemental type can benefit from this effect. 
  The volcanic eruption damages objects in the area 
  and ignites flammable objects that aren't being worn 
  or carried. Structures in contact with the ground in 
  the area that take fire damage from this effect take 
  extra bludgeoning damage equal to half the fire 
  damage. If a structure drops to 0 hit points, it 
  collapses and potentially damages nearby creatures, 
  as described in the earthquake spell. 
  This spell leaves its entire area a blackened ruin 
  incapable of supporting plant life for a full year. After 
  that time, however, the ground is more fertile than it 
  was before the spell was cast. 
  Vortex 
  7th-level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When this spell is cast, a 20-foot radius sphere of 
  swirling air appears at a point you select within 
  range. A creature caught in the area must make a 
  Dexterity saving throw or take 2d6 bludgeoning 
  damage from the battering winds. A creature that 
  starts its turn in the area must also make the same 
  saving throw. 
  Thereafter, the spellcaster can call bolts of 
  lightning from the vortex during each of their turns, 
  effectively casting a 6th-level chain lightning spell 
  emanating from a space within the vortex as an 
  action without using a spell slot. The lightning bolt 
  streaks out toward a target you choose within range. 
  This lightning bolt functions exactly like the chain 
  lightning spell, can target any creature or object 
  within 300 feet of the vortex. The primary target 
  takes 10d8 lightning damage. Four bolts then leap 
  out toward up to four secondary targets. Each 
  additional target must be within 30 feet of the first 
  target. Each targeted creature can make a Dexterity 
  saving throw for half the lightning damage. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 8th level or higher, the bludgeoning 
  damage from the winds increases by 1d6, and one 
  additional bolt leaps from the first target for each 
  slot level above 7th.  
  Wail of the Banshee 
  9th-level necromancy 
  Casting Time: 1 action 
  Components: V, S, M (the flayed face of someone 
  killed by a banshee) 
  Range: 50 feet  
  Duration: Instantaneous 
  You howl with raw, soul-searing hate. Every creature 
  that is not undead or a construct within 50 feet of 
  you must make a successful Constitution saving 
  throw or drop to 0 hit points. Any creature whose hit 
  points are already at 0 must make an immediate 
  death saving throw. If the saving throw is successful, 
  it counts as one success. However, if the saving 
  throw fails, the creature dies. 
  “If ye are unfortunate enough to hear this 
  scream, ye will not likely forget it.” 
  Wailing Wind  
  1st-level abjuration (ritual) 
  Casting Time: 1 minute 
  Range: 30 feet 
  Components: V 
  Duration: 8 hours 
  When this spell is cast, you set up a magical warning 
  system. Choose any kind of area within range that is 
  an exit or entrance to an indoor or underground area 
  of any kind. The total size of the entrance or exit 
  chosen must fit with a 40-foot cube. Until the spell 
  ends, a wailing, whistling wind blows towards you 
  whenever a Tiny or larger creature touches or enters 
  the warded area.  
  You do not have to be in the area to receive the 
  knowledge this spell provides. The wailing wind will 
  seek you out as long as you are within 500 feet of the 
  target area. The wailing wind has a distinct audible 
  sound that can be heard by any creature, though they 
  do not know what it means unless they are familiar 
  
   
  Page 126 
   
   
  with this spell. 
  War Cry 
  2nd-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S  
  Duration: 1 round 
  When casting this spell, you let out a battle cry and 
  charge toward your enemies. As part of the action 
  used to cast the spell, you can move up to your full 
  speed and make one melee weapon attack with 
  advantage. On a hit, the attack deals an extra d10 
  damage of the weapon's type. 
  In addition, if you hit with the attack, your foe 
  must succeed on a Strength saving throw or be 
  knocked prone. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you deal an extra d10 
  damage on a successful attack for every two slot 
  levels above 2nd. 
  Watchware 
  4th-level abjuration (ritual) 
  Casting Time: 1 round 
  Range: Touch 
  Components: V, S, M (a sprinkling of rare sands and 
  powdered reagents worth at least 500 gp) 
  Duration: Until dispelled or triggered 
  You create a mystical connection with a single 
  inanimate object you touch. When that object is 
  damaged, moved, or touched at any later time, you 
  are instantly aware of this fact. If another creature 
  physically touches the warded object, you receive a 
  mental image of the creature. 
  For purposes of divination spells (such as scrying), 
  you are considered to have first-hand knowledge of 
  the creature who triggered the effect as if you had 
  met.  
  This effect activates when the object is disturbed 
  for any reason, whether someone touches it or pokes 
  it with a pole, a cat walks upon it, or an earthquake 
  knocks it over. 
  This spell ends as soon as the effect is activated. 
  Because of its costly material components, most 
  spellcasters reserve this spell to protect valuable, 
  out-of-the-way items.  
  This spell is considered a magical trap. It can be 
  detected with an Intelligence (Arcana or 
  Investigation) check made against your spellcasting 
  DC, but it can only be dispelled magically. You can 
  designate a password that allows another creature to 
  handle the object without sounding the mental alarm 
  if you choose. 
  Weaken Ability 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute  
  You greatly weaken a creature with a touch. Make a 
  melee spell attack against a creature within your 
  reach. On a hit, the target deals only half damage 
  with its weapon attacks, and has disadvantage on its 
  attack rolls until the spell ends. In addition, choose 
  one ability score. Until the spell ends, the target has 
  disadvantage on checks and saving throws with the 
  chosen ability. 
  At the end of each of the target’s turns, it can make 
  a saving throw against the spell. If you chose 
  Strength, Dexterity, or Constitution, it makes a 
  Wisdom saving throw. If you chose Intelligence, 
  Wisdom, or Charisma, it makes a Constitution saving 
  throw. On a successful save, the spell ends. 
  This spell can also be ended with greater 
  restoration, heal, or wish. 
  Weightless Pursuit 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when a 
  creature that started its turn within 30 feet of you 
  ends its turn more than 30 feet away from you 
  Range: Self 
  Components: S 
  Duration: Concentration, up to 1 minute 
  You can jump with supernatural ability and run up 
  walls to pursue your opponent. Choose one creature 
  
   
  Page 127 
   
   
  within 60 feet that has just ended its turn more than 
  30 feet away after starting its turn within 30 feet of 
  you. Until this spell ends, you gain the ability to move 
  up, down, and across vertical surfaces and upside 
  down along ceilings (while leaving your hands free). 
  You also gain a climb speed equal to your walking 
  speed, and your jumping distance is doubled.  
  In addition, as part of the reaction used to cast this 
  spell, you can immediately fly a number of feet equal 
  to or less than your walking speed, ending this 
  movement in an empty space within 30 feet of the 
  creature. This space cannot be above the creature, 
  and you cannot end your movement farther away 
  from your original space than the creature. 
  Moreover, for the duration, you have resistance 
  against all damage from falling, and you take no 
  damage when you fall less than 100 feet. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the duration is 
  increased to 10 minutes. If the spell slot used is 3rd 
  level or higher, you gain a flying speed equal to your 
  walking speed for the duration. 
  Whip of Flame 
  2nd-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (lump of charcoal and some of 
  the caster’s hair) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  A whip of flame extends from one of your hands. The 
  whip is a melee weapon with a reach of 10 feet, with 
  which you are considered proficient. It sheds bright 
  light in a 10-foot radius and dim light for an 
  additional 10 feet. As part of the action of casting this 
  spell, and again as an action on each of your turns for 
  the spell's duration, you can make a melee spell 
  attack with the whip. If you hit, the whip deals fire 
  damage equal to 3d4 + your spellcasting ability 
  modifier. 
  Whip of Pain 
  3rd-level evocation 
  Casting Time: 1 action 
  Components: V, S, M (a drop of blood and some 
  hair) 
  Range: Self 
  Duration: Concentration, up to 1 minute 
  A thin red line stretches from your palm, which you 
  wield as a whip. The whip counts as a magical 
  weapon with a reach of 10 feet, with which you are 
  considered proficient. As part of the action of casting 
  this spell, and again as an action on each of your 
  turns for the spell's duration, you can make a melee 
  spell attack. Any target struck takes 3d6 psychic 
  damage, and must make a Constitution saving throw. 
  On a failed save, the victim has disadvantage on 
  attack rolls and ability checks until the end of its next 
  turn due to the intense pain. 
  Whirling Blade 
  2nd-level transmutation 
  Casting Time: 1 action 
  Components: V, S, M (a bladed weapon) 
  Range: 60-foot line 
  Duration: Instantaneous 
  You throw a weapon which is then animated to 
  strike on its own, attacking everything in a 60-foot 
  line emanating from you. Make one ranged spell 
  attack and compare it to the Armor Class of each 
  creature in the line. If a creature would be hit by the 
  attack, you are considered to have hit that creature 
  with a melee attack using that weapon. You resolve 
  all the effects of that attack normally, as if you had 
  struck each creature with a separate attack roll, 
  except that you substitute your spellcasting ability 
  modifier for your Strength modifier when 
  determining damage. After this spell is cast, until the 
  end of your next turn you can use a bonus action to 
  cause the weapon to return to your hand. 
  Whirlwind, Greater 
  9th-level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  
   
  Page 128 
   
   
  This is a more potent version of whirlwind. The 
  whirlwind touches the ground at a point you choose 
  within range. Its area is a 20-foot radius by 60-foot 
  high cylinder centered on that point. Until the spell 
  ends, you can use an action on each of your turns to 
  move the whirlwind up to 30 feet in any direction 
  along the ground. The whirlwind sucks up any large 
  or smaller objects in its area that aren’t secured, 
  worn, or carried by any creature. 
   A creature must make a Dexterity saving throw 
  the first time on a turn that it enters the whirlwind’s 
  area, or when the whirlwind enters its space, 
  including when the whirlwind first appears. A 
  creature takes 15d6 bludgeoning damage on a failed 
  saving throw, or half that on a successful one. In 
  addition, a Huge or smaller creature that fails its save 
  must succeed on a Strength saving throw or become 
  restrained within the whirlwind. A restrained 
  creature is pulled 5 feet higher at the start of each of 
  its turns while inside the whirlwind unless it is 
  already at the top. The creature moves with the 
  whirlwind and falls when the spell ends, unless it has 
  some means to stay aloft. 
   A creature restrained by the whirlwind can use an 
  action to make a Strength or Dexterity check against 
  the spellcaster’s save DC. On a success, the creature 
  is no longer restrained, and it is hurled 3d6 x 10 feet 
  in a random direction. A thrown creature takes 1d6 
  bludgeoning damage per 10 feet thrown if it strikes a 
  solid object.  
  Wind at Back 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S  
  Duration: 12 hours 
  When this spell is cast, choose six creatures. For the 
  duration, you and the selected creatures double your 
  overland travelling speeds. 
  This spell has no effect on the speed of creatures 
  during combat.  
  Wind Tunnel 
  5th-level evocation 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
  When this spell is cast, you summon the winds 
  around you to improve the accuracy of your allies’ 
  ranged weapon attacks. Each ally within range has 
  advantage on ranged weapon attacks for the 
  duration.  
  Wrack 
  4th-level necromancy 
  Casting Time: 1 action 
  Components: V, S 
  Range: 90 feet 
  Duration: Concentration, up to 10 minutes 
  Your victim must make a Constitution saving throw. 
  On a failed save, the creature collapses in pain. Boils 
  and blisters appear all over its skin and then pop, 
  covering it with vile fluids as its eyes fill with blood, 
  causing the victim to be paralyzed and blinded until 
  the spell ends.   
  The victim can attempt a Constitution saving 
  throw at the end of each of its turns. If it succeeds, 
  the spell ends. Even after the spell ends, the victim 
  has disadvantage on attack rolls and ability checks 
  until it finishes a short or long rest.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the duration 
  increases to concentration, up to 1 hour for a 6th or 
  7th level spell slot, or concentration, up to 1 day for 
  an 8th level or higher spell slot. 
  Wraithstrike 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Components: V, S 
  Range: Self 
  Duration: 1 round 
  Your hands and any weapons you hold become 
  skeletal and insubstantial, and can easily pass 
  
   
  Page 129 
   
   
  through armor. Until the end of your next turn, you 
  gain advantage on melee weapon attacks against 
  creatures wearing armor or using shields.  
  Wrathful Castigation 
  8th-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a whip) 
  Duration: Concentration, up to 1 minute 
  When this spell is cast, choose a target creature 
  within range. The creature must make a successful 
  Wisdom saving throw or fall to the ground 
  incapacitated, while writhing in pain until it dies at 
  the start of your next turn. 
   A creature that succeeds on its Wisdom saving 
  throw does not fall to the ground incapacitated, or 
  die. However, it must succeed on a second Wisdom 
  saving throw, or it has disadvantage on all ability 
  checks, attack rolls, and saving throws due to the 
  intense pain, which lasts for the duration. 
  Xorn Movement 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a scale from a xorn's hide) 
  Duration: Concentration, up to 1 minute 
  You or a creature you touch can travel through the 
  earth itself without leaving any mark of passage. The 
  target gains a burrow speed equal to its walking 
  speed. In addition, when burrowing through 
  nonmagical, unworked earth and stone, the target 
  leaves its hands free and doesn't disturb the material 
  it moves through. The recipient can extend the 
  magical aura of this spell to bring any object or 
  creature it is carrying or grappling as it burrows. The 
  target enjoys no special protections from this effect 
  except for the cover of the stone or earth around it. 
  If this spell or its effects end on the target or any 
  other object or creature placed within stone or earth 
  by means of this spell, you or any such object or 
  creature are expelled from the earth, moving at 60 
  feet per round towards the nearest open space large 
  enough to fit into comfortably and taking 6d6 
  bludgeoning damage upon exiting into that space. 
  “One of the very few spells starting with the 
  letter X!” 
  Your Glorious Sacrifice 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Make a ranged spell attack against a target within 
  range. If the attack hits, the target takes 5d4 necrotic 
  damage and its speed is reduced by half until the end 
  of your next turn. 
  As part of the same action used to cast this spell, 
  before you make the ranged spell attack, you may 
  choose to inflict necrotic damage equal to 1d4 plus 
  your spellcasting ability modifier on a willing ally 
  within 5 feet of you. This damage cannot be reduced 
  or prevented in any way. If you inflict this damage on 
  an ally, you gain advantage on the ranged spell attack 
  roll against your main target. In addition, if the 
  ranged spell attack hits, your target takes additional 
  poison damage equal to the necrotic damage you 
  dealt to your ally. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the necrotic damage 
  you inflict on your target and your ally both increase 
  by 1d4 for each slot level above 6th. 
  Zeal 
  2nd-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You invoke a divine shield that protects you while 
  you close the distance with a chosen opponent. 
  Choose one hostile creature within 120 feet. Until the 
  spell ends, opportunity attack rolls made against you 
  by creatures besides your chosen target have 
  
   
  Page 130 
   
   
  disadvantage. In addition, you can move through the 
  space of any creature that is not your chosen target 
  as if it were an ally. At the end of each turn, you must 
  be closer to the target than you were when you 
  started moving, or the spell ends. 
  The spell also ends if the creature is stunned or 
  incapacitated by any means. 
  Zealot Pact 
  6th-level evocation (ritual) 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S  
  Duration: Permanent until triggered, and then 1 
  minute  
  When casting this spell, you touch a subject and 
  choose one of the following creatures types: 
  aberration, celestial, dragon, elemental, fey, fiend, or 
  undead. Until the spell ends, the subject has 
  advantage on melee attack rolls against creatures of 
  the chosen type, and inflicts 1d10 additional radiant 
  damage when it hits such a creature. The spell ends 1 
  minute after the first time the subject hits a creature 
  of the chosen type.  
   
  
  Page 131 
   
   
  The Great Artifact 
  “I was reluctant to include the following 
  lore in this tome, as too many young 
  adventurers have lost their lives in vain 
  pursuit of this object! But knowledge must 
  win out, and so I present this information 
  about the most famous artifact ever devised.” 
  Elminster  
  Many sages believe the first war in the multiverse 
  was not between good and evil, but between law and 
  chaos. Before the dawn of time, the Queen of Chaos 
  rallied her forces against the Winds Dukes of Aqaa. 
  For centuries these two forces fought, neither able to 
  gain the upper hand.   
  Finally, the Queen of Chaos found her champion, 
  Miska the Wolf-Spider. Miska was a terrible and 
  cunning foe. Time and again he crushed the forces of 
  law, forcing them back across the planes. Soon the 
  last few bastions of law prepared to sell their lives as 
  dearly as possible. The Wind Dukes, desperate to 
  turn the tide, combined all their powers into a simple 
  ebony rod, known then as the Rod of Law. At the 
  apocalyptic battle of Pesh, the Wind Dukes were 
  ready to strike.  
  The battle raged for months, the forces of chaos 
  slowly wearing down the forces of law. The Wind 
  Dukes were finally able to cut Miska off from his 
  army. Before his army could rush to his defense, the 
  Wind Dukes impaled Miska on the ebony rod.  
  They say that you can still hear his death screams 
  in ancient, dark corners of reality where mortals are 
  not meant to travel. The rod was covered in Miska's 
  blood, and the champion of chaos's essence caused a 
  cataclysmic explosion. The rod was torn into seven 
  parts, thrown throughout the multiverse. Many 
  scholars think Miska was destroyed. Others warn 
  that creatures with that kind of power do not stay 
  dead forever. Of the Queen of Chaos, no one knows. 
  She disappeared after Miska’s fall, her army in 
  tatters, the war over. A few scholars think she waits, 
  searching for the rod herself. These scholars, often 
  driven mad by their insights into the mind of chaos 
  itself, believe that with the completed rod she could 
  resurrect her fallen champion and begin the war 
  anew. 
  The rod shattered into seven parts, ranging from 4 
  inches to 15 inches. The rod gradually widens, with 
  the 4-inch section being the thinnest and the 15-inch 
  section the widest. Each section has its own power, 
  and as you collect and reconnect multiple sections of 
  the rod, new powers will result.  
  The Eldritch Apocrypha of Sarkhx 
  Rod of Seven Parts 
  Rod, artifact (requires attunement by a lawful 
  creature) 
  Random Properties. Roll for new random properties 
  on the “Artifact Properties table” (chapter 7 of the 
  Dungeon Master’s Guide) every time you recover 
  enough pieces to reach a new level.  
  One piece of the rod has the following randomly 
  determined properties: 
  
   
  Page 132 
   
   
   1 minor beneficial property 
   1 minor detrimental property 
  Three pieces have the following randomly 
  determined properties: 
   1 minor beneficial property 
   1 major beneficial property 
   1 minor detrimental property 
   1 major detrimental property 
  Five pieces of the rod have the following randomly 
  determined properties: 
   2 minor beneficial properties 
   1 major beneficial property 
   2 minor detrimental properties 
   1 major detrimental property 
  All seven pieces of the rod have the following 
  randomly determined properties: 
   3 minor beneficial properties 
   2 major beneficial properties 
   3 minor detrimental properties 
   2 major detrimental properties 
  Powers of Individual Pieces 
  If you have one section, you can sense the next 
  closest section. You do not know how far away the 
  piece is, just a general sense of the direction and 
  whether or not it is on the same plane. Each section 
  is also engraved with a word that most sages refer to 
  as the section’s name. The DC of saving throws 
  against spells of 1st-level or higher cast with parts of 
  the rod is 15. 
  Ruat (4-inch section). This section has 3 charges. 
  You can expend one charge to cast cure wounds as a 
  2nd-level spell. The charges replenish at dawn. 
  Caelum (5-inch section). This section has 3 charges. 
  You can expend one charge to cast slow. The charges 
  replenish at dawn. 
  Fiat (6-inch section). This section has 5 charges. You 
  can expend one charge to cast haste. The charges 
  replenish at dawn. 
  Justitia (8-inch section). You know the ray of frost 
  cantrip as long as you wield this rod. 
  Ecce (10-inch section). This section has 1 charge. 
  You can expend the charge to cast true seeing. The 
  charge replenishes at dawn.  
  Lex (12-inch section). This section has 3 charges. You 
  can expend one charge to cast hold monster (as a 
  5th-level spell). The charges replenish at dawn. 
  Rex (15-inch section). This section has 1 charge. You 
  may expend it to cast heal (as a 6th-level spell). The 
  charge replenishes at dawn.  
  Synergetic Powers 
  As pieces of the rod are connected, new powers are 
  revealed. The individual pieces keep their powers. 
  The new powers only appear if the sections are 
  connected.  
  Two pieces. You can cast the fly spell at will without 
  using a spell slot. 
  Three pieces. The DC of saving throws against spells 
  of 1st-level or higher cast with the assembled pieces 
  of the rod is 18. 
  Four pieces. You can choose to have advantage on a 
  save or ability check three times a day. This ability 
  refreshes at dawn. 
  Five pieces. For each piece of the rod, increase the 
  number of charges it has by 1. 
  Six pieces. The DC of saving throws against spells of 
  1st-level or higher cast with the assembled pieces of 
  the rod is 20. 
  Seven pieces. You gain resistance to all nonmagical 
  bludgeoning, piercing, and slashing damage.   
  Destroying the Rod  
  Taking the completed rod to the ever-shifting heart 
  of Limbo will cause the rod to explode at the 
  beginning of the following round. Any creatures 
  within 100 feet of the explosion must make a DC 20 
  Dexterity saving throw, taking 7d10+42 force 
  damage on a failure or half as much on a success.
   
   
  
   
  Page 133 
   
   
  Rings, Rods, Staffs & Wands 
  “Following are several of the rings, rods, 
  staffs & wands in my possession. A few are of 
  my own design.” Elminster 
  Ring of Cantrips 
  Ring, very rare (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard) 
  This ring allows the wearer to expend 1 of the ring’s 
  charges and cast any cantrip. This ring has 6 charges, 
  and it regains 1d6 expended charges daily at dawn.   
  Ring of Counterspelling 
  Ring, very rare (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard) 
  You can cast a spell into this ring. Afterwards, if 
  someone casts the spell you cast into this ring while 
  they are within 60 feet of you, you can use a reaction 
  to expend 1 of the ring’s charges and cast 
  counterspell as a 9th-level spell. This ring has 6 
  charges, and it regains 1d6 expended charges daily 
  at dawn.   
  Ring of Wizardry 
  Ring, rarity varies (requires attunement by a wizard) 
  There are four distinct types of this ring (ring of 
  wizardry I, II, III, and IV), each of which grants you 
  additional spell slots. If you have spell slots of the 
  level listed in the table below for your type of ring, 
  the number of spell slots of that level you have is 
  doubled. The details for each ring type are shown in 
  the following table: 
  Ring Benefit 
  Rarity 
  I 
  doubles 1st level spell slots 
  uncommon 
  II 
  doubles 2nd level spell slots 
  rare 
  III 
  doubles 3rd level spell slots 
  very rare 
  IV 
  doubles 4th level spell slots 
  legendary 
  Rod of Interference 
  Rod, very rare (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard) 
  This rod has 6 charges. While holding the rod, you 
  can use an action to expend 1 of the rod’s charges 
  and make a ranged spell attack with an 
  invisible ray of antimagic against a target 
  within 60 feet. On a hit, any spell that is 
  
   
  Page 134 
   
   
  on the target ends, and if it is concentrating on a 
  spell, that spell ends as well. In addition, the target 
  you hit cannot cast spells again until the end of its 
  next turn. The rod regains 1d6 charges daily at dawn. 
  Rod of Spheres 
  Rod, rare 
  While holding the rod, you can use an action to 
  expend one of the rod’s charges and create a sphere 
  of force that hovers 3 feet off the ground. The sphere 
  can hold up to 200 pounds of items, and follows you 
  around for up to 2 hours. The sphere is destroyed if 
  it takes any damage, but any objects inside float to 
  the ground as if affected by the feather fall spell. You 
  can create up to 3 spheres per day. 
  Staff of the Artisan 
  Staff, very rare (requires attunement by a bard, cleric, 
  sorcerer, or wizard) 
  This staff has 10 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: create 
  item* (1 charge), stone shape (1 charge), animate 
  objects (2 charges), fabricate (2 charges), or 
  demiplane (10 charges).  
  The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff blackens, crumbles into cinders, and is 
  destroyed. 
  Staff of Cacophony 
  Staff, very rare (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard) 
  This staff has 10 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: 
  thunderwave (1 charge per level, up to 5 charges), 
  shatter (1 charge per level, up to 5 charges), 
  thunderlance (4 charges), or thunderous reprisal (4 
  charges, cast at level 4).  
  The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff blackens, crumbles into cinders, and is 
  destroyed. 
  Staff of Earth and Stone 
  Staff, very rare (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard) 
  This staff has 10 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: stone 
  shape (1 charge), meld into stone (2 charges), move 
  earth (4 charges), or wall of stone (4 charges).  
  The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff blackens, crumbles into cinders, and is 
  destroyed. 
  Staff of the Gaol 
  Staff, very rare (requires attunement by a cleric, druid, 
  sorcerer, or wizard) 
  This staff has 10 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  
   
  Page 135 
   
   
  spell save DC and spellcasting ability modifier: hold 
  person (1 charge, cast at level 2), hold monster (2 
  charges, cast at level 5), maze (5 charges), or 
  imprisonment (10 charges).  
  The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff blackens, crumbles into cinders, and is 
  destroyed. 
  Wand of Blasting 
  Wand, very rare (requires attunement by a 
  spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast cloud of daggers, fireball, lightning bolt or Melf’s 
  acid arrow. The spell’s save DC is 15. For 1 charge, 
  you cast the 3rd-level version of the spell. You can 
  increase the spell slot level by one for each 
  additional charge you expend. 
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand's last charge, roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed. 
  Wand of Control 
  Wand, very rare (requires attunement by a 
  spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast Evard's black tentacles, hold monster, hypnotic 
  pattern, slow, or wall of fire. The spell’s save DC is 15. 
  Where allowed, you can increase the spell slot level 
  by one for each additional charge you expend. 
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand's last charge, roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed. 
  Wand of Elemental Burst 
  Wand, uncommon (requires attunement by a 
  spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to cast the 
  elemental burst spell (save DC 15) from it.  
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand’s last charge, roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed. 
  Wand of Sudden Transposition 
  Wand, uncommon (requires attunement by a 
  spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to cast the 
  sudden transposition spell (save DC 15) from it.  
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand’s last charge, roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed.
  
  Page 136 
   
   
  Wondrous Items 
  “Listed below are some wondrous items from 
  my collection. I’ll concede that some tend 
  toward the idiosyncratic.” Elminster 
  Aquamarine of Spell Extending 
  Wondrous item, rare (requires attunement by a 
  sorcerer, warlock, or wizard) 
  This blue stone can be set in an object and then used 
  as a spell focus. You can use a bonus action to expend 
  a charge, and double the duration of any spell cast 
  using a 6th or lower level spell slot that has a 
  duration of at least 1 minute. The aquamarine has 3 
  charges that are replenished every day at dawn.   
  Armband of Exemplary Healing 
  Wondrous item, rare (requires attunement by a bard, 
  cleric, druid, paladin, or ranger) 
  This armband is made of silver and inset with small 
  diamonds. The armband allows the spellcaster who 
  attunes to it to use a bonus action to expend a charge 
  and maximize the number of hit points regained 
  when casting a healing spell using a 6th or lower 
  level spell slot. The armband has 3 charges that are 
  replenished every day at dawn.   
  Bagpipes of Droning 
  Wondrous Item, rare 
  You must have proficiency in the 
  Performance skill to use these pipes. You can 
  use an action to play them and expend 1 
  charge to create a dull, droning noise that 
  sends creatures into a magical slumber. Roll 
  10d8; the total is how many hit points of 
  creatures this spell can affect. Creatures 
  within 20 feet of you are affected in 
  ascending order of their current hit 
  points (ignoring unconscious 
  creatures). 
  Starting with the creature that 
  has the lowest current hit points, 
  each creature affected falls unconscious 
  for 1 minute, or until the sleeper takes 
  damage. Subtract each creature's hit points from the 
  total before moving on to the creature with the next 
  lowest hit points. A creature's hit points must be 
  equal to or less than the remaining total for that 
  creature to be affected. 
  Undead and creatures immune to being charmed 
  aren't affected by this item. The bagpipes have 3 
  charges that are replenished every day at dawn.   
  Balance of Power 
  Wondrous Item, very rare 
  When a gem worth at least 500gp is placed on the 
  right-hand tray of this scale, the gem is destroyed 
  and one ability score selected by the user is raised to 
  20 for a period of 24 hours. This device may be used 
  once per day. 
  Belt of Naked Invisibility 
  Wondrous Item, very rare (requires attunement) 
  When worn, this belt functions identically to a ring of 
  invisibility except that it does not turn your clothing 
  
   
  Page 137 
   
   
  or other belongings invisible. The belt itself 
  turns invisible when worn. 
  Bracelet of Animal Speech 
  Wondrous item, rare  
  When you place this item on your 
  wrist, you gain the ability to 
  comprehend and verbally 
  communicate with one beast of your 
  choice. A side effect is that you can no longer 
  speak any other language, but can only make the 
  noise of your chosen beast. This effect lasts while 
  you have the bracelet on your wrist. The bracelet 
  cannot be removed until after you complete a long 
  rest. 
  The knowledge and awareness of many beasts is 
  limited by their intelligence, but at minimum, beasts 
  can give you information about nearby locations and 
  monsters, including whatever they can perceive or 
  have perceived within the past day. You might be 
  able to persuade a beast to perform a small favor for 
  you, at the DM's discretion. 
  Cat’s Eye Marble 
  Wondrous Item, rare (requires attunement) 
  This small glass sphere resembles a green cat’s eye.  
  It grants you darkvision to a range of 60 feet. 
  Gavel of Authority 
  Wondrous Item, rare 
  When this gavel is knocked against a piece of wood, 
  you gain advantage on all your Charisma 
  (Persuasion) checks for the next 15 minutes. You 
  may use it once per day. 
  Golden Tongue 
  Wondrous Item, rare (requires attunement) 
  This charm is the shape of a small golden tongue. It 
  grants you advantage on Charisma (Persuasion) 
  checks—however you are required to make your 
  argument in rhyming couplets. If you fail to speak in 
  rhyme when making the check, you take 1d8 psychic 
  damage.  
  Handkerchief of Length 
  Wondrous item, uncommon 
  This item appears to be a normal silk handkerchief. 
  However, when you place it in your pocket and 
  speak the command word, you can then pull from 
  your pocket a 50-foot long line of multi-colored 
  handkerchiefs tied to each other. This functions 
  exactly like a regular piece of rope. 
  When you stuff the handkerchiefs back in your 
  pocket, they revert to the original handkerchief. 
  Iron Heart 
  Wondrous item, very rare  
  This item is shaped like a regular heart. When placed 
  on the chest of a humanoid, it is absorbed into its 
  body and replaces its real heart. The recipient 
  immediately gains a +2 bonus to its Constitution 
  ability score.  
  Leaf of Falling 
  Wondrous Item, rare (requires attunement) 
  This charm is shaped like a small silver leaf. When 
  you fall while wearing this charm, you descend 60 
  feet per round and take no damage from falling. 
  
   
  Page 138 
   
   
  Mirror of Recall 
  Wondrous item, very rare  
  Staring into this small hand mirror allows you to 
  perfectly recall any conversation you have ever had, 
  any sight you have ever seen, or any book you have 
  ever read.  
  Needle of Mending 
  Wondrous item, uncommon  
  This item enables you to cast the mending cantrip at 
  will.  
  Orb of Storms 
  Wondrous item, very rare  
  This small crystal sphere enables you to modify the 
  weather, and occasionally call up a destructive 
  supernatural storm. Once per day you can cast the 
  control weather spell. Once per month, you can cast 
  the storm of vengeance spell. 
  Portable Bridge 
  Wondrous item, very rare  
  When folded, this item is small enough to fit in your 
  pocket. When unfolded as an action, it forms a 5-foot 
  wide bridge of wooden planks, capable of spanning a 
  30-foot gap.  
  Screaming Lantern 
  Wondrous item, rare  
  This brass lantern has shutters. When the shutters 
  are opened no light is emitted, but an ear-splitting 
  scream comes from the lantern, and continues until 
  the shutters are closed. Any creature that can 
  hear and starts its turn within 20 feet of the 
  lantern while it is screaming takes 1 point of 
  thunder damage.  
  Scroll of Writing 
  Wondrous item, very rare (requires attunement) 
  Any words spoken by the owner of this item will 
  magically appear written on the paper. If a length of 
  paper is torn from the scroll, the writing remains on 
  it and it behaves exactly like a regular piece of paper. 
  No matter how many sheets are torn from the scroll, 
  it will never run out of paper. 
  Seeds of Wealth 
  Wondrous item, rare  
  These resemble the seeds of a beech tree, but when 
  planted they grow into a tree that bears coins 
  instead of fruit. This takes six months from planting. 
  Roll on the following table to determine what type 
  of coin the tree will bear: 
  1d20 
  Type 
  1-5 
  Copper 
  6-10 
  Silver 
  11-15 
  Electrum 
  16-19 
  Gold 
  20 
  Platinum 
  The tree will bear one harvest of fruit only, 
  consisting of 20d20 coins. 
  
   
  Page 139 
   
   
  Strange Elixirs 
  “It may surprise ye to learn how strongly 
  passions are aroused by this subject. I’ve 
  deeply enraged certain mages in the past by 
  revealing the secrets of certain very potent, 
  and very dangerous, magical draughts. I hope 
  the following mixtures will prove a little 
  less controversial! They may not be as 
  powerful as the great elixirs, but they are 
  still more useful and interesting than much 
  of what is being brewed today.” Elminster 
  Beetle Elixir 
  Potion, rare 
  When you drink this elixir, your skin turns into a 
  hard, iridescent shell and long antenna sprout from 
  your forehead. You gain a +2 bonus to AC and 
  darkvision out to a range of 60 feet. The effect lasts 
  for 1 hour.  
  Electric Eel Elixir 
  Potion, rare 
  When you drink this elixir, your skin gains a slivery 
  sheen, and small sparks of electricity jump from your 
  fingertips. You gain a +1 bonus to AC and you have 
  resistance to lightning damage. You can roll a d8 in 
  place of the normal damage of your unarmed strike, 
  and your unarmed strikes deal lightning damage 
  instead of bludgeoning. You have advantage on 
  unarmed attack rolls if your target is wearing metal 
  armor. The effect lasts for 1 hour. 
  Elixir of the Abyssal Eye 
  Potion, very rare 
  When you drink this elixir, you gain the effect of the 
  true seeing spell for 1 hour. At the end of the hour, 
  you must make a DC 15 Wisdom saving throw. If you 
  fail, over the next 24 hours you behold ghastly and 
  obscene visions every time you close your eyes. You 
  gain no benefit from finishing a short or long rest 
  during this time. 
  Elixir of the Exploding Homunculus 
  Potion, very rare 
  When you drink this elixir, you immediately 
  regurgitate up a Tiny humanoid made of leftover 
  food and other revolting detritus. This homunculus 
  runs toward a creature you choose within 30 feet, 
  and explodes when it touches this target. Each 
  creature in a 10-foot-radius sphere centered on the 
  point of contact must make a Dexterity saving throw. 
  A target takes 6d6 fire damage on a failed save, or 
  half as much damage on a successful one. 
  Hadar’s Abominable Elixir 
  Potion, very rare 
  When you drink this elixir, your arms turn into long, 
  slimy tentacles. You inflict 2d8 acid damage, in place 
  of your normal damage when you hit with an 
  unarmed strike, and your unarmed strikes have a 
  reach of 10 feet. You cannot hold anything in your 
  hands, and you cannot cast spells with somatic 
  components. The effect lasts for 
  1 hour. When it is due to 
  expire, roll a d20. On a 
  1, the effect becomes 
  permanent. 
  
  Page 140 
   
   
  Magical Trinkets  
  “I’ve made a habit of acquiring magical curios. 
  The reader may find the following items to 
  be worthy of notice.” Elminster 
   A small yellow marble. When placed on the 
  ground, it rolls toward the nearest gold within 3 
  feet. 
   A delicate copper necklace that is completely 
  unbreakable. 
   A crystal goldfish. When held, it enables you to 
  hold your breath for 2 minutes longer. 
   A tiny dragon figurine made of garnet. When you 
  press its belly, a tiny flame spurts from its mouth. 
   A pair of jade six-sided dice. When you blow on 
  them and whisper “Tymora” before rolling, both 
  come up 6’s. 
   A gold coin that magically returns to your pocket 
  within an hour unless you give it as a gift.  
   A tin whistle that can play a tune on its own. 
   A small garnet. Staring into the depths of it 
  replays your favorite memory with perfect 
  clarity.  
   A plain, blunt dagger. Jamming it into the ground 
  causes a 10-foot by 10-foot tent to spring up. 
  Removing the dagger causes the tent to 
  disappear, and anything that was inside is left on 
  the ground. 
   An old, copper coin. Asking a question while 
  flipping this coin will cause a loud voice to 
  randomly say “Yes” or “No”.  
   A ball of yarn. If you hold the ball in one hand 
  you can unspool an unlimited amount of yarn 
  from it.  The yarn is perfectly normal and can be 
  cut, burnt or broken easily.   
   A small lapis. Placing this stone in the bottom of a 
  cup keeps the contents pleasantly cool.   
   A shrunken, goblin head. When you speak a 
  command word, it repeats the last five words you 
  spoke to it.  The goblin head’s voice is high and 
  squeaky. 
   An ornate silver quill, which never runs out of 
  ink.   
   A 5-foot long gray rope. Any knot tied in this 
  rope cannot be undone by anyone except the one 
  who tied it. 
   The dried, flayed face of a human. Placing this on 
  your face causes your face to look like it's 
  covered in a mass of bruises and cuts.  
   A small, glass 
  stein. When you 
  drink water 
  from this 
  stein, you 
  instantly become 
  sober. 
   A small bottle of 
  perfume with 20 
  doses. When you 
  spray yourself with 
  the perfume, you gain 
  a +1 bonus to Charisma checks for the 
  next five minutes.  
   A silver whistle that can only be heard by your 
  allies. 
   A mirror with a scrimshaw frame, that can grow 
  from hand size to full length and back again, on 
  command. 
   An iron kettle whose handle never gets hot. 
   A malachite figurine carved in the shape of a 
  dragonfly, which flies around and kills any flies 
  or mosquitoes in your presence 
   A hat that keeps you dry from any non-magical 
  rain.
   
   
  
   
  Page 141 
   
   
  The Spellcaster’s Library 
  “These volumes should be in the library of 
  every discerning spellcaster. This list 
  includes magical theory and practice, as well 
  as history, geography, theology, natural 
  philosophy and saga.” Elminster 
   Accursed Scrolls of Shinalstar 
   Arcane Tablets of Thardock 
   Art of Navigation by Alazs Ironwood 
   Book of Divine Love by Paerimrel 
   Book of the City of Man by Rundarvas 
   Camyrian Tales by Vezarn 
   Canticles of Holy Marla  
   Celestial Enchiridion of Veldrin  
   Clamors & Expeditions by Dorn Graybrook 
   Complete Travels of Volo 
   Damned Manuscripts of Narvar 
   Deeds of the Damara by Scsilda Starshield 
   Demonic Shards of Alvagaerus  
   Discourse on Thought by Aldon 
   Dodecahedron by Nerren Prentiyuel 
   Ecclesiastical History by Llora 
   Elder Sagas by Ruaugh 
   Eldritch Apocrypha of Sarkhx 
   Elemental Esoterica 
   Elysian Codex  
   Enigma of Celestial Love by 
  Kalamdaer 
   Execrations of Philosophy by 
  Albhaera 
   Fallen Scripture of Jaorge One-Eye 
   Flowing Light of Divinity by Vornduir 
   Garden of the Soul by Alvagaerus Firlthond 
   Grimoire of Engalathae Moonseer 
   Haurlen's Hymn 
   History of the World by Sorele 
   Ilmicoll Incunabulum 
   Lays of Sarlgon the Tall of Thay 
   Lexicon of Mathematics by Galather 
   Libram of the Planes 
   Malign Articles of Quyssztellan 
   Metrical Lore of Place by Urthorkh 
   Philosophical Transactions by Antholo Kraul 
   Praktikal Mekanics by Bravren 
   Profane Manuscripts of Morldrym 
   Relics of Religion by Tantar 
   Romance of the Rose by Balagh 
   Sir Ulbaerl and the Red Knight by Alonthan 
   Spiritual Exercises by Skulto Mreth 
   Sublime Book of Ulsan Baneservant 
   Sum of Theology by Veltheera 
   The Celestial Comedy by Osryk 
   Vile Parchments of Alathaera 
   Voudsarr Esoterica 
  
  Page 142 
   
   
  Wizard Tower Names
  “Ye would hardly credit the letters I receive. 
  For example, young wizards often write and 
  ask if I will suggest a name for their tower! 
  The young have no shame… I used to ignore 
  such requests, but then I realised they all 
  ended up calling their abodes The Tower of 
  High Sorcery or some such nonsense. And so, I 
  recently spent a lazy afternoon devising the 
  following suggestions. Use them as it pleases 
  ye.” Elminster 
   The Infinite Cylinder 
   The Pylon of the Void 
   The Miasmal Minaret 
   The Pillar of the Endless Stair 
   The Stone of Eternity 
   The Nonesuch Monument 
   The Chthonic Pylon 
   The Belfry of the Forgotten Fane 
   The Rock of Sorrow 
   The Cylinder of Silence 
   The Celestial Monument 
   The Spiral Tower 
   The Spire of Crimson 
   The Bronze Turret 
   The Colossal Column 
   The Elemental Obelisk 
   The Gilded Rock 
   The Monument of the Emerald Rune 
   The Shimmering Spire 
   The Finger of the Phoenix 
   The Rock of Oblivion 
   The Edifice of the Endless Dark 
   The Eldritch Column 
   The Immaculate Cylinder 
   The Obelisk of the Worm 
   The Tower of the Brazen Delve 
   The Greenstone Cylinder 
   The Enchanted Tower 
   The Purple Column 
   The Fey Stone 
   The Dusk Tower 
   The Astral Spire 
   The Turret of Chaos 
   The Twisted Stone 
   The Illusory Monument 
   The Siltstone Rock 
   The Turret of Sorrow 
   The Cylinder of the Mist 
   The Edifice of Iniquity 
   The Grinding Turret 
   The Ebony Stone 
   The Scarlet Obelisk 
   The Lightless Stone  
   
   
  
  Page 143 
   
   
  Verbal Spell Components 
  Each spell has three verbal components. Use the column matching the school. The first verbal component 
  corresponds to the level of the spell, with 0 used for cantrips. The next verbal component corresponds to the 
  first letter of the spell, and the final verbal component corresponds to the last letter of the spell. For spells cast 
  as a reaction or bonus action, use the last two syllables of the final verbal component only. For example, magic 
  missile is a first level evocation. We therefore look up "1", "m" and "e" in the Evocation column, and get 
  "pyramordax jalanzzebrax vraxenor".  
   
   
  Abjuration Conjuration Divination 
  Enchantment Evocation 
  Illusion 
  Necromancy Transmutation 
  0 
  lurhzmorg 
  nolevvid 
  caerthalrond ninediel 
  bhakricalchax 
  saratath 
  nulgiu 
  gulrilid 
  1 
  gyahrud 
  sullinhel 
  silendan 
  iminad 
  pyramordax 
  samarath 
  uznidzihyl 
  vollivistra 
  2 
  kraashub 
  myrerid 
  aesaliel 
  farelien 
  glauzuthrax 
  sardanereth guzbru 
  tormislim 
  3 
  mauyeeg 
  yasildra 
  aegamrien 
  elbemrien 
  sulchruvorung 
  asanal 
  rilthuinu 
  sunlivrin 
  4 
  shutharg 
  merilvra 
  aegedras 
  celeddil 
  jalanmanthys 
  valdorath 
  jurlurug 
  yelsylnim 
  5 
  shaimoab 
  driralna 
  raelollas 
  melasor 
  ancaboros 
  aranen 
  vrazdiu 
  tenraith 
  6 
  vulrigg 
  sinlinbra 
  elthesel 
  carinian 
  brimanalux 
  alantereth 
  vlashzihyl 
  olerred 
  7 
  zulboaj 
  rulaviln 
  saraddil 
  clararlas 
  huroboros 
  klaronat 
  kharkija 
  panisviz 
  8 
  ghaadruj 
  suspirtra 
  silminriel 
  elesril 
  sardazzemal 
  klaronathar 
  uznidnalu 
  erelviz 
  9 
  dremoab 
  insrilnim 
  aeththonlas 
  finamel 
  hurocordax 
  valnorenth 
  haugziu 
  olidrid 
  a 
  dromuolb 
  nilisald 
  caerelion 
  aremsil 
  hurozuthrax 
  samareseth 
  aagull 
  olgpellin 
  b 
  bialtzolg 
  insleveld 
  itholrien 
  erledlas 
  trocholagon 
  kavalathar 
  vlaajlurug 
  dromsylviz 
  c 
  vulaug 
  vrillinhel 
  serirorn 
  celeddan 
  chromordax 
  ramaneseth 
  bruhjiul 
  volidvril 
  d 
  duoitzolg 
  nyllevtra 
  nitherwen 
  loraswen 
  glauphylax 
  valnoren 
  brallihyl 
  jendisnil 
  e 
  aluvogt 
  charralnil 
  belelad 
  rinesdir 
  vraxenor 
  klaronar 
  nulrhyl 
  burlavvril 
  f 
  utuvogt 
  suliltra 
  earinrod 
  nimesion 
  bradonalux 
  varameth 
  zauvizil 
  sunriniza 
  g 
  gurakag 
  morlavul 
  feananedel 
  garerril 
  jalanzuthrax 
  aradeleth 
  ulthuzuk 
  jendrinene 
  h 
  oxuhaag 
  eildylriv 
  sarthonriel 
  maresthir 
  sarcumordax 
  jasaleseth 
  uznidziu 
  yelsylul 
  i 
  yilraug 
  dririnriv 
  feanolroël 
  miremsil 
  skhiacordax 
  arader 
  zuvlank 
  gonrilna 
  j 
  alunalb 
  sulendra 
  crisedad 
  rilthalion 
  harneriax 
  valkarath 
  zuglin 
  orrinia 
  k 
  neeiub 
  beridith 
  maegiriel 
  melevroël 
  peridoxenor 
  jasarmeleth 
  nauarag 
  veksintra 
  l 
  bazleegh 
  virsylna 
  belenroël 
  ninthonnar 
  zerulcalchax 
  aramer 
  vlaajskiu 
  mabraeld 
  m shaistug 
  verelene 
  thaleswë 
  meredrod 
  jalanzzebrax 
  ranares 
  zauvbau 
  orgpirald 
  n 
  alzbaug 
  berilul 
  belinrien 
  gilasdan 
  archoboros 
  jaranel 
  ulthuxulg 
  sekdyllin 
  o 
  zuldraug 
  tellivistra 
  litheviel 
  ilmerdil 
  barazzebrax 
  valkareleth 
  xulsula 
  gullenvra 
  p 
  draushub 
  telenhel 
  lithemion 
  imaddan 
  ourolagon 
  kavalathal 
  zauvsuruk 
  torrilid 
  q 
  yaadaurg 
  charilvim 
  aethemrond 
  erlinroël 
  chrysozzemal 
  samareth 
  nidsula 
  yolisvra 
  r 
  ssubarg 
  sussinvim 
  caelthalwen 
  nirolras 
  ourobazius 
  asarnath 
  xauija 
  olgsylid 
  s 
  baalblog 
  nolivriv 
  rindilel 
  ganebriel 
  baraboros 
  asarnereth 
  krivuvik 
  vordylia 
  t 
  idrauraag 
  virsinrid 
  laegesel 
  erlirdan 
  melkarmalax 
  paladath 
  draanulla 
  chorrinith 
  u 
  ixukleg 
  berrinred 
  silmolroël 
  ranarian 
  malachophylax valarer 
  skaurarag 
  chorsineld 
  v 
  frazdrog 
  vilralvim 
  thaladrond 
  fininor 
  orgrazzebrax 
  alantet 
  nauull 
  gonilvim 
  w saugub 
  balpirriv 
  silmthonel 
  relollin 
  pyrabazius 
  amanath 
  ranagrhyl 
  lullavdril 
  x 
  hziaab 
  jerisald 
  caeremrond 
  niririan 
  bianalux 
  ranaler 
  urzzuk 
  pelpellim 
  y 
  groyeb 
  yasidhel 
  sindiriel 
  lorevdel 
  sidereozzemal 
  atarathas 
  nidlank 
  yolrarid 
  z 
  frazfrub 
  yaselna 
  maegolion 
  laramrod 
  berucalchax 
  klaroneth 
  jurznal 
  volisiza 
  
   
  Page 144 
   
   
  Magical Factions of Faerûn 
  “The following treatise was composed by 
  Laeral Silverhand, the Open Lord of 
  Waterdeep. It is extremely recent, and thus 
  should be of the most use. Its tone is a bit 
  cold, perhaps, written in the voice of a 
  historian, but Laeral has always had the 
  keen mind of a scholar. And neither she nor 
  any of us who survived the long century 
  from the Time of Troubles to the present 
  emerged unchanged. In any case, the 
  information below should prove useful to 
  academic and adventurer alike.” Elminster 
  In the current era of the Realms, five independent 
  factions—the Lords’ Alliance, of which Waterdeep is 
  a proud member, as well as the Harpers, Zhentarim, 
  Emerald Enclave, and Order of the Gauntlet—have 
  become dominant in organizing adventurers in the 
  pursuit of larger goals. Yet there are other factions as 
  well, many recently reborn after years of decline or 
  dissolution, but now poised on the verge of greater 
  importance. Several such factions are described here. 
  New Class Archetypes 
  The lore on magical factions in this section is 
  supplemented with rules for new subclasses, 
  usable by players with the DM’s approval. These 
  are included in the text where they seem most 
  relevant, but none of the class archetypes require 
  membership in any faction here. 
  Notations of New Spells 
  Spells and cantrips marked with asterisks do not 
  appear in the Player's Handbook, as follows: 
   *=A new spell described in this document.  
  **=A spell described in the Elemental Evil Player's 
  Companion. 
  ***=A spell described in the Sword Coast 
  Adventurers Guide. 
  The Arcane 
  Brotherhood 
  The Arcane Brotherhood is a society of greedy, 
  power-hungry mages that operates, more or less 
  openly, out of their Hosttower of the Arcane in the 
  city of Luskan. In the last decade or so, two great 
  changes have come over Luskan. The first was the 
  plague that crippled the gangs that had controlled 
  the city, allowing the High Captains to reclaim the 
  power they had long held in Luskan. The other, far 
  more sudden, was the return of the Arcane 
  Brotherhood and its five-spired tower. 
  A century ago, they were the true power behind 
  the city. Now, it seems the High Captains rule in 
  more than just name, though many Brotherhood 
  members perceive another hidden leader pulling 
  their strings. As of now, the High Captains seem to 
  have no influence over the actions of the Arcane 
  Brotherhood, nor is it apparent that these wizards 
  have any direct allegiance to Luskan. 
  The archwizards who rule the Brotherhood are 
  said to have their fingers in any number of unsavory 
  pies, including piracy, slavery, drug trafficking, and 
  smuggling, in addition to legitimate trading ventures. 
  Before the Spellplague, the Brotherhood undertook 
  these activities not for its own value, but in service of 
  a secret agenda: to establish economic and political 
  sovereignty over the North. Since its return, 
  however, it is unclear if the Arcane Brotherhood still 
  pursues this endeavor, or if it now pursues some 
  other unknown end. Thus, it remains to be seen 
  whether or not the Brotherhood is still what it has 
  always been: a conclave of evil mages dedicated to 
  the hateful pursuit of conquest and domination. 
  Once again, as it did before the Spellplague, the 
  ghastly Hosttower of the Arcane looms over the city, 
  branching into multiple thinner spires at the top. To 
  those who see it up close, it looks like a clawed hand 
  reaching up out of the ground, each finger a tower 
  with many peering windows. In many ways, the 
  story of the Arcane Brotherhood is the story of this 
  
   
  Page 145 
   
   
  tower. 
  History 
  None can say with any certainty exactly when the 
  Hosttower was constructed on the island at the 
  mouth of the River Mirar, what hands raised it, or 
  just when the Arcane Brotherhood first began 
  occupying the tower and making its presence felt in 
  the city of Luskan. The first known mention of the 
  place is in Mirar Saga, an oral tradition that narrates 
  the arrival of the first Northlander pirates to settle in 
  the Sword Coast region. These tales were first 
  collected and recorded in 1237 DR by Malcer 
  Truequill, a loremaster of Waterdeep. 
  According to this chronicle, a band of 
  Northlanders seeking refuge from a fearsome storm 
  arrived at the mouth of the River Mirar to look for 
  shelter along its banks. Instead they found what 
  appeared to be a gigantic tree made entirely of stone, 
  its bare “branches” rising hundreds of feet into the 
  air above an island in the midst of the river’s current. 
  The eldritch sight struck fear into the hearts of the 
  raiders, but the storm was closing in fast and they 
  had no better shelter available. With heavy hearts 
  and weapons in hand, the Northlanders entered the 
  “stone tree” to escape the murderous winds and 
  freezing sleet. The saga does not tell what fate befell 
  the half of the raiding party that didn't emerge from 
  the tower, but only that the survivors who fled that 
  terrible place while the storm was at its height chose 
  to face the raging storm rather than whatever lurked 
  within that grim stone spire.  
  Today, the tower’s reputation is just as evil, 
  though the source of this dread is somewhat more 
  visible and no longer nameless. From a distance, it 
  might be mistaken for a giant, leafless tree. It still sits 
  where the Northlander explorers found it, rising high 
  over the crowded streets and rocky shoreline of 
  Luskan. Its eerie silhouette casts a baleful shadow 
  over the city, and citizens in the streets tend to 
  glance frequently at its bizarre shape, as if they 
  expect something unspeakable to emerge from its 
  
   
  Page 146 
   
   
  depths at any moment.  
  The tower is no longer merely the setting of a 
  strange Northlander fable. Now it is the 
  headquarters of the Arcane Brotherhood. Learned 
  folk differ on exactly when the Arcane Brotherhood 
  first appeared in Luskan, and on what precisely its 
  activities have been in the years that followed. 
  General consensus agrees that Arklem Greeth, the 
  previous Archmage Arcane, arrived in Luskan 
  sometime around 1311 DR. Since then the Archmage 
  has built his evil brotherhood slowly, mage by mage, 
  attracting each to the Hosttower through promises 
  of great power and wealth. 
  In times past, the peoples of Neverwinter, 
  Longsaddle, Mirarbar, and other targets of the 
  Arcane Brotherhood's ambitions could rely upon 
  internal disputes, and rivalries between the 
  organization's senior mages to prevent it from 
  bringing its full power to bear on any one target. The 
  wizards and sorcerers who led the society from their 
  lofty perches in Luskin's Hosttower Arcane 
  considered one another rivals as much as comrades, 
  often plotting against each other as intensely and 
  brazenly as they did against their intended victims.   
  This internecine strife culminated in the previous 
  century with the assassination of a key mage by a 
  pair of his own fellows, followed by an unsuccessful 
  coup attempt that left the Brotherhood in confused 
  disarray. Then, a few years later, around the end of 
  1376 DR, Luskan was invaded by a group of 
  Waterdhavian lords led by Lord Brambleberry and 
  Captain Deudermont of the pirate hunter Sea Spite. 
  Deudermont had rallied this army in response to the 
  Brotherhood's funding of the piracy around Luskan. 
  During the battle, Arklem Gleeth, the Archmage 
  Arcane of the Brotherhood, slew Lord Brambleberry 
  of Waterdeep, vanquished Drizzt Do’Urden, and 
  detonated his staff in a cataclysmic release, Arklem 
  left the Hosttower in ruins, killing thousands. 
  However, the army had succeeded in its goal. The 
  Arcane Brotherhood's presence in Luskan was 
  essentially nullified and a number of its wizards 
  killed. Some people dared hope that the Brotherhood 
  would wither and die forever, leaving honest folk 
  with one less threat to worry about in this already 
  dangerous part of Faerûn.  
  Citizens throughout the Sword Coast North 
  breathed a collective sigh of relief when the 
  Brotherhood’s attacks on shipping and caravans 
  slowed and then ceased. For a century, it seemed this 
  had come to pass, but it did Luskan little good. 
  Deudermont’s reign as governor was short—the 
  populace was too accustomed to the corruption-as-
  usual practices of its former city masters. The City of 
  Sails ultimately fell back into the hands of the 
  surviving High Captains, who immediately began to 
  fight among themselves. Within a decade all four had 
  either been killed or run off. 
  Recent Status 
  Left without any central government, even a corrupt 
  one, there was no hope left for Luskan. Rival gangs of 
  thieves and pirates have been fighting ever since, 
  street by street, and alley by alley. In the ensuing 
  decades, numerous attempts to take and control the 
  city were made by master thieves, pirate captains, 
  bandit kings, and monsters ranging from kobolds to 
  beholders, but nothing resembling a government has 
  stayed in power for more than a few months.  
  In less than half a century, Luskan was 
  transformed from a thriving city and powerful 
  commercial center—with a population of 10,000 
  souls within its walls and twice that number in the 
  fields and hamlets beyond—into a grimy mire of 
  rotting buildings and filth-choked streets. By the 
  time of the Second Sundering, fewer than 4,000 
  people remained to wallow in the grimy remains of 
  this decomposing den of vice. 
  Once-mighty Luskan became a dirty dive with 
  filthy streets, ramshackle docks, squat buildings, 
  creaky old longships, and crass pirates thinly 
  disguised as sea traders. It was dominated by gangs, 
  with the dominant powers being unsavory yakuza 
  families from Shou Lung and underground wererat 
  crime families, until the recent plague that returned 
  the High Captains to power. 
  The Arcane Brotherhood’s return began a few 
  years ago. The Hosttower of the Arcane had become 
  a strange ruin haunted by undead, considered one of 
  the most dangerous dungeons in the region, and the 
  
   
  Page 147 
   
   
  locals wouldn’t go anywhere near it. Then one day, 
  out of nowhere, the Hosttower of the Arcane began 
  regenerating its damaged stone. 
   Shortly thereafter, mages of the Arcane 
  Brotherhood emerged, almost immediately began 
  clearing the Luskar ruins of undead, and fought off a 
  dragon menacing the city. Cheered by the citizens, 
  they swore to keep themselves out of the politics of 
  the High Captains and the city at large, but anyone 
  familiar with the history of the Brotherhood—or 
  with alliances of powerful wizards in general—found 
  this pledge ludicrous at best. The only possible way 
  it could be true is if the Arcane Brotherhood now 
  pursues a new, larger agenda, one in which Luskan 
  only plays a minor part. 
  Membership 
  The Arcane Brotherhood consists almost entirely of 
  arcane spellcasters: wizards, warlocks, sorcerers, 
  and bards. These spellcasters mark their status with 
  the distinctive colors and patterns of their cloaks. 
  From a distance, these cloaks all bear the same cut 
  and silhouette, but each wizard of the Hosttower 
  chooses a color or a design, and a moniker to match 
  it (Zelenn the White, Jendrick the Blue, Teyva the 
  Gray, Druette the Raven, Vaelish the Brown, 
  Dendybar the Mottled, Maccath the Crimson, etc.) 
  Non-mages are hired and employed to perform 
  those tasks that the mages can’t or don’t wish to 
  undertake. Members of the Arcane Brotherhood 
  stationed in Luskan include the ruling archwizards, 
  lesser mages and apprentices, and bodyguards. The 
  wizards employ other minor functionaries such as 
  messengers, informants, and spies, who are not full-
  fledged members of their organization (and thus are 
  not privy to more information than is absolutely 
  necessary for them to accomplish their assigned 
  tasks). Bards with a taste for eldritch lore comprise 
  an increasing portion of the Brotherhood’s 
  membership, and their skill at blending in nearly 
  anywhere makes them both important sources of 
  information and crucial agents of influence in Luskan 
  and abroad. 
  Despite its reputation, not all of the Brotherhood’s 
  members are evil. The new Archwizard Arcane has 
  no objections to profit or power-minded individuals 
  seeking entry into the Brotherhood’s ranks—
  provided, of course, that said individuals prove their 
  loyalty and competence by serving the organization 
  in whatever capacity it may direct. Those 
  spellcasters who desire membership are thus often 
  overqualified for the tasks they are initially assigned, 
  but those who demonstrate skill and obedience can 
  expect promotions in a reasonable amount of time. 
  The overwizards are free to take on what 
  apprentices they desire, but they become 
  responsible for the conduct of their students. 
  A mage who desires membership in the 
  Brotherhood must eventually meet and pass the 
  scrutiny of the Archmage Arcane, an audience that 
  has left more than one Harper spy or independent 
  do-gooder bereft of life and limb. Naturally, the 
  organization employs non-spellcasters, for it has 
  need of bodyguards, thieves, informants, spies, and 
  servants. The mages leave the recruitment and 
  outfitting of pirates and brigands to the High 
  Captains, and it is through this quintet that the 
  Brotherhood supplies its raiders with instructions. 
  The Arcane Brotherhood’s symbol is a warship, 
  reddish-brown outlined in black, riding on dark blue 
  ocean waves. Above the ship is a short rise of dark 
  purplish-black land, and atop the rise is a stylized 
  representation of the Hosttower (depicting its 
  central body and four turrets) in black silhouette. All 
  the arcane spellcasters who count themselves 
  members of the Brotherhood naturally each use 
  their own personal sigil when requiring a 
  recognizable symbol for mundane matters (such as 
  affixing a seal to a letter). Only the Archmage and the 
  overwizards have the authority to use the 
  Brotherhood’s official sigil.  
  The Archmage Arcane, who appoints the four 
  overwizards who oversee the group’s operations, 
  rules the Brotherhood. This mysterious leader 
  seldom leaves private chambers in the Hosttower. 
  When desirous of an audience with any of the other 
  members of the organization, the Archmage typically 
  summons them to the private audience hall in the 
  Hosttower. The Archmage Arcane is not merely the 
  first among equals, but the organization’s supreme 
  
   
  Page 148 
   
   
  ruler. In a very real sense, the Arcane Brotherhood 
  belongs to the Archmage. None have the authority to 
  challenge the word of this leader. 
  The original Archmage Arcane was Arklem Greeth, 
  who had led the group from its earliest beginnings. 
  However, Arklem’s obsession with prolonging his 
  own lifespan took up much of his attention in those 
  last few decades, and this lack of leadership was the 
  beginning of the Brotherhood’s decline. Eventually, 
  Arklem Greeth became a lich, and returned to end 
  internal squabbles and reform the Brotherhood, but 
  the damage had been done. Until recently, the 
  invasion of Luskan seemed to have marked the end 
  of the Arcane Brotherhood’s era of power. 
  The most infamous Overwizard of the Host Tower 
  of the Arcane was the moon elf Valindra 
  Shadowmantle, Master of the North Tower. 
  Responsible for the Brotherhoods operations in the 
  northern quadrant of Faerûn, she later became an 
  important player in the politics of rebuilt 
  Neverwinter. Becoming a lich like her lover Arkem 
  Gleeth, she changed her loyalties to the Red Wizards 
  of Thay after the Arcane Brotherhood’s fall. As of this 
  writing, I am informed Valindra is Chult on Szass 
  Tam's direct orders, leading a group of Red Wizards 
  on a mission related to the "death curse" that has 
  afflicted many across Faerûn.  
  Yet the Arcane Brotherhood now walks the streets 
  of Luskan once more, under a new Archmage Arcane, 
  Cashaan the Red. The nature, power, and agenda of 
  this new supreme leader are as yet unknown. 
  New Bard College:  
  College of Secrets 
  There are many organizations that act in secrecy. From thieves’ guilds and spy rings to cults and rebellions, 
  all these secret societies need operatives and leaders like you. Your chosen group taught you the value of 
  loyalty and secrecy, and how to command fear and respect, whether by magic or other means. The key to 
  your success and survival is an expert understanding of the psychology and culture of those around you.  
  Blood Initiation 
  When you choose this archetype at 3rd level, you have been fully initiated as a member of your secret society, 
  and you have been trained in all their mysterious ways. They in turn expect your loyalty and secrecy, but this 
  gives you several benefits: 
   You gain proficiency with one Charisma-based skill, and with two of the following tools: thieves’ tools, 
  disguise kits, forgery kits, or poisoner kits. 
   You can communicate wordlessly with any other member of your secret society who can see you. If you 
  can see them, they can communicate back. This is not telepathy, but a combination of gesture and 
  innuendo that no one outside of your group can perceive without some kind of magical insight. 
   As an action, when a non-hostile creature is frightened of you, you can make a Charisma (Deception) 
  check against its passive Insight score (10 + Insight modifier) to cause it to stop being frightened of you 
  and become charmed by you instead. It remains charmed by you for 10 minutes or until you or your 
  companions threaten it or do something harmful to it. Creatures immune to being charmed remain 
  frightened of you. If you genuinely mean the creature no harm, the DM may allow you to make a Charisma 
  (Persuasion) check instead of using your Deception skill. 
  Predatory Insight 
  At 3rd level, you learn the hunter’s mark spell. It does not count against the total number of spells you can 
  know as a bard. When an ally attacks a creature that is the subject of your hunter’s mark, you can use your 
  reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the 
  result to the ally’s attack roll. If the ally hits, they inflict additional damage equal to your Charisma modifier.  
  In addition, when a creature that is the subject of your hunter’s mark spell attacks another creature you can 
  see or hear, you can use your reaction to expend one of your uses of Bardic Inspiration to give them 
  disadvantage on that attack roll. If the attack still hits, the damage is reduced by an amount equal to the 
  number rolled on your Bardic Inspiration die. 
  
   
  Page 149 
   
   
  Grim Mockery 
  Starting at 6th level, you can use what seems like gentle teasing, a polite word of caution, or even just a look 
  to communicate a terrifying threat. When you cast the vicious mockery cantrip, the range is doubled, you can 
  target two creatures instead of just one, and you add your Charisma modifier to the damage roll. At 11th level 
  you can target up to three creatures with this cantrip, and at 17th level you can target as many as four. In 
  addition, at 14th level, when you successfully strike an opponent with an attack, you can cast vicious mockery 
  as a bonus action, targeting only the opponent you struck. 
  Secret Insights 
  At 6th level, if you spend at least 1 minute observing or interacting with a creature outside combat, you can 
  cast the detect thoughts spell on that creature while you are interacting with it without using a spell slot, as 
  long as it is not hostile to you. When you cast detect thoughts with this feature, if you choose to probe deeply 
  into that creature’s thoughts, it has disadvantage on the Wisdom saving throw, and if it fails it is not aware 
  you are probing its mind. Once you use this feature, you cannot do so again until you finish a long rest. 
  Cutting Secrets 
  Starting at 14th level, when you roll an ability check or saving throw to resist any attempt to discern 
  information about you, your plans, your location, or your thoughts, you have advantage on the roll, and if 
  your proficiency bonus is applied, you double your proficiency bonus for that roll. This includes effects that 
  would read your thoughts or compel you to speak the truth. If you succeed on your roll, you can cast vicious 
  mockery as a reaction, but must include the source of the attempt to discern the information as a target. 
  Informant Network 
  At 14th level, you have carefully built up a network of informants who you can contact from almost anywhere 
  (via a messenger bird, magic, or other means). These informants are mix of guards, beggars, vagabonds, 
  merchants, and allied government officials who have enough personal loyalty to you to perform routine 
  favors, but not to risk their safety. As long as you are within 100 miles of a settlement that includes at least 
  100 intelligent creatures with whom you share a language, you can cast the commune, legend lore, and scrying 
  spells as rituals with a 1-hour casting time, but they are not magical effects, and you do not learn those spells; 
  they represent information from your network rather than divination magic, and can be used even if spells 
  are unavailable (such as in areas of dead magic or antimagic field spells).  
  You do not require any verbal or somatic components when casting these spells in this way, but you must be 
  able to converse with your contacts during the casting, and the costs of any material components must be 
  paid normally (representing bribes you paid previously). 
  Any references to contact with deities in those spells instead reference contact with your network. Within the 
  limitations of these spells, you can gain any information that is known or could be observed by more than 1 
  person within 200 miles. The casting time is the time it takes to contact your network and get back your 
  answer. 
  The Cloaks 
  The official name for the group of mages operating 
  out of the Tower of Arcane Might, a massive stone 
  tower complex in the Moonsea city of Mulmaster, is 
  the Brotherhood of the Cloaks. That archaic name 
  has fallen out of favor for a simpler moniker. Now, no 
  one calls them anything but “The Cloaks.”  
  The Cloaks serve the Blades of Mulmaster as the 
  only sanctioned spellcasters in a city where magic is 
  otherwise outlawed. From their tower, they watch 
  for arcane threats to the rule of the High Blade. 
  Formed as part of the Edict of Arcane Banishment, 
  the Cloaks ensure that all practitioners of magic in 
  the City who are not emissaries of a foreign power 
  (such as those in the embassy of Thay) are watched 
  closely, and those that use their magic are punished 
  severely, unless they have joined the Cloaks and 
  sworn to protect the rule of the High Blade from all 
  threats.  
  The rulers of Mulmaster hold magic in high 
  suspicion and see its use as a direct threat to their 
  power and the effectiveness of their leadership. Such 
  a threat is somewhat lessened if the practitioners of 
  magic are watched, controlled, and indoctrinated 
  into the service of the city. Whether or not this 
  philosophy is correct is irrelevant, because it is the 
  
   
  Page 150 
   
   
  reason for the existence of the Cloaks. Any mage in 
  residence in the city for longer than six months is 
  required to join the Cloaks upon penalty of exile. Any 
  mage who chooses not to join and is then caught 
  casting a spell is dealt with harshly; penalties include 
  torture, maiming, and often death. 
  Even after the city’s devastation, all arcane magic 
  and its practitioners are still effectively illegal in 
  Mulmaster and the Zhent Ghettos on its outer edges, 
  though there are some exceptions. Arcane 
  practitioners who swear an oath to cast no spells 
  within town limits are allowed access to the city, but 
  those who break the oath are usually summarily 
  executed. Foreign dignitaries can be granted 
  exemption from the Edict if the High Blade deems it 
  appropriate. The Red Wizards of Thay are one such 
  exception. So far, refugees from Phlan have been 
  denied such status. Low-level apprentices are 
  generally ignored as well. 
  History 
  Seeing the power of the sorcerer-king Nesker, 
  Amdrauth Telsnaer officially 
  banished all arcane magic upon 
  becoming the first High Blade. 
  After decades of being 
  outlawed, arcane magic is 
  universally hated in the 
  City of Danger. The 
  people hate it, the 
  nobility fear it, and 
  the Cloaks 
  constantly hunt for it.  
  The days 
  immediately following 
  the conclusion of 
  the conquest of 
  Phlan by the great 
  green dragon 
  Vorgansharax 
  (known as the 
  Maimed 
  Virulence) 
  saw 
  refugees from that city pouring into Mulmaster. 
  Unfortunately, elemental cultists began to infiltrate 
  the city as well. The Cloaks, keenly aware of the 
  coming danger, were able to fatten their ranks from 
  the inbound stock of refugees and would-be heroes. 
  Yet none could prevent the devastation the cultists 
  eventually wrought. Not long after the High Blade 
  Selfaril Uoumdolphin reclaimed power in the city 
  after a long magical imprisonment, the elemental 
  fanatics made their move. 
  The cultists brought destructive magic items 
  called devastation orbs into Mulmaster, intending to 
  sacrifice the city’s population to the Elemental 
  Princes they worship. Heroes rose from the city to 
  defend it, but while many of the orbs were 
  deactivated or shunted away from Mulmaster, others 
  slipped past their grasp and exploded. 
  The cultists were defeated, their power in the 
  region shattered, but at a terrible cost: the harbor, 
  the heart of Mulmaster and a significant trade artery 
  in the north, was gone. Earthquakes, perpetual 
  storms, roiling clouds of flesh-melting steam, and the 
  wreckage of the Cult of the Howling Hatred's fallen 
  airships make the harbor unusable to this day. 
  A cold and hungry population, once of 
  great wealth, saw the source of its 
  city's prosperity 
  obliterated. Many 
  Mulmasterites realized that 
  whatever meagre amount 
  of help they might 
  receive from elsewhere 
  would not be enough. A 
  steady stream of refugees 
  poured out of the city. 
  Several hundred made 
  their way to 
  Ylraphon, or across 
  the Moonsea to 
  other cities. 
  However, many 
  others 
  remain in 
  Mulmaster, 
  and the 
  
   
  Page 151 
   
   
  Cloaks see restoring their past circumstances as yet 
  another addition to their long list of responsibilities.  
  Recent Status 
  Where once this oppressive group sought to 
  completely control the flow and practice of magic 
  within the walls of the city. Since the devastation, the 
  Cloaks spend most of their time seeking to restore 
  their new home. As a result, they have been slightly 
  more tolerant of magic use, allowing violators to join 
  rather being punished with torture or exile. Still, the 
  Cloaks remain an unforgiving organization. 
  Cloaks are frequently detailed to lend magical 
  assistance to the Watch and the Soldiery. The 
  Harpers were seeding their operatives into the 
  Cloaks long before the elemental cultists attacked, 
  but how such spies have avoided the magical tests of 
  loyalty remains unknown. In fact, the Harpers placed 
  so many agents in the Cloaks over such a long period 
  of time that the relationship between the two began 
  to seem more like an alliance than a one-sided 
  infiltration, with Harpers in the Cloaks repeatedly 
  intervening to guide the order of wizards to assist 
  individuals. 
  Their stone tower took a fair beating in the 
  elemental cultists' attack, but it still stands. Perhaps 
  out of a sense of pride or a desire to connect with the 
  devastated citizenry, the Cloaks have so far refused 
  to undertake full repairs to their home; they seem to 
  wear the damage like a badge of honor. Rumor has it 
  that many of the original protective enchantments 
  crumbled during the attack, but without those spells 
  the tower would likely have collapsed in on itself, 
  trapping or killing those remaining. 
  Recently, Rastol Shan, the leader of the Cloaks, has 
  had to grapple with the strange phenomenon of a 
  Zulkir of Thay coming to live in his city. Zulkir 
  Dar'lon Ma and his Red Wizards have been a great 
  help to the civic restorations in Mulmaster, and 
  when asked why, the Thayans say that "Mulmaster 
  has not yet realized its true destiny." While Rastol 
  Shan appears to accept many of the Zulkir's views 
  and decisions, those that know him can easily see 
  that he is uncomfortable doing so.  
  A Leader’s Secret 
  While Senior Cloak Rastol Shan may have his 
  doubts about Thayan influence in his city, it is not 
  likely that those doubts stem from discomfort 
  with agents of a nation ruled by undead. 
  Unbeknownst to the population of Mulmaster 
  (including the High Blade), Shan is himself a lich. 
  To hide this fact, Shan is never seen without his 
  most distinguishing feature, an elaborate mithril 
  mask.  
  In life, Rastol Shan was a previous leader of the 
  Cloaks named Thurndan Tallwand. The long, 
  white hair he wore in those days is only slightly 
  thinner in death, and illusions and heavy perfume 
  mask what features remain that would betray his 
  true nature. He is a cold, calculating man who 
  supports the Blades in their dealings on the 
  surface, but that loyalty would dissolve in an 
  instant were he able to find a chink in their armor 
  and assume control of the city for himself. 
  Outwardly, his main goal is Mulmaster's 
  protection.  
  Membership 
  All Cloaks bear the responsibility of supporting the 
  High Blade. Various tests of loyalty, both magical and 
  mundane, are administered regularly, and those who 
  fail face exile or death. The Cloaks thus act as a de-
  facto wing of Mulmaster’s military and city watch. 
  The cloaks are primarily wizards, but count a few 
  sorcerers, bards, and even a warlock or two amongst 
  their ranks. 
  Despite the presence of members from other 
  classes, the Cloaks are culturally an organization of 
  wizards. They demonstrate their trade in cliché 
  manners; robes, staffs, and other openly carried 
  instruments of an arcane nature; albeit in the style 
  and fashion of the city (i.e., fur-trim, etc.). They are 
  fiercely loyal to the Blades and the city in general, 
  and have been afforded a great deal of trust. Despite 
  (or perhaps because of) this, they are professional 
  and fair in their dealings. They typically do not 
  accept bribery and react poorly when offered such. 
  Rastol Shan has been active in his efforts to recruit 
  and train new Cloaks, including posting 
  advertisements and broadsheets around the city 
  indicating this need. The pay may not be much, but 
  the Tower has libraries, dormitories, laboratories, 
  
   
  Page 152 
   
   
  living quarters, and vast storehouses of gold and 
  magical items. The Tower is protected by golems, 
  numerous defensive spells, and of course the magic 
  of the Cloaks themselves. 
  New Arcane Tradition: 
  Guild Wizardry 
  Natural talent and a quick mind are only the bare beginning of being able to wield the arcane arts. Achieving 
  true mastery requires personal dedication and self-discipline, rigorous training, and access to libraries full of 
  ancient grimoires and crumbling scrolls. In lands where magic is regarded as too important—or too 
  dangerous—to be left in the hands of the self-taught dabblers, it is taught and practiced by members of 
  special orders, guilds, societies, brotherhoods, and cabals who jealously guard access to their powers and 
  seek to control their use. 
   
  From the Red Wizards of Thay and Mulmaster’s Cloaks to Waterdeep’s Watchful Order of Magists & 
  Protectors and the War Wizards of Cormyr, these guilds arise for many reasons. Some exist to preserve 
  arcane traditions and instruct new spellcasters in arcane powers. Others organize the efforts of their 
  members in the service of a worthy (or sometimes not so worthy) cause. A wizard’s guild might operate 
  openly or exist as a hidden society.  Some guilds are large, formal hierarchies in which members are expected 
  to obey the orders of their superiors, while others are small fellowships in which no one member is 
  considered superior to his or her fellows. In all cases, part of their purpose is to pool their resources to more 
  quickly advance in the Art.  
  Arcanist’s Education 
  At 2nd level when you choose this arcane tradition, you gain proficiency in the Arcana and History skills. 
  Choose one of those two skills. When making ability checks for the chosen skill, you add twice your 
  proficiency bonus to the roll in place of your normal proficiency bonus. 
  Grimoire Library  
  Beginning when you select this arcane tradition at 2nd level, your guild membership allows you to access to 
  its vast library of spellbooks. Whenever you gain a wizard level, in addition to the normal spells you learn, 
  you can choose any wizard spell listed in the Player’s Handbook and copy it into your spellbook for half the 
  usual price in gold. 
  Signature Technique 
  Starting at 2nd level, you know an especially impressive spellcasting technique that is either distinctive to 
  your guild or your own method for distinguishing yourself within it. When you gain this feature, choose one 
  wizard spell of 1st-level or higher you know that has a casting time of 1 action, Whenever you use your action 
  to cast the chosen spell, as a bonus action, you can cause each creature in a 10-foot cube originating from you 
  to make a Wisdom saving throw against your wizard spell save DC. The creatures that fail their saving throws 
  are all charmed or frightened by you (your choice) until the end of your next turn.  
   
  Whenever you gain a level, you can change the spell you use for this technique, choosing a new spell of 1st-
  level or higher to replace the old one. 
  Far Reaching 
  At 6th level, when you cast a spell that has a range of touch or a range of 5 feet or greater, you can extend the 
  range of that spell beyond its normal limit. If the spell that has a range of touch, you make the range of the 
  spell 30 feet. If it has a range of 5 feet or greater, you double the range of that spell. 
   
  Once you use this feature, you cannot use it again until you finish a short or long rest. 
  Spellpool  
  At 10th level, when you prepare your spells each day, you can make use of a spellpool, a magical reservoir of 
  spells -that can be drawn upon by members of your wizardly guild or magical academy. To do so you must 
  purchase a special arcane focus, which can be of any type you wish, but for which the cost is 25 gp higher 
  than normal. This arcane focus allows you (and only you) to access the spellpool from any distance. 
   
  When accessing the spellpool, you attempt to prepare a spell that is not in your spellbook. To do so, you 
  must use an action to check to see if the spell is available by rolling percentile dice. The chance of a particular 
  
   
  Page 153 
   
   
  spell being available is 65% minus 5% per level of the spell. If the spell is available, you may prepare it 
  normally, even if it is not in your spellbook; if not, you cannot prepare that particular spell using this feature 
  until the next time you finish a long rest, at which point you must check for this spell's availability again.  
  There is no limit to the number of spells you can check for availability, but the maximum number of spells 
  you can prepare with this feature at one time is equal to your proficiency bonus. For each spell you prepare 
  with this feature, you must loan out a spell of the same level or higher from your spellbook to the spellpool. A 
  spell you loan out is treated as if it were not in your spellbook at all until the next time you finish a long rest. 
  Arcane Analysis 
  Starting at 14th level, you’ve spent so much time interacting with other mages that you can quickly analyze 
  situations and bring your past experience to bear on solving problems. Whenever you make an Intelligence 
  check that does not include your proficiency bonus (such as the ability check for counterspell or dispel magic), 
  you can add half your proficiency bonus, rounded down, to that roll. 
  Master Wizard 
  At 14th level, you are elevated to your guild’s trusted inner circle of wise, experienced masters. As a master, 
  you can speak for your order; your order backs you to the greatest extent possible. You are expected to be 
  careful about taking stands or making promises that are difficult for your guild to support, but your fellow 
  members trust you to know when difficult tasks are necessary. 
   
  Many arcane guilds are arranged as hierarchies, with adepts of greater seniority and status holding 
  important offices in the organization. High-ranking masters often have the authority to assign missions to 
  lesser members and review their activities. Holding an office gives you significant power to influence your 
  order’s actions, but requires your time and commitment. Many masters choose to avoid these responsibilities 
  and prefer to busy themselves with their own affairs. Whether you agree to take a position in your order’s 
  leadership or remain a free agent is up to you. 
   
  Every tenday, if you wish to maintain your office, you must spend 1 day dealing with guild business. 
  (When you spend downtime, you must spend 1 extra day of downtime for every 10 downtime days you 
  spend.) If you do so, for the next ten days, you gain a bonus on all your Charisma checks with other 
  spellcasters equal to half your Intelligence modifier (rounded down, minimum 1). 
  Guardians of the Weave 
  The Guardians of the Weave are a loosely allied 
  group of spellcasters who oppose evil spellcasters, 
  evil gods of magic, and those who would damage or 
  destroy the Weave. Founded before the Spellplague 
  by concerned agents of Mystra, the goddess of magic, 
  the group quickly gained support from other 
  churches but, ultimately, failed in its mission. The 
  Spellplague rent the Weave and threw Faerûn’s 
  magic into anarchic disarray.  
  Now that the Weave has been restored, the 
  Guardians have reformed into a widespread 
  organization of heroes, who try to undo the damage 
  caused by evil spellcasters and prevent a disaster 
  like the Spellplague from ever happening again.  
  The Guardians come in many shapes, sizes, and 
  temperaments. Some are far-traveling, some remain 
  in their home city their entire lives. What binds the 
  Guardians together is a love of magic and the desire 
  to protect it against all threats, and in this cause 
  people of many countries and styles of magic set 
  aside their differences to defend their common joy—
  the Weave. 
  All keep alert for news of harm to the Weave and 
  its good users, whether a Phaerimm plot, a new wild 
  magic zone, witch hunts by non-spellcasters, or 
  rumors of someone plotting against Mystra herself. 
  They aid each other as best they can, whether by 
  providing a place to rest, spell trading, or even 
  casting an emergency teleport spell if possible. The 
  Guardians recognize that the practice of magic is a 
  bond between brothers and sisters of power, and 
  believe that protecting that bond and its source is 
  more important than life itself. Or, as their founder, 
  Aluvauna Thornym, put it, “What purpose to destroy 
  an enemy, if magic itself be the cost?” 
  All members have essentially the same duties: 
  Keep an eye out for known or obvious evil 
  spellcasters and evidence of the Shadow Weave 
  (whether caster, item, or ongoing effect), report on 
  
   
  Page 154 
   
   
  what they find, and capture (or kill, if absolutely 
  necessary) said spellcasters or people responsible 
  for the Shadow Weave materials. Some members 
  stay close to home and mainly spend time on reports 
  and research, but most are active travelers and steer 
  their adventures toward finding foes of the 
  organization. Most have a magical or mundane way 
  to contact another member in an emergency, and 
  because some of the Guardians are only mid-level 
  spellcasters, sometimes help arrives by way of a 
  teleport spell.  
  History 
  Aluvauna Thornym, a black-haired adventuring 
  mage from Waterdeep, founded the Guardians of the 
  Weave in 1372. She fought a troubling battle with a 
  Zhent wizard whose magic was difficult to identify, 
  resist, and counter. Her special sense of the Weave, 
  coupled with research into the wizard’s spellbook 
  and certain divinations, revealed the existence of the 
  “Shadow Weave,” an early stage of the goddess 
  Shar’s attempts to become goddess of magic (which 
  eventually resulted in the Spellplague). Disgusted at 
  this affront to Mystra’s magic, she gathered several 
  of her allies and told them of her concerns. They 
  concurred that Faerûn needed good-minded 
  spellcasters to protect the source of pure magic, and 
  the Guardians of the Weave was born.  
  Aluvauna pulled a few strings with the church of 
  Mystra and received an official church blessing for 
  her endeavor. Within a month, a dozen more 
  interested Mystran and Azuthan casters joined the 
  group, hailing from as far away as Halruaa, and 
  within a year, representatives of Deneir, Isis, Savras, 
  Selûne, and the elf and gnome magic deities pledged 
  solidarity with the Guardians. Aluvauna found 
  herself in charge of a network of activist mages 
  spanning much of Faerûn. Quickly adjusting to the 
  position of leadership, she designated a lieutenant in 
  each city served by a Guardian, trained her 
  associates to recognize the signs of the Shadow 
  Weave, and circulated magic to help them observe 
  and report on dangerous spellcasters. Far more 
  public than the Harpers, the Guardians earned a 
  positive reputation in the magical chaos that 
  followed the Spellplague, working tirelessly to 
  protect the common folk of Faerûn. 
  Then came the Spellplague. Many Guardians of the 
  Weave see it as a personal failure, but most have the 
  perspective to see that these events were far beyond 
  their scope. In the Year of Blue Fire (1385 DR), flesh, 
  stone, magic, space, and perhaps even the flow of 
  time were infected and changed by this magical 
  disaster. Most scholars believe this was the direct 
  result of the murder of Shar engineering the mad god 
  Cyric’s “murder” of Mystra. This theory holds that 
  magic was bound so long in Mystra’s Weave that her 
  fall caused it to spontaneously and ruinously burst 
  its bonds. Areas of wild magic, already outside the 
  constraints of the Weave, touched off first, but the 
  plague raged on and on in ever-widening spirals, 
  devastating some places and leaving others 
  untouched. It even tore through the realms of 
  demons, gods, and lost souls before the end. 
  The Guardians believed that their worst 
  nightmare had come to pass. However, magic itself 
  was not destroyed or lost. Rather, it was unleashed. 
  Raw spellfire roared across the lands in waves of 
  transformation, and the consequences were 
  especially difficult for users of magic. Thousands of 
  practitioners of the Art were driven mad or killed, 
  and for a century, new nations stood where other 
  parts of Faerûn had been. 
  Yet at the end of that century, the pendulum 
  swung back. The Weave had not been destroyed 
  entirely. The events of the Second Sundering 
  restored both Mystra and the Weave to their prior 
  roles, and spells and magic items became reliable 
  once more. The Guardians of the Weave had their 
  own resurgence, bound together by a new purpose—
  to ensure such a traumatic rewriting of the rules of 
  magic never happens again. 
  Recent Status 
  Though now a century old, this organization has only 
  recently reconstituted itself, and is still young 
  compared to groups like the Harpers or Zhentarim. 
  In its new incarnation, the organization has suffered 
  its share of growing pains. With such rapid growth, a 
  wide network, and language difficulties, there was 
  
   
  Page 155 
   
   
  some chaos in the ranks over who reports to whom 
  and the establishment of common badges and 
  signals—but Aluvauna’s efforts in the initial 
  founding of the group stabilized the organization’s 
  numbers and provided a strong hierarchy for 
  passing information, and that work has been 
  replicated in the current era. Some lieutenants are 
  concerned that spies have infiltrated their group, and 
  they’re trying to find a subtle way to identify 
  potential enemies without offending or alarming 
  existing members.  
  Most Guardians are practical enough to accept that 
  ideology isn’t enough to convince opposing 
  spellcasters to turn away from evil and destruction, 
  so they study common techniques used by evil 
  mages and practice magical strategies that block or 
  counter those styles. When not seeking out and 
  fighting evil spellcasters, they catalogue wild magic 
  and dead magic areas, offering a small reward for 
  tips that lead to the discovery of a new location 
  not in their records. Their small library is 
  expanding quickly in this specialized area, 
  and they do what they can to mark these 
  dangerous areas or repair them. Other 
  Guardians explore ruins and unearth tombs 
  looking for dangerous magic items and 
  artifacts so they can be locked away, 
  destroyed, or otherwise kept out of the 
  hands of those who would use them to 
  do harm. 
  The Guardians of the Weave not 
  only has members with a stable 
  presence in Waterdeep, where they 
  are most welcome, but in many far-
  flung places. Their outposts (usually a 
  lieutenant’s home) exist in 
  Silverymoon, Baldur’s Gate, 
  Neverwinter, Arabel, Shadowdale, 
  Selgaunt (Sembia), Darromar (Tethyr), 
  Heliogabalus (Damara), Velprintalar 
  (Aglarond), Mulsantir (Rashemen), 
  Alaghôn (Turmish), Cimbar (Chessenta), 
  Skuld (Mulhorand), the Great Rift, 
  Halagard (Halruaa), and Ylraphon 
  (the South Moonsea region). When 
  members convene, they usually hold 
  small meetings at a local lieutenant’s 
  house, though they have built a shrine 
  outside Silverymoon that they 
  consider the spiritual center of 
  their organization; some have 
  reported unusual beneficial magic 
  effects near the shrine. Many 
  
   
  Page 156 
   
   
  members have never met each other. 
  All organizations of evil mages are enemies of the 
  Guardians, but a few are particularly hated. The Cult 
  of the Dragon not only practices horrible forms of 
  necromancy, it wishes to help evil dragons rule the 
  world. The Red Wizards are mostly evil, most of 
  them want to rule the world, and most of those who 
  don’t are interested in using magic to corrupt and 
  pervert other creatures. Though the Zhentarim has 
  greatly changed in its operations and membership, 
  the Guardians judge it based on its past activities, 
  and well recall nefarious activities under the 
  leadership of the archmagi Manshoon. 
  Of course, there are many lone mages, or minor 
  cabals of foul-minded spellcasters—and the 
  Guardians have a much easier time dealing with 
  them. Smaller local organizations seeking to control 
  or regulate practitioners of the Art, either for their 
  own ends or the public good—such as Luskan’s 
  Arcane Brotherhood, the Cloaks of Mulmaster, or 
  Waterdeep’s own Watchful Order of Magists & 
  Protectors—are judged on a case by case basis, 
  receiving respectful aid or disdainful opposition 
  depending on their aims and tactics.  
  Since the Spellplague, the Guardians reserve their 
  special hatred for the followers of two gods: Shar 
  and Cyric, whose attack on Mystra created that 
  eldritch cataclysm. They are careful not to start a 
  war with any entire faith, but as with other large 
  groups, the Guardians make cautious and 
  meticulously planned attacks, tracking their enemies 
  until they can be dealt with in a way that doesn’t 
  bring retaliation upon their own organization. 
  While these practices make them unpopular with 
  evil mages and the servants of Cyric and Shar, the 
  Guardians have rarely been attacked despite their 
  public availability. One reason is that any mage who 
  would attack another without provocation normally 
  brands himself as dangerous, and most evil mages 
  aren’t willing to expose themselves to attack from 
  public authorities without a very good reason. 
  Another reason is the Guardians are known well 
  enough to one another that an attack on one would 
  bring an investigation and retaliation by others in 
  the group. Thus, like city guards, the Guardians have 
  relative safety in numbers and the power of order on 
  their side; aside from infrequent attacks by the 
  unbalanced, they can move safely despite their 
  stated opposition to evil and chaos. 
  The group’s devotion to good has made it easy for 
  the Guardians to make alliances with other 
  organizations. We in the Lords’ Alliance have long 
  understood the importance of their mission, and our 
  two organizations help each other in times of need. 
  The Harpers, the Order of the Gauntlet, and various 
  knighthoods and paladin orders have pledges of 
  mutual assistance with the Guardians in times of 
  need. Like many of my sisters, I gave the group my 
  blessing well before the Spellplague. 
  The Guardians have strong ties to the churches of 
  Mystra, Azuth, Savras, and Selûne, and they maintain 
  friendly relations with the followers of Deneir, Isis, 
  Oghma, Thoth, and Gond. Their gnome members 
  have built ties with the church of Baravar 
  Cloakshadow, and their elf-blood members 
  communicate with the churches of Corellon 
  Larethian, Hanali Celanil, and Sehanine Moonbow. 
  The churches of Torm and Helm appreciate the 
  Guardians’ aid in dealing with wild magic and dead 
  magic areas, and for their particular efforts against 
  the Zhentarim; Kelemvor’s church respects them for 
  their opposition to dark necromancy. 
  Expedient Alliances 
  A little-known secret among rank-and-file 
  guardians is that their leadership has cultivated 
  ties to individuals in two key areas: non-evil 
  necromancers who choose to worship Velsharoon 
  instead of Azuth or Mystra, and progressive 
  Thayan wizards of the Thayan Resurrection 
  movement, who seek magic for its own sake 
  rather than for the power to dominate others. 
  Aluvauna feels that these Velsharoonite and 
  Thayan contacts would allow her people access to 
  information otherwise unavailable to them. 
  Membership 
  A potential member has to show a love of magic, 
  active opposition to evil, and integrity. The 
  Guardians can’t afford to have warriors who flee in 
  the face of wizardry, rogues who cower at the first 
  sign of a magical trap, or spellcasters who are 
  
   
  Page 157 
   
   
  content to let evil magic flourish as long as it doesn’t 
  directly affect them. A current Guardian must 
  recommend a potential member to a lieutenant, who 
  gathers information on the person and, if seemingly 
  suitable, arranges a meeting. If the meeting (which 
  requires on-the spot castings of detect evil and zone 
  of truth) goes well, the lieutenant petitions for 
  approval by the five senior members. 
  Most of the Guardians are active spellcasters, 
  though a small number pursue other fields and only 
  dabble in magic. Many worship Mystra or Azuth, and 
  about a third of those are clerics. Spellcasting forms 
  the backbone of the Guardians, though they hire 
  trusted nonspellcaster friends to deal with other 
  functions vital to keeping the group running. 
   Members are given a badge of office (a brooch, 
  pin, or amulet shaped like a golden web stretched 
  across a circle) but are not required to wear or 
  display it. Each badge is marked on the back with a 
  number to allow the members to track each other 
  and (if necessary) identify a fallen or missing 
  comrade by a found badge. Guardians can act alone 
  or in groups, and there is no restriction against 
  Guardians working with those outside the group 
  (such as a member’s fellow adventurers). Like 
  Harper pins, some Guardian badges are magic items. 
  The Guardians accept dues in the form of money 
  or small magic items that can be used by agents. 
  Dues are used to pay for research, informants, 
  government permits, and damages to property done 
  in the pursuit of their goals. Since most of the 
  members are adventurers, the group is fairly 
  wealthy, and the dues are just a token to maintain 
  the organization without having to dip into private 
  funds. Members in financial trouble can have their 
  expenses covered by the group when on missions for 
  the organization, but this is discouraged and 
  normally only done in true emergency situations. 
  New Sacred Oath: 
  Oath of the Weave 
  Many deities have worshipers who are paladins, promoting law and good across Faerûn with divine might, 
  but those who swear this oath draw additional strength from the Weave itself. They are most often known as 
  Knights of the Weave, but also as swordmages, arcane defenders, or mage knights. They cherish the Weave 
  like a fine wine, knowing that its existence enriches all of Faerûn. 
  Nothing is more important to you than magic’s continued existence. You likely worship a god whose portfolio 
  includes magic, knowledge, wisdom, or mysticism—which includes a wide selection of deities, from Mystra, 
  Azuth, Savras, and many elven and gnomish gods to Selûne, Isis, Deneir, and others—and serve your deity by 
  guarding temples and questing for lost magical troves. Among those who focus on the protective disciplines 
  of this oath—who often refer to it by the alternate name “the Oath of the Aegis” and prioritize personal 
  loyalty and defense even above the wonders of the Weave itself—gods associated with loyalty and 
  guardianship are favored as well, such as Helm, Torm, or Tyr.  
   
  Knights of the Weave are less likely to wear heavy armor than other paladins, but few eschew armor 
  entirely. Although you study powerful magic, most of what you know relates to enhancing your fighting 
  abilities and your place is in the thick of battle. Your power comes from pure magic, and eventually you 
  develop increased ability to use magic, counter hostile magic, and defeat enemy spellcasters. While not 
  capable of the power and control of a natural born user, you can learn to wield spellfire over time as well. 
  Tenets of the Weave 
   
  Learning and Lore. Knowledge is the flickering candle at the shore of an ocean of darkness. Keep that light 
  burning, despite the rising tides of time and ignorance. Recover lost artifacts and magical items. Never stop 
  learning. 
   
  Diligence. Train every day. Just as your blade requires sharpening before every battle, your magical and 
  martial prowess must be honed by relentless practice. Magic is a supreme privilege, and should be 
  approached with caution and respect. 
   
  Guardianship. Those who use magic for evil ends often prey upon the weak. Whether you’ve sworn an oath 
  of guardianship or merely wandered into the path of such predation, you know the safety of any ally or 
  
   
  Page 158 
   
   
  innocent in your presence is your personal responsibility. If the choice is between harm coming to you or to 
  the subject of your protection, you take the blow yourself. 
   
  Unbound Arcana. Magic manifests in countless incarnations. Go forth and seek them all. Learn from the old, 
  and devise the new, but whatever you do, explore magic in all its myriad wonders. 
  Oath Spells 
  You gain Oath Spells at the Paladin levels listed: 
  3rd level. detect magic, shield 
  5th level. misty step, warding bond 
  9th level. aegis of ensnarement*, counterspell 
  11th level. death ward, ice storm 
  17th level. flame strike, teleportation circle 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the following two Channel Divinity options. 
   
  Spellfire Blade. You can use your Channel Divinity to enhance weapon attacks. As a bonus action, you 
  infuse your weapon with arcane energy for one minute. The next time during that minute that you hit a target 
  with an attack that is part of the action used to cast a cantrip, the target you hit with the attack takes extra 
  radiant damage in addition to any other effects of that hit. The extra damage equals 2d8 + your paladin level, 
  and the next time the target tries to cast a spell before the end of its next turn, it must make a Constitution 
  saving throw against your paladin spellcasting DC. On a failed save, the spell fails and has no effect. 
   
  Spellfire Shield. When you make a successful saving throw against a spell, or a spell attack misses you, as 
  a reaction you can use your Channel Divinity to reflect the spell onto an enemy. Choose another creature 
  (including the spellcaster) you can see within 30 feet. The spell targets the chosen creature instead of you. If 
  the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack 
  roll is rerolled against that creature. 
  Spellshatter 
  Beginning at 3rd level, when you use your Divine Smite feature on a weapon attack, you can also use a bonus 
  action to imbue that weapon with anti-magic energy bestowed by your deity. If the target takes damage from 
  the attack, any spell that is on the target ends if it is of a level equal to or lower than the spell slot you 
  expended for your Divine Smite. In addition, if the damaged creature is concentrating on a spell, the DC of the 
  saving throw it makes to maintain its concentration is equal to your paladin spell save DC or half the damage 
  inflicted, whichever is higher. 
   
  You can use this feature a number of times equal to your Charisma modifier, regaining expended uses 
  when you finish a long rest. 
  Arcane Cantrips 
  At 3rd level when you take this oath, choose two of the following cantrips: challenger's mark*, booming 
  blade***, echoing blow*, frostwind blade*, greenflame blade***, looming shadow*, or punishing strike*. You 
  learn those two cantrips in addition to your paladin spells.  
   
  Once you reach 7th level, when you cast a cantrip gained from this feature, you can expend 10 hit points 
  from the pool of healing granted by your Lay on Hands feature to change the casting time to 1 bonus action 
  for this casting. 
  Aegis of Blue Flame 
  Starting at 7th level, an aura of magical power radiates from you. Whenever a friendly creature within 10 feet 
  of you is the target of an opportunity attack, that attack is made at disadvantage. When you reach 18th level, 
  opportunity attacks against friendly creatures within 30 feet of you are made at disadvantage. 
   
  When you reach 9th level, whenever a friendly creature within this aura is struck by an attack, you can use 
  your reaction to protect it with a blue aegis of blazing spellfire, casting the aegis of ensnaring* spell as a 3rd-
  level spell without using a spell slot. 
  Mystic Champion 
  At 15th level, choose one wizard spell of 4th-level or lower. That spell is added to your oath spells list. In 
  addition, choose two cantrips from the wizard spell list. You learn those two cantrips in addition to your 
  
   
  Page 159 
   
   
  paladin spells. Finally, when you use your action to cast a cantrip, you can make one weapon attack as a 
  bonus action. 
  Living Spellfire 
  At 20th level, you become imbued with the power of the Weave, capable of unleashing magic in its raw form. 
  As an action, you wreathe yourself in a maelstrom of spellfire.  For one minute, you gain the following 
  benefits: 
   You can teleport up to your walking speed as a bonus action. 
   Hostile creatures within 30 feet of you have disadvantage on saving throws against spells you cast, and 
  take a -5 penalty on Constitution saving throws to maintain concentration on a spell. 
   When you use your action to cast a spell, you can make one weapon attack as a bonus action. 
   When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma 
  modifier (minimum of one). You must use the new rolls. 
  Once you use this feature, you can't use it again until you finish a long rest. 
  Thayan Resurrection 
  The sinister order of ambitious spellcasters known 
  as the Red Wizards of Thay is so infamous, I have not 
  bothered to include further description of them—
  you can learn much of their actions from any sage, or 
  from any purveyor of lurid tales of treachery and 
  deceit. Yet I can well say that as detestable as the Red 
  Wizards were before the Spellplague, they were 
  much preferable to what they are today. As long as 
  there has been a Thay, it has been a ruthless 
  magocracy, ruled by the sinister Red Wizards, yet 
  only in recent years has their obsession with magic 
  been matched by their dedication to death itself. 
  Today, Thay is land where undead are not only 
  common, they hold great power. The regent Szass 
  Tam and his Council of Zulkirs rule this warring, 
  slaving nation with fists of bone and iron. Under 
  their tyranny, the undead are the masters of Thay. 
  Rotting legions roam a broken landscape beneath 
  skies of ash and cinder, waiting for the day when the 
  lich-lord sends them forth in the name of conquest.  
  Where life exists, it suffers terribly in the form of 
  slaves, playthings, and chattel to be sacrificed, sold, 
  or remade into undead thralls. Slavers prowl ruined 
  cities, searching for fresh meat to sell on the auction 
  blocks, while roaming bands of gnolls scour the 
  rugged countryside for sacrifices to offer up to their 
  masters. Always a forbidding place, Thay is now 
  almost entirely dominated by badlands, deserts, 
  rugged mountains, cinder cones, and active 
  volcanoes that belch forth plumes of toxic steam and 
  rain flaming debris on the lands below. 
  Most of those who grow up under this regime 
  never knew another way of life. They may live in fear 
  or servitude, but they don’t find life in Thay 
  abnormal. Those who have the proper magical skills 
  and mindset can even carve out their own place 
  within the necromantic order. Yet not all accept the 
  hellish landscape this country has become.  
  Many Red Wizards chafe under Szass Tam’s rule, 
  remembering that Thay was once a land of learning 
  and power. Now, death scours Thay while the lich 
  lord ignores all concerns other than his quest to 
  become a god. If his mad plans run their course, no 
  one in the country will be left alive to worship him. 
  In response to this threat, wizards of all schools of 
  magic except necromancy founded the Thayan 
  Resurrection, a secret rebel organization whose goal 
  is the overthrow of Szass Tam and his followers. For 
  all the power that the lich lord has accumulated, he 
  has yet to fully stamp out these rebels. who 
  occasionally stage uprisings to oppose him.  
  History 
  Part of the steadfastness of the group’s members 
  arises from the horrors that led to the current 
  tyranny. Amid the chaos leading up to the 
  Spellplague, Szass Tam set in motion a series of 
  events which would make him the one true power in 
  Thay. Prior to his elevation to supreme ruler, the 
  land was a slave-state ruled by a council of eight 
  powerful mages known as zulkirs, each of whom 
  specialized in a different school of magic.  
  In those days, the lich Szass Tam was the zulkir of 
  necromancy. He arranged the murders of the zulkirs 
  
   
  Page 160 
   
   
  of transmutation and evocation, crafted an army of 
  undead from the bodies of slaves and prisoners of 
  war, and falsified an invasion attempt by Rashemen, 
  which he took credit for stopping. 
  By creating a climate of fear and demonstrating 
  his own power, Tam made the people of the Thay 
  believe only he could save the nation. When his 
  attempt to make himself "temporary regent" was 
  denied by his fellow zulkirs, he fomented riots which 
  he himself put down, taking control over garrison 
  commanders and summoning demons to kill the 
  rioters while blaming the zulkir of conjuration for 
  their presence. Eventually, Szass named himself 
  regent, removing the existing zulkirs from power 
  and replacing them with liches in his service. Many 
  of those who were loyal to the other zulkirs yearn for 
  their return to rule.  
  Recent Status 
  The movement was disorganized for much of its 
  existence, but during the Second Sundering it was 
  reinvigorated by some new leaders, including the 
  former Red Wizard Umara Ankhlab and her ally, the 
  Turmish corsair Anton Marivaldi. 
  Some dissatisfaction with the regime has been 
  quelled in the last decade. For nearly a century, Szass 
  Tam has promoted undeath as the path to power, 
  and suppressed those who disagreed, but recent 
  battles with the demon Eltab prompted him to 
  loosen this stricture. The living now have a hope of 
  ascending within the Red Wizards, even if that hope 
  is merely to advance to a high station within the 
  cadre of Tam’s servants. 
  Nevertheless, necromancers are still highly 
  favored, and many who follow other arcane 
  traditions seek the equal opportunities of the past. 
  Wizards are not the only rebels. Smugglers and 
  pirates recruited by Anton Marivaldi see an 
  opportunity to create a land where non-wizards can 
  wield real power, and many of those who know the 
  truth behind Thay’s demonic invasion seek revenge 
  for the deaths of loved ones at the hands of fiends. 
  One of the first places outside Thay that members 
  of this movement attracted notice was Neverwinter, 
  where exiled Thayan Resurrection members—led by 
  a Red Wizard illusionist called Rath Modar—fed 
  information to Lord Neverember about the plans of 
  Valindra Snowmantle, an Overwizard of the Arcane 
  Brotherhood who was also an aspiring ally of Szass 
  Tam. In response, Lord Neverember led his armed 
  forces to war against Valindra and her forces.   
  During the events known as the Tyranny of 
  Dragons, Rath Modar led exiled members of the 
  Thayan Resurrection living on the Sword Coast to 
  ally with the Cult of the Dragon. In fact, their aid was 
  key to the cult's plans to open a gate from Avernus 
  and allow Tiamat to return to the Realms. Modar's 
  plan was to ask the Dragon Queen's aid in 
  overthrowing Tam after performing this deed for 
  her. The Lords’ Alliance, allied with the Harpers, 
  Zhentarim, Order of the Gauntlet, and Emerald 
  Enclave defeated the cult's ambitions. It is unknown 
  whether Rath Modar survived. 
  A Hidden Route to Thay 
  By necessity, the Thayan Resurrection avoids 
  concentrating their activities or membership in 
  any one location, but the Red Wizard rebels 
  maintain control of a magical “Gatehouse” 
  containing several permanent teleportation 
  circles, within sight of the shore of Lake 
  Thaylambar, not far from Thay’s former capital of 
  Eltabbar. Syranna, the Overseer of the Gatehouse, 
  can link these circles to many strategic locations 
  for the rebels and their allies. Rumors say 
  Syranna and Mennek Ariz, a Red Wizard 
  enchanter, seek help from adventurers to foil 
  Szass Tam's plans to attain godhood. 
  Membership 
  The group's membership ranges from sincere 
  revolutionaries, hoping for a land more adapted to 
  human life, to power-hungry individuals who want 
  to replace one ruler with another. Many upstarts 
  cause trouble on a small scale in their own bids to 
  attain power, but small pockets of freedom fighters 
  hope to break from Thay’s inglorious past and guide 
  the nation to a new future. Members of the Thayan 
  Resurrection are structured in autonomous cells 
  composed of just a few members, in order to make it 
  difficult for Tam's followers to destroy them with a 
  single blow. The folk of Thay have always believed 
  
   
  Page 161 
   
   
  that the gods sent luck to the strong and resolute, not 
  to the gentle and compassionate, and these rebels 
  make strength and resolution their watchwords in 
  their struggle. 
  The Thayan Resurrection can be divided into two 
  groups on the basis of geography. Those in the most 
  danger dwell in Thay itself, covertly waging their 
  hidden war against the hated lich lord from within. 
  These are primarily members of the Mulan ethnicity 
  ruling class, with their shaved heads and elaborate 
  tattoos, but occasionally their operations require the 
  aid of the Rashemi slave class as well. Since they 
  know their lives could end at any time, most 
  domestic Thayan Resurrection members are careful 
  and cautious, but they also seek to make every 
  moment count. They are very cautious, but when a 
  risk stands to strike a real blow against Tam’s 
  tyranny, they take it. When death is inevitable, they 
  seek to end their lives in ways that will prevent their 
  transformation into servants of the necromancers.  
  The second group consists of the many Thayan 
  exiles who fled the rule of Szass Tam for other parts 
  of the Realms. Until the end of the Tyranny of 
  Dragons, Rath Modar was the most well-known 
  leader of this group. So great is the lich lord's wrath 
  that every single one of these exiles is under an 
  immediate sentence of death if they should ever fall 
  into the clutches of the Red Wizards or their agents.  
  These exiles have recently become aware of 
  agents of Thay seeking wielders of spellfire of 
  various kinds as subjects for yet another series of 
  experiments designed to vault Szass Tam into 
  godhood, and they seek to stop these agents at every 
  turn. Unfortunately for the Thayan Resurrection, the 
  rare and secretive wielders of spellfire are loathe to 
  trust anyone related to Thay, even if they claim to be 
  rebels—and I certainly can’t blame them. 
  Both the exiles and the rebels remaining in Thay 
  have recently gained some strange allies. The first 
  group is an order of druids, the Circle of the Solstice, 
  who have rallied against the complete 
  transformation of the lands of Thay into desolate 
  wastes.  This formed years ago to stop an alchemist 
  with an army of constructs from destroying a forest. 
  In recent years, wandering packs of these druids 
  have appeared in wild places threatened by 
  unnatural incursions or reckless depletion of their 
  resources. They bear a special animosity for 
  constructs and undead which unnaturally mimic the 
  true forms of nature. When iron abominations or 
  skeletal hordes intrude on sacred places, or when 
  the logging of trees becomes too greedy to ever be 
  replenished, members of the Circle of the Solstice 
  sometimes appear, unbidden and unheralded. They 
  seek to free nature to express itself unmarred by 
  such threats, and visit terrible fury on those who 
  oppose them. These druids are not much for 
  structured cooperation, but their surprise guerrilla 
  strikes against places where Thay’s undead soldiers 
  gather have created many opportunities. Lately, the 
  druids have even begun sending messages of 
  warning to Thayan Resurrection before their attacks, 
  allowing the rebels to make the most of these events 
  to advance their own covert operations. 
  A more collaborative—and yet, in some ways, 
  more disturbing—group of new allies is an 
  extraplanar sect of "anti-clerics" called the Athar. 
  United more by their fringe belief system than any 
  political aim, the Athar have adopted the defeat of 
  Szass Tam as a goal in service of their ideals. These 
  cynical philosophers believe things that make even 
  many Thayan wizards uncomfortable, as their 
  central tenet is that the gods themselves are frauds 
  unworthy of worship. They cite Faerûnian events 
  like the Time of Troubles and the Spellplague—in 
  which some gods have died and new ones 
  ascended—as evidence that the beings worshipped 
  as gods are merely mortals who have attained great 
  power. While the Athar believe there may be a truly 
  great omnipotent entity responsible for making and 
  tending reality, but if so, they believe that power 
  must be incomprehensible to the minds of mere 
  mortals, and above the petty concerns and squabbles 
  between so-called deities that have marked Faerûn's 
  history. Athar members refer to this theoretical true 
  god as “the Great Unknown.” 
   It was Szass Tam's ambition to achieve godhood 
  that brought him to the attention of the Athar. They 
  see stopping the ascension of a new god as a worthy 
  mission, but also see the possibility of the lich 
  
   
  Page 162 
   
   
  succeeding as further proof of their core beliefs. If an 
  entity as foul as Szass Tam, can become a god, how 
  could such beings deserve worship? If the Athar can 
  ally with the Thayan Resurrection to stop him, that 
  will be a victory, but even if they can't, observing the 
  what occurs will give them more insight into how the 
  undeniable power of false godhood is obtained. Also, 
  if Szass Tam does become a god, the Athar will have 
  eyewitness accounts to puncture any mythological 
  propaganda and dissuade potential worshippers. 
  For their part, members of the Thayan 
  Resurrection are often uncertain what to make of 
  their god-hating new allies. Thus far, however, this 
  tension doesn’t seem to have had a detrimental 
  effect. The Athar and Thayan Resurrection have 
  collaborated on more than one occasion, sometimes 
  to noteworthy success. 
  Despite this unexpected aid, the odds are still well 
  and truly against these rebels. Szass Tam is the most 
  ruthless zulkir ever to rule Thay, his constant 
  experiments to achieve godhood increase his 
  considerable powers even more, and the undead 
  armies that maintain his control are massive. 
  Returning the nation to the rule of the living is a 
  laudable goal, but even a return to the status quo of a 
  century ago would not create the more enlightened 
  society many members of Thayan Resurrection are 
  envisioning. Still, they remain a formidable force. 
  
  Page 163 
   
   
  New Divine Domain: 
  Defier Domain 
  Clerics of this domain are not true clerics, though they have similar abilities. They are disillusioned or 
  heretical and have disavowed the worship of any deities they once believed in. Most consider the divine 
  mysteries of the gods (who they often refer to only as "powers") to be elaborate scams. Many come to believe 
  that the creatures called “gods” are not changeless, ineffable beings, but merely entities that have achieved a 
  greater level of power—and are still as fallible as mortals. Such "clerics" often work tirelessly to discredit the 
  gods, interfering with their clergy and attempting to liberate their congregations from what they consider 
  false faith. 
   
  To maintain spellcasting abilities that equal those of faithful clerics, some defiers enter into some kind of 
  arrangement with a powerful being, like the otherworldly pact of a warlock. There are no delusions of 
  divinity or worship involved in these arrangements; the defiers know what they are getting into, and are 
  willing to pay the price. 
   
  Other defiers instead align themselves with the supreme force they call "the Great Unknown," which 
  transcends the alleged gods (who they consider to be powerful beings rather than divine creators worthy of 
  worship). After all, some force must've created the planes of reality and given mortals their innate sense of 
  good and evil. Such a force could not merely be one of the petty powers, however, wrangling with rivals and 
  driven by greedy narcissism to seek worship. Rather, the force behind all creation must be unequalled and 
  beyond such temporal concerns. Defiers aligned with the Great Unknown call themselves the Athar, and they 
  are a very influential faction in some parts of the Outer Planes. 
  Domain Spells 
  You gain the following spells at the cleric level listed: 
  1st level. detect evil and good, dissonant whispers 
  3rd level. calm emotions, silence 
  5th level. counterspell, dispel magic 
  7th level. aura of purity, Mordenkainen’s private sanctum 
  9th level. banishing smite, planar binding 
  Bonus Proficiency 
  When you choose this domain at 1st level, you gain proficiency with heavy armor and with all martial 
  weapons. 
  Disillusionment 
  At 1st level, you may choose to make Intelligence your cleric spellcasting ability score, instead of Wisdom. If 
  your DM uses the optional multiclassing rules, you can substitute your Intelligence score for your Wisdom 
  score when determining if you can be a multiclass cleric. 
  Alternate Patron 
  At 1st level, you have an alternate source for your clerical powers, one that is not a deity. Choose one of the 
  two following options for this feature: 
   
  Pactkeeper. Choose the 1st-level feature granted by any Otherworldly Patron option for the warlock class. 
  You gain that feature, replacing any references to the warlock class with the cleric class and replacing any 
  reference to Charisma with your cleric spellcasting ability score. 
   
  Great Unknown. When you hit a target with an attack roll, you can expend a spell slot to attempt to free 
  that target from the influences of planar powers—whether they want that freedom or not. The target you hit 
  takes extra psychic damage equal to twice the level of the spell slot you expended for this feature, and any 
  spell that is on the target ends if it is of a level equal to or lower than that spell slot. In addition, if the 
  damaged creature is concentrating on a spell, the DC of the saving throw it makes to maintain its 
  concentration is equal to your cleric spell save DC or half the damage inflicted, whichever is higher. 
  Channel Divinity: Skeptic’s Rebuke 
  Starting at 2nd level, you can use your Channel Divinity to repel those you see as representative of the so-
  called gods. As an action, you present your holy symbol and one celestial, fiend, or humanoid spellcaster of 
  
   
  Page 164 
   
   
  your choice with 30 feet of you must make a Wisdom saving throw, provided it can see or hear you. If the 
  creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 
   
  A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly 
  move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash 
  action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature 
  can use the Dodge action. 
   
  After you reach 5th level, when a creature fails its saving throw against your Skeptic’s Rebuke feature, the 
  creature is banished for 1 minute (as the banishment spell, no concentration required) if it isn't on its plane 
  of origin and its challenge rating is ½ or lower. As you reach higher levels in your cleric class, the challenge 
  rating can be higher, as follows: CR 1 at 8th level, CR 2 at 11th level, CR 3 at 14th level, and CR 4 at 17th level. 
  Defiant Mind 
  Starting at 6th level, your defiant nature grants  
  resistance to psychic damage and radiant damage. In addition, when you hit a celestial or fiend with an 
  attack, or any creature that has regained hit points since the end of your last turn, you deal additional psychic 
  damage to it equal to your cleric level. 
  Divine Strike  
  At 8th level, you add your cleric spellcasting ability modifier to the damage you deal with any cleric cantrip. 
  Defiant Mind 
  At 17th level, you gain immunity to radiant damage and psychic damage, and you have advantage on all 
  saving throws against enchantment or illusion spells.
   
   
  New Druidic Circle: 
  Circle of the Solstice 
  Ages ago, two orders of druids—one dedicated to summer, one to winter—unified against threats to the 
  Wood of Sharp Teeth. Today this alliance persists as the Circle of the Solstice. As an inheritor of their 
  traditions, you use druidic shapeshifting in quick, versatile ways. You might charge into battle on the speedy 
  hooves of an elk, escape a grapple with the strength of a bear, grow eagle’s wings to fly over an opponent, and 
  then sink the fangs of a wolf deeply into the flesh of your prey, all within the space of a minute. 
   
  Druids of other Circles often find the Solstice druids esoteric, strange, or even insane, yet they also 
  recognize the wisdom and careful precision they show in the use of their unique gifts. You are taught to 
  embrace extremes of passion, growth, and change, pushing the far ends of the natural balance. Your rage in 
  battle should be all-consuming, yet so should your passion in love or your joy in the natural world. Hotter 
  than fire, colder than ice, you find the balance in between. 
  Fang and Claw 
  Starting at 2nd level, when you choose this archetype, you can roll a d4 in place of the normal damage of your 
  unarmed strike, and it inflicts your choice of piercing or slashing damage instead of your normal damage. You 
  can use your choice of either Strength or Dexterity for the attack roll and damage bonus of this attack. 
  Shifting Action 
  Starting at 2nd level, when you choose this archetype, you can call on your tie to a bestial spirit to briefly 
  transform part of your body. If you are not wearing heavy armor, you can take a bonus action on each of your 
  turns in combat to gain temporary hit points equal to your druid level + your Wisdom modifier. If you wish, 
  when you do so you can expend one spell slot to regain 1d8 hit points per level of the spell slot expended 
  instead of gaining temporary hit points. Whenever you use your bonus action in this way, you also create one 
  of the following effects: 
   Charging Elk. Until the end of your next turn, if you move at least 20 feet straight towards a Large or 
  smaller creature during your turn, the next melee attack you make against it before the end of that same 
  turn is made at advantage and inflicts extra damage equal to your Wisdom modifier. In addition, as part 
  of the same bonus action, you may immediately take the Dash action. 
  
   
  Page 165 
   
   
   Eagle's Flight. Your jumping distance is doubled until the end of your next turn, and you gain a climb 
  speed of 25. In addition, as part of the same bonus action, you may immediately fly up to 15 feet or climb 
  up to 20 feet. 
   Harrying Wolf. You make an unarmed strike. Until the end of your next turn, if you hit a creature with a 
  melee attack, you can choose one ally within 5 feet of that target. That ally can immediately use its 
  reaction to make one weapon attack against the same target. In addition, as part of the same bonus 
  action, you may immediately make an unarmed strike. 
   Sinews of the Bear. Until the end of your next turn, you add your Wisdom bonus to Strength checks and 
  Strength saving throws, and add an additional 1d4 to the damage of melee attacks. In addition, as part of 
  the same bonus action, you may immediately make an unarmed strike. 
   Tiger Pounce. Until the end of your next turn, if you hit a creature with a melee attack, the target is also 
  grappled if it is your size or smaller. In addition, as part of the same bonus action, you may immediately 
  make an unarmed strike. 
  Once you use your Shifting Action feature, you cannot do so again until after the end of your next turn. 
  Feral Druid 
  At 6th level, your speed increases by 10 feet, and you gain advantage on Wisdom (Perception) checks related 
  to hearing or smell. In addition, your unarmed strikes count as magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and damage. 
  Solstice Aspect 
  At 6th level, you choose what kind of druid of this circle you are going to be, taking on the seasonal aspect of 
  Summer or Winter. You gain resistance to bludgeoning, piercing, and slashing damage that is not silver, but 
  you also gain vulnerability to silver, and you must choose one of the following two aspects, which grants you 
  further abilities. 
   Aspect of Summer. You have resistance to fire damage, and you are considered naturally adapted to 
  warm climates. 
   Aspect of Winter. You have resistance to cold damage, and you are considered naturally adapted to cold 
  climates. 
  Quickened Unarmed Strike 
  Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your 
  turn, as long as one of the two attacks is an unarmed strike or an attack with a natural weapon. In addition, 
  when making an unarmed strike, you gain a +1 bonus to the melee attack roll and may roll a d6 in place of 
  your normal unarmed strike damage.  
  Smite the Unnatural 
  At 14th level, when you hit a creature with an unarmed strike or natural weapon attack, you can expend one 
  druid spell slot to inflict extra damage. The extra damage equals 1d8 per level of the spell slot expended. The 
  damage increases by 1d8 if the target is a construct or undead. You may choose for this damage to be of the 
  same type as the damage of the attack, or it may be the type of damage to which you gained resistance from 
  your Solstice Aspect feature.
  The Watchful Order of 
  Magists & Protectors 
  Waterdeep is a city of guilds. Technically, the 
  Watchful Order is one of our city’s forty-three guilds, 
  formed to protect less powerful wizards and 
  sorcerers from those distrustful of the Art, but in 
  practice, it acts as the largest arcane academy in the 
  City of Splendors. 
  Arcane spellcasters, myself among them, have long 
  been drawn to cosmopolitan Waterdeep. The city has 
  a strong tradition of magical research, and our role 
  as a central hub of trade means that one can 
  purchase nearly any material component you can 
  think of here. However, our guild system is a very 
  strong part of life here, and the Watchful Order of 
  Magists & Protectors, has prevented the formation of 
  large arcanists’ academies such as those found in 
  cities such as Silverymoon today, or Myth Drannor 
  before the fall. As a result, most Waterdhavian 
  
   
  Page 166 
   
   
  wizards and sorcerers are either very powerful lone 
  practitioners or members of the Watchful Order. 
  The Watchful Order encourages prudence in the 
  use of the Art so that arcane spellcasters will be 
  respected and looked up to, not feared and actively 
  opposed. Effectively, it polices less powerful arcane 
  spellcasters who reside in or visit the city, actively 
  discouraging them from throwing spells around to 
  influence the populace. Since many powerful arcane 
  spellcasters are not members of the Watchful Order, 
  the guild uses its influence to mitigate their most 
  egregious behavior. 
  The Watchful Order provides many benefits to 
  members, including forums for arranging instruction 
  and trading in magical information, the sale of rare 
  material components from the golem-guarded 
  cellars of the Tower of the Order, and a market for 
  the buying and selling of spellcasting services, 
  scrolls, and minor magic items. The guild’s livery is a 
  dark purple cloak, with a white human hand, fingers 
  together and uppermost, on the left shoulder.  
  In Waterdeep, the Church of Mystra has long 
  played a secondary role to the Watchful Order of 
  Magists & Protectors because the sale of spells and 
  magic items is traditionally the province of the guild, 
  not the church. However, a major scandal wrought 
  by villainous conduct on the part of an ambitious 
  Guildmaster of the Watchful Order changed this. It 
  led the Masked Lords to allow the Church of Mystra 
  greater rights to serve the needs of magicians in the 
  city, a decision I strongly supported and have helped 
  enact. Thankfully, it seems the Watchful Order is 
  working diligently to repair its relationship with 
  both the Masked Lords and the Church. 
  History 
  For most of its history, despite the Watchful Order 
  being one of the most powerful guilds in Waterdeep, 
  most Waterdhavians were barely aware of its 
  existence. Traditionally, Guildmasters of the Order 
  choose to take a strictly neutral stance in the political 
  and economic affairs of the city. Wizards of the order 
  are encouraged to pursue the art of magic and leave 
  politics to others. Since the year 1479 DR, this stance 
  is considered even more important.  
  In that year, Khondar "Ten Rings" Naomal, who 
  was the Guildmaster of the Order at the time, killed 
  the Blackstaff Samark Dhanzscul in a bid to become 
  the new Blackstaff and replace the Lords of 
  Waterdeep with a council of mages. When Samark's 
  power flowed into Vajra Safahr on Samark's death, 
  Khondar tortured Vajra in an attempt to make her 
  divulge the secrets of the Blackstaff, but she was 
  rescued. Later, when Khondar managed to break into 
  Blackstaff Tower, Vajra had already assumed the 
  position of Blackstaff. She summoned spectral 
  hounds of the Black Hunt, which eventually tore 
  Khondar to shreds. These events comprised the 
  greatest blow to public trust in the guild in its entire 
  history.  
  Recent Status 
  I personally led an investigation of my own into 
  Khondar’s treachery. I was assisted in this by a trio 
  of highly specialized civilars (captains) of the City 
  Watch, rangers of an urban bent with highly attuned 
  skills of investigation. The group was kept small so 
  we could act covertly as necessary, and the 
  investigation itself was kept secret until its 
  completion. The use of subtle Art combined with the 
  tireless footwork of my investigators gave us 
  conclusive results. Though we were able to establish 
  that Khondar and his son were acting alone, it 
  became clear that certain other members of the 
  Watchful Order had some awareness of the plot, and 
  did not come forward. They were dealt with. 
  Thankfully, also determined that the vast majority of 
  Watchful Order wizards knew nothing of the plot, 
  and the guild as a whole was exonerated. 
  Since this scandal and its resolution, members 
  have given renewed focus to the guild’s usual 
  activities: studying and exchanging information, 
  creating magic items to sell to wealthy buyers and 
  help support the guild's financial independence, and 
  offering their services to others in the city as watch-
  wizards or fire guards.  
  The Watchful Order contracts with building 
  owners across the city to respond to fires with 
  summoned water elementals, keeping half a dozen 
  or so fire guards on duty every day. The guild also 
  
   
  Page 167 
   
   
  contracts with paranoid individuals of means to 
  provide watch-wizards skilled in detecting and 
  countering hostile workings of the Art. For most of 
  the Order's history, their policy of strict political 
  neutrality has paid dividends. Even after the foiling 
  of Khondar’s plot, most of our citizens knows little 
  about the order's members, and therefore have little 
  cause to fear them. 
  Membership 
  The majority of the order's members are wizards, 
  but other arcane spellcasters are welcome as well. 
  Sorcerers and warlocks are drawn to the order by 
  recent purposeful efforts at outreach. A small 
  number of bards are members as well, but most 
  bards in Waterdeep remain independent or join the 
  Council of Musicians, Instrument-makers, & 
  Choristers. These spellcasters all gain access to the 
  same information as the wizards do, but often derive 
  less immediate benefit from it, since they don't use 
  spellbooks. Arcane tricksters and eldritch knights 
  gain more benefits, though they are often seen as 
  dilettantes and associates, rather than full members. 
  Most of the rank-and-file members pay their dues 
  and provide the minimal service required to be a 
  member in good standing. A fair number of guild 
  members don’t even bother with that minimum, 
  failing to keep up with their dues and service. They 
  are content to simply register their affiliation once 
  and then go about their business. Most of the guild’s 
  positions of responsibility are filled by wizards 
  steeped in the guild’s techniques and traditions; 
  these individuals enjoy a much stronger voice in 
  guild affairs than those who just pay their dues.  
  Guild wizards of Waterdeep are likely permanent 
  residents of or long-term visitors to the city of that 
  name, though they can be found wandering across 
  the Realms. As many different personalities among 
  the Order exist as there are wizards. 
  New Ranger Conclave: 
  Stalker 
  Stalkers serve as investigators, spies, informants, interrogators, and vigilantes. Unlike other rangers, you are 
  just as at home in a crowded metropolis as you are in the wilderness. 
   
  You are experienced in solving intricate mysteries and bringing justice to the masterminds behind 
  ambitious crimes. Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, 
  sophisticated, or devious as yourself, hunting them is a far more complex task. You are a master of 
  observation, deduction, and interrogation. You specialize in studying the appearance and other clues you can 
  discern in those you meet, gaining decisive advantages in bringing that your foes to justice. 
  If you are using the optional multiclassing rules, rangers of this archetype gain a special benefit: they can 
  substitute their Intelligence score for their Wisdom score when determining if they can be multiclass rangers. 
  Accurate Mind 
  When you choose this martial archetype at 3rd level, you gain proficiency in the Insight, Investigation, and 
  Perception skills. You add double your proficiency bonus to your passive Perception, passive Investigation, 
  and passive Insight scores, instead of your normal proficiency bonus. 
   
  In addition, when you gain this feature, you may choose to make Intelligence your ranger spellcasting 
  ability score, instead of Wisdom, if you wish. 
  Detect & Deduce 
  At 3rd level, your deductive insights are unmatched. You gain three detection dice, which are d6s. As long as 
  you retain at least one detection die, whenever you make an Intelligence (Investigation), Wisdom (Insight), 
  or Wisdom (Perception) check, you can roll one of your detection dice and add the number rolled to your 
  check. This use of a detection die does not expend it. 
   
  If you roll an ability check that includes your detection die roll, after you see the number rolled, but before 
  the DM determines the result, you can expend one detection die to grant an additional +10 bonus to that roll. 
  Expended detection dice are regained whenever you finish a short or long rest. 
  
   
  Page 168 
   
   
   
  At 9th level, your detection dice turn into d8s. At 13th level, they turn into d10s. At 17th level, they turn 
  into d12s. 
  Stalker's Mark 
  Also at 3rd level, you can focus all your deductive insights on a single target and analyze how they can be 
  defeated. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t 
  incapacitated, opposed by the target’s Charisma (Deception) check. A creature that is your favored enemy 
  has disadvantage on this opposed roll. If you succeed, you gain the following benefits against that creature: 
   You gain a bonus to damage rolls against the creature. The bonus equals your Intelligence or Wisdom 
  bonus (whichever is higher, minimum 1). 
   Any attack roll you make against the creature is a critical hit on a roll of 19 or 20 on the d20. 
   If you reduce the creature to 0 hit points with any attack roll (melee or ranged), you can choose to knock 
  the creature out instead of killing it. Make this choice the instant damage is dealt. A knocked-out creature 
  falls unconscious and is stable at 0 hit points. 
   If you retain at least one of your detection dice, when you make Wisdom (Insight) and Intelligence checks 
  to discern information about that creature, or Charisma checks to influence them, you can roll your 
  detection die and add the number rolled to your check. This use of a detection die does not expend it. 
   If the creature can hear and see you, as an action, you can attempt to instantly convince the creature not 
  to act against your authority. You can expend a detection die and force the creature to make a Charisma 
  saving throw. The DC equals 10 + your choice of your Wisdom or Intelligence modifier (if you are 
  proficient in the Intimidation skill, you add your proficiency bonus as well). The creature has 
  disadvantage on its saving throw if it has been reduced to half its hit points or fewer. If the creature fails, 
  its speed is reduced by half, and every time it makes an attack roll against you or any ally you choose to 
  include in this effect, it takes psychic damage equal to your proficiency bonus + your detection die roll. 
  However, if you or any ally you included in this effect attack the creature, cast a spell that affects it, or 
  compel it to make a saving throw, this effect ends at once. 
  These benefits only last for 1 minute. You can only gain these benefits against one creature at a time; if you 
  use this feature on a new creature, any benefits you've gained against any other creature from this feature 
  end immediately. You can only use this feature while you retain at least one detection die. 
   
  If you wish, when you use this feature on a creature as a bonus action, you can cast the hunter’s mark spell 
  on the creature as part of the same bonus action, using a ranger spell slot to cast that spell as you normally 
  would. 
  Penetrating Deduction 
  At 7th level, when you use your Stalker's Mark feature on a creature you have spent at least 1 minute 
  interacting with or observing outside of combat during the past hour, you have advantage on the Wisdom 
  (Insight) check. In addition, when you use your Stalker's Mark feature on a creature, you also learn 
  something about them. The DM tells you if the creature is your equal, superior, or inferior in regard to two of 
  the following characteristics of your choice: 
   An ability score of your choice 
   Armor Class 
   Current hit points 
   Total class levels (if any) 
   Levels in a particular class (if any) 
  At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality 
  traits, if it has any. 
  Urban Hunter 
  At 7th level, when you are within 1,000 ft. of any settlement that has a population of 100 or more, you gain all 
  the benefits of being within your favored terrain. 
  Twenty Moves Ahead 
  At 11th level, you can see through opponents' deceptions and anticipate their actions. All Charisma 
  (Deception) checks against you are made at disadvantage. If a creature that is the target of your Stalker's 
  Mark hits you with an attack roll, you can expend one of your detection dice as a reaction. You gain a bonus to 
  
   
  Page 169 
   
   
  your Armor Class against the triggering attack equal to your detection die roll. If the attack still hits, you have 
  resistance against the damage it inflicts. If the attack misses, that creature provokes an opportunity attack 
  from you. 
  Improved Detection 
  Beginning at 11th level, you gain a fourth detection die. At 15th level, you gain a fifth detection die, and at 
  18th level, you gain a sixth. 
  Reliable Deduction 
  Beginning at level 15, when a creature that you have successfully used your Stalker’s Mark feature on within 
  the last hour is also the target of your hunter’s mark spell, you have advantage on attack rolls against that 
  creature. 
   
  In addition, whenever you roll initiative and have no detection dice remaining, you regain 1 detection die.  
  Other Related Matters 
  “While the Lady of Waterdeep provides a 
  thorough accounting of her chosen subjects, 
  I should provide some more information 
  relevant to what she has shared here. 
  Specific, I would tell ye of two other 
  varieties of magic-users in the Realms. They 
  should not be considered factions as such, 
  but certain matters set them apart from 
  others. They be of great significance to many 
  of the organizations described here. Here, I 
  lean largely on the experience of my own 
  meanderings, rather than relying upon other 
  documents.”  Elminster 
  Schools of Magic 
  True schools of magic—at least in the form of large 
  recognized colleges where an aspirant could study 
  under a variety of teachers to become a competent 
  spellcaster—have always been rare in the Realms.  
  Guilds and orders of wizards, such as those Lady 
  Laeral describes, are common enough, and often 
  provide training, but in those cases you become a 
  spellcaster first, then join and receive further 
  training, as opposed to starting without spells and 
  growing from there. For the most part, the old 
  scheme of master and apprentice remains standard, 
  Of course, schools of magic exist in the great elven 
  refuges, such as Evermeet and Evereska, but few 
  visitors see such places. Magic was taught in 
  academies in Myth Drannor in olden days (and again 
  during the city’s all too brief resurgence). Further in 
  the magical South, such lands of Halruua and Thay 
  maintain organized institutions of magical learning, 
  but records are unclear as to their methods and 
  organization. In Zakhara and Kara-Tur, magic has 
  also been taught systematically. The few colleges of 
  magic who have ever served the North or the 
  Heartlands, and they seldom last long. 
  In Chessenta, the Jedea Academy in Mordulkin 
  brags of being one the oldest academies of magic still 
  in continuous operation, having been founded in the 
  Year of Flashing Eyes by the city's first ruler. Yet 
  Soldim Jedea's school is certainly younger than the 
  Lady's College of Silverymoon. An arcane academy 
  called Sorcere in the loathesome drow city of 
  Menzoberranzan, may also have been in continuous 
  operation for longer than both, though determining 
  that would involve rather distasteful research.  
  The Lady's College 
  Since Silverymoon is a city of great magic, ruled 
  for centuries by a High Mage, it seems 
  appropriate that it may have the oldest school of 
  magic in continuous operation in the North. In 
  821 DR, Elué Dualen, a human girl of great 
  magical aptitude, who had arrived in the city not 
  long before and befriended the High Mage 
  Amaara Nharimlur and her sister Lynx, 
  collaborated with Lynx to establish the Lady’s 
  College, the first open school for mages in 
  Silverymoon. They took students, not apprentices, 
  and as payment for tutelage required an equal 
  time of service in defense of the city. Elué later 
  became High Mage of the city herself. (Of course, 
  Elué was another very famous and powerful mage 
  in disguise, but that is not my secret to reveal...)  
   
  Today, the Lady’s College trains mages not just 
  in spellcraft, but in the history of magic. The 
  
   
  Page 170 
   
   
  tuition is steep—an annual fee of 500 gp plus 500 
  gp per spellcaster level, to a maximum of 4,000 gp 
  per year for a spellcaster of 7th level. Spellcasters 
  of 8th level or higher are not accepted as 
  students, but may join the college as “fellows” at a 
  cost of 5,000 gp per year. 
   
  Students (and fellows) of 5th level or higher 
  can half their yearly fees by agreeing to spend half 
  their time serving in the Spellguard, a group of 
  mages who protect the city, maintaining a vigilant 
  watch over the High Palace, monitoring the city’s 
  mythal-based wards, sponsoring Silverymoon’s 
  Conclave of colleges and sages, and riding forth to 
  battle at the side of the Knights in Silver. 
   
  Students are provided with rooms in the 
  college’s rambling housing-halls, and meals in the 
  college’s refectory. If they elect to dwell off-
  campus, they of course must provide their own 
  meals and accommodations. Fellows are not 
  entitled to room and board in the college. The 
  food—and particularly the wine that goes with 
  it—is surprisingly good, and accompanied by 
  dance, minstrelsy, literary readings, or displays of 
  entertaining illusions. 
   
  Many of the “Masters of Art” (tutors) are crusty 
  or strange-minded, but the college teaches 
  tolerance, cooperation, and an appreciation for 
  differing philosophies and approaches to magic. 
  All students are exposed to every school of spells, 
  to see if they have the desire or aptitude to 
  specialize. 
   
  The college accommodates just over a hundred 
  students at a time, with an ever-lengthening 
  waiting list to get in. Naive hopefuls who show up 
  at the gates are put on the list, taken in, and 
  taught to do cooking, laundry, cleaning, and repair 
  work around the university. If they continue to do 
  such tasks, they’ll be given room and board and 
  allowed to peruse limited portions of the 
  Conclave libraries on their own, until their time 
  comes. 
   
  “My own experience has had little to do with 
  formal institutions of magical learning, 
  though by a quirk of coincidence, I may be 
  responsible for one having been founded in a 
  far-off place! A mage with a name 
  unfortunately similar to my own, the 
  unlikely Elfinster, once lived but a brisk 
  walk away from my own home in the Dales. 
  For obvious reasons, he soon relocated, 
  leaving Faerûn entirely. He founded "the 
  School of the Mage of Shadowdale" in Huzuz, 
  the City of Delights, in the far-southern 
  continent of Zakhara. The poor lad was much 
  more sensitive about the confusion than I, 
  and as much as his school's name should 
  rankle me, he is too far away for it to matter 
  much. I hope it all works out in his favor.” 
   
  Brixmarsh, an Academy of Magic 
  Not far from my home in the Dales, as the crow flies, 
  a new school of magic has sprung up, which I will 
  describe here as an example. In the rough-and-
  tumble rebuilt frontier town of Ylraphon, an 
  aristocratic wizard named Salvar Brix has partnered 
  with a local noblewoman to create “The Brix-Marsh 
  Academy of Spellcraft and the Arcanist’s Art,” 
  fortunately referred by nearly everyone as simply 
  Brixmarsh. 
  Brix himself learned magic at a formal school. His 
  wealthy family in Mulmaster paid for him to attend 
  the Lady’s College in Silverymoon, and that 
  experience clearly inspired the school he later 
  founded. After his education in the North, he 
  returned to Mulmaster, where he joined the Cloaks. 
  He was an influential member, on track to rise 
  through the ranks, until he hired a group of 
  adventurers to investigate the death of a rival 
  colleague.  
  These adventurers made quite an impression. 
  Their inquiries revealed the threat posed to the city 
  by the cults of Elemental Evil, particularly the Cult of 
  the Crushing Wave. Anticipating the devastation that 
  later befell the city, he passed on what he knew to his 
  allies in the Cloaks, then got out while the getting 
  was good. This insight allowed him to flee with many 
  resources intact before the city’s imminent undoing. 
  by elemental cultists 
   Brix was one of the first Mulmasterites to 
  relocate to the remote port of Ylraphon, but he was 
  far from the last. Refugees from the undoing of 
  
   
  Page 171 
   
   
  Mulmaster soon streamed down the River Lis and 
  the North Road. By the time hundreds were crowded 
  outside the town gates, Brix’s project was well 
  underway. Salvar sees training a new generation of 
  arcanists as vital to the safety of those who’d fled 
  Mulmaster, and his long experience with the Cloaks 
  seems to have served him well in organizing such an 
  endeavor. 
  He had begun construction as soon as he’d arrived 
  on a pair of high towers, linked by a skybridge, that 
  straddled a meandering waterway just outside the 
  palisade that protected the town. They became the 
  most striking landmark in “the Old City” section of 
  ruins, where cold welcome from Ylraphon natives 
  compelled new arrivals to build their own 
  community. The ivory-painted towers spent over a 
  year surrounded by wooden scaffolding, worked on 
  by a crew of masons and protected by well-paid 
  mercenaries. It wasn’t until Salvar Brix received 
  direct inquiries that he attended a meeting of the 
  Ylraphon’s ruling Merchant Council and bothered to 
  inform them of his intent to build a school of magic 
  just outside one of the town gates. 
   None of the Merchant Councillors laughed him 
  out of the meeting, but none of them gave their 
  direct approval either. He was then approached by 
  the half-drow stepdaughter of one of the Council 
  members, a young businesswoman named 
  Aislyn Marsh. She made him an offer: She 
  could use her connections 
  to help square his project 
  with the local authorities, and 
  convince her stepmother to 
  promote it to the rest of the 
  Merchant Council as a worthy 
  addition to the town. In exchange, 
  Brix would have to take Aislyn on 
  as his partner. 
   Lady Marsh’s precise insight 
  into the facts of the situation and 
  commanding demeanor, combined 
  with the realization that the 
  Council could make his life 
  difficult otherwise, inspired Brix 
  to agree. Aislyn Marsh became 
  his silent partner, with her participation a secret all, 
  especially her elderly stepmother, Lady Myrandah 
  (now deceased). 
   After this, Brix’s vision began to take on 
  momentum. In addition to her support with the 
  locals, Lady Marsh also displayed some intriguing 
  outsider’s insights into structuring the curriculum, 
  despite her apparent lack of magical training (I have 
  my own suspicions as to why this might be, as yet 
  unconfirmed). 
  Brix himself was not that powerful of an arcanist 
  (and still isn’t), but he was well-connected and 
  ingratiating. He procured the aid of greater 
  spellcasters than himself to teach and perform 
  research at his nascent academy, some of whom 
  came from as far away as the Sword Coast. 
   During the process, Brix began negotiating with 
  Rastol Shan, the leader of the Cloaks of Mulmaster, in 
  a bid to share resources for training students. Salvar 
  thought he could funnel his most promising students 
  to the service of the Cloaks as his part of the bargain, 
  and 
  
   
  Page 172 
   
   
  Shan was intrigued enough to offer some tentative 
  support. 
   The wizard’s planned name for his school was 
  “Master Salvar’s Academy of Spellcraft and the 
  Arcanist’s Art,” but those insiders aware of Aislyn 
  Marsh’s crucial role began referring to the school 
  informally as “Brix and Marsh’s Academy.” 
  The school took on students well before the 
  towers were completed, and the growing ranks of 
  spellcasting professors were able to speed up the 
  process of construction magically once they arrived. 
  Soon, amid a ceremonial gathering that included all 
  the local dignitaries as well as leaders of the Cloaks 
  from Mulmaster, the school had its official opening. 
   In a speech at the ceremony, Brix made his silent 
  partner’s position with the school formal and public. 
  Lady Aislyn had become less secretive and private 
  since assuming the Merchant Council seat vacated by 
  her stepmother’s retirement and demise, and she 
  was now an acknowledged leader of the town. 
  Master Salvar announced the school’s official name 
  as “The Brix-Marsh Academy of Spellcraft and the 
  Arcanist’s Art.” It would be known to nearly 
  everyone as Brixmarsh from that day on. 
   Unfortunately, the ceremony was followed by 
  near-disaster. Ylraphon’s struggle with a dangerous 
  and subversive new local cult soon came to a 
  harrowing climax. Though this trial had a terrible 
  cost, once it had passed, the town seemed safer than 
  ever. The unnaturally long and hot summer finally 
  ended. As the season changed to autumn, a full 
  schedule of regular classes finally began. 
   From the very beginning, Brix made bold 
  decisions about the structure and curriculum of his 
  academy—some wise, some foolish, and some 
  simply bizarre. Various abjurations prevent the 
  students from seriously harming one another as they 
  practice their spells, and multiple variants on spell-
  duelling are practiced safely as competitive events. 
  Other wards protect the school from hostile 
  intruders in an admirable assortment of nasty ways. 
  Most students are either not capable of casting 
  spells yet or can only cast those of the 1st or 2nd 
  level. These full-time students must live at the 
  school, residing on five large, magically enhanced 
  houseboats known as “the Floating Fortunes” in a 
  nearby bay known as the Dragon Cut. These ornate 
  barges were built by another of the merchant 
  houses, the local chapter of the larger trade concern 
  known as the Chiang Emporium, for an arranged 
  marriage between a daughter of their house and the 
  heir to the Marsh titles. After the ceremonies, Brix 
  opportunistically purchased the entire elaborate 
  assembly. Like the towers themselves, the 
  houseboats—usually referred to as cabins—are 
  enchanted to be much larger and more comfortable 
  on the inside than they appear from without. 
   Brix’s somewhat questionable praxis divides 
  magic into five “magisteria,” each covering one or 
  more schools of spells. Students are sorted by 
  mystical means into these five disciplines, and live in 
  a cabin with other students who share it. The cost of 
  their housing is included with their tuition. Tuition 
  charges have fluctuated so much over the school’s 
  initial months of operation that I won’t bother 
  including a number. 
  Students with greater experience (able to cast 3rd-
  level spells) are above this hierarchy and subject to 
  few restrictions. Called Adepts, they spend much of 
  their time on research, either on their own or as 
  assistants to professors. They pay tuition by class, as 
  they may take from one to four a year, and live away 
  from the school grounds.  
  Brix has aggressively pursued professors, most far 
  more powerful than he, and their abilities have made 
  his school what it is. Many teach only once a week or 
  give sporadic seminars. Others, usually those who 
  teach the younger students, teach multiple classes 
  daily. The most dedicated professors and long-term 
  researchers may choose to maintain their own 
  quarters within the two white towers that contain 
  the entirety of the campus, which usually include 
  both a laboratory and a study or receiving room.  
  All students and professors, regardless of their 
  other accommodations, are provided three meals a 
  day in a large dining hall in the western tower, 
  served promptly at dawn, noon, and dusk 
  (calculating the exact time of such heavenly events is 
  considered a basic skill). They come from a pre-set 
  menu prepared by Brix’s impossibly pompous and 
  
   
  Page 173 
   
   
  pretentious chefs, and attendance is mandatory. 
  Those who don’t like the entrée can usually be found 
  not long after at the Vandal’s Vigor, a popular Old 
  City restaurant and tavern close to the towers. First-
  year students have some kitchen duties, including 
  serving and clean-up (which contributes to their 
  nickname, “Sponges”), so they eat last. Once a week, 
  bards from the rotating roster of musicians at a local 
  gambling house provide a meal-time performance.  
  The library, maintained by the third-year full-time 
  students, is large and surprisingly well-stocked, 
  though actual spellbooks are kept in locked private 
  studies. The fourth-year students are nicknamed 
  “Hooks,” for the hook-shaped keys the received 
  which allow them entrance to those restricted 
  libraries and several other areas lower-ranking 
  students cannot access. 
  The more one looks at the school, the more often 
  one sees highly formal names and structures 
  imposed by Salvar Brix altered on the basis of 
  convenience, habit, or mere amusement by students 
  and staff. He refers to the junior students divided by 
  their years of study as Wardlings, Neophytes, Cadets, 
  and Magists (first through fourth years, 
  respectively), but almost everyone uses nautically 
  themed nicknames for them: Sponges, Minnows, 
  Squids, and Hooks. Ironically, the slang term for the 
  advanced students called Adepts is even more 
  derogatory—the younger students call them 
  Barnacles or sometimes just “Barnies.” 
  Much of the school’s structure rests on the five 
  magisteria Brix has identified/invented as separate 
  fields of spellcasting. Each consists of one or two 
  schools of spells (a warlock of my acquaintance 
  joked that Brix would have just separated his 
  students by school, but he only had five houseboats 
  for them to live in, not eight). 
  When new students enroll, their place in Brix’s 
  five magisteria is determined by an enchanted 
  doorway on the top floor. This stone archway seems 
  to lead out of the tower and into thin air, as if anyone 
  who walked through it would fall to their deaths. In 
  fact, it magically determines a magisterium for each 
  student who walks through it, then teleports them 
  instantly to the appropriate cabin. Rumors say there 
  are some conditions which would cause a creature to 
  fail this test and simply fall, but if that is the case, no 
  one has triggered it so far. 
  Brix’s magisteria are as follows: 
   Fortification Magic. This area deals with 
  protecting one’s own person from harm as well 
  as studying “corrupting magics” in order to 
  defend against them. Master Salvar has declared 
  such dark arts as necromancy are not to be 
  taught at his school, but they are at least touched 
  on in this category of study. (Associated Schools 
  of Spells: Abjuration, Necromancy.) 
   Natural Magic. This instinctive, spiritual field of 
  magic relates to the essential forms and primal 
  nature of all things. It includes alchemy, 
  shapechanging, herbalism, and druidic magic. 
  (Associated School of Spells: Transmutation.) 
   Physical Magic. This is the direct control of 
  energy, chiefly for healing or harm. It is 
  considered the least esoteric and most “no-
  nonsense” of the five fields of magic defined at 
  the school. Special focus is given to the 
  interaction of the four elements and to 
  “phosphoromancy,” the magic of light and 
  radiance. (Associated School of Spells: Evocation.) 
   Sensory Magic. Magic related to manipulating 
  the perceptions or minds of sentient creatures 
  fall into this mysterious and highly philosophical 
  discipline, as does controlling the substance of 
  shadow. It also includes the magic of dreams, 
  memory, and emotion, as well as the scholarship 
  related to the fey and the “new” field of psionics. 
  (Associated Schools of Spells: Enchantment, 
  Illusion.) 
   Theoretical Magic. This “cutting-edge” field of 
  scholarship interrogates the very nature of 
  magic, including metamagic effects and the 
  nature of knowledge itself. It also deals heavily 
  with the Outer Planes and other 
  extradimensional sources of magical power, with 
  a focus on summoning and teleportation. 
  (Associated Schools of Spells: Conjuration, 
  Divination.) 
  
   
  Page 174 
   
   
  These categories seem harmless enough, if 
  misapplied. Brix seems to be of the notion that 
  everyone with any kind of extraordinary talent can 
  be sorted into his system. Barbarian berserker who 
  can enter deadly rages? You’re using “natural magic;” 
  you just don’t know it yet. A martial artist monk with 
  a mastery of ki? You’ll be right at home with the 
  Fortification Magic students. 
   Thankfully, Salvar Brix is still young for a wizard, 
  and he will likely have years to develop his methods. 
  So far, his school is doing well. Still in its first year, it 
  has nearly two-thirds of its full enrollment, and has 
  attracted some astonishingly accomplished 
  instructors. To my estimation, his most impressive 
  associate is the powerful mage known as the 
  Crowngold, a half-elf known for her mastery of spells 
  relating to the Inner and Outer Planes, who 
  commands the respect of many of Faerûn’s most 
  powerful spellcasters. How she ever ended up in 
  same room as Salvar Brix, yet alone in his employ, is 
  a mystery I am eager to resolve. 
   At the same time, the young schoolmaster’s gift 
  for recruiting formidable practitioners of the Art is a 
  source of some controversy. One of his full-time 
  instructors is known to be a Red Wizard of Thay. 
  Persistent rumors say that members of a hated cult 
  which nearly destroyed Ylraphon in the past year 
  have found sanctuary in Brix’s service. Certain 
  Warlock Knights of Vaasa—the spellcasting nobles 
  who benefit from that brutal land’s feudal system—
  have recently entered into a long-term business 
  arrangement with a Mulmasterite noble on the 
  town’s Merchant Council, so of course Brix convinced 
  one to deliver a teaching demonstration of battle 
  magic every tenday or so.  
  Despite these dubious choices, most reports say 
  the school is doing well, and that the townsfolk are 
  happy to have such a fantastical place in their midst. 
  How long that will continue to be the case remains to 
  be seen. 
  New Warlock Pact: 
  Pact of the Ring 
  All warlocks of this pact wear a simple loop of dark, crystalline iron as a symbol of their station and power. 
  The chief practitioners of this pact are Warlock Knights of Vaasa, spellcasting noble elites of that country’s 
  brutal, slave-based feudal system. Their warped knightly order is based on an otherworldly being, a colossus 
  known as Telos that fell onto Vaasa during the Spellplague, who serves as the patron of their pacts. They 
  harvest a substance called ironfell from Telos’s body. It is hard as steel when worked, though more 
  crystalline in structure and duller in luster. It is from ironfell that Vaasa’s Warlock Knights forge their pact 
  rings.  
  Warlock Knights are chosen from among the most ruthless and capable in Vaasa. A few titles have passed 
  hereditarily, but only to heirs who have demonstrated their worthiness. Their hierarchy is loosely based on 
  common feudal traditions. Knights without land are known as executors, and these petty nobles serve as 
  emissaries, spies, soldiers, and assassins for greater Warlock Knights. Landed knights, also known as 
  fellthanes, have absolute power over their holdings and maintain private armies. They are vassals to more 
  powerful figures known as vindicators. The greatest vindicators make up the Ironfell Council, which revolves 
  around the Voice of Telos. 
  When you gain the Pact Boon feature at 3rd level as a warlock, you can add the following to your choices for 
  that feature. 
  Pact of the Ring 
  You bear a nigh-indestructible ring. If the ring is lost or somehow destroyed, you can perform a 1-hour 
  ceremony to create a replacement. While you bear this ring, once during your turn when you hit with an 
  attack roll for a melee weapon or a cantrip, you can inflict extra radiant damage equal to your Charisma 
  bonus on one target you hit with that attack. If the damage for the attack already includes your Charisma 
  bonus (such as if you hit with eldritch blast and have the Agonizing Blast eldritch invocation), you cannot 
  inflict this extra damage. An attack which includes this extra damage blazes with a violet, starlight glare. 
  
   
  Page 175 
   
   
  New Eldritch Invocations 
  At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in 
  addition to those in the Player’s Handbook. If an eldritch invocation has a prerequisite, you must meet it to 
  learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level 
  prerequisite refers to your level in this class. 
   
  Ironfell Blade. Prerequisites: 5th level, Pact of the Ring feature. When you take the attack action on your 
  turn and attack with a melee weapon that inflicts slashing or piercing damage, you can attack with that 
  weapon twice, instead of once. 
  Shard Star Warrior. Prerequisites: 15th level. When you make an attack roll for a melee weapon or a cantrip, 
  you score a critical hit on a roll of 19 or 20 if you have not already inflicted a critical hit that turn. 
  Starlight Hex. Prerequisites: 5th level. When you cast the hex spell, the initial target you choose for the spell 
  when you first cast it takes 1d6 magical radiant damage. 
  Iron Sky Starfall. Prerequisite: 9th level, eldritch blast cantrip, Pact of the Ring feature. When you hit a 
  creature with your eldritch blast, you can cast hold person as a bonus action using a warlock spell slot. The 
  spell’s target must be the creature you hit with eldritch blast. 
  Of Spellfire and its Wielders 
  Spellfire is refined, controlled, raw magic.  
  In beneficent manifestations, it appears as a font 
  of silver light and healing energy. In battle, it is a 
  searing blue-white jet of all-consuming radiance. 
  Some people are born with a natural ability to wield 
  spellfire in all its natural power, whereas others can 
  manipulate less potent expressions of it. Persons 
  gifted with the ability to wield spellfire can do 
  amazing things with it, dependent on their skill, 
  talent, and the amount of magical energy they have 
  within them at the time.  
  In general, spellfire can be used to heal, create 
  blasts of destructive fire, or absorb magical effects it 
  contacts, although the exact effects vary by 
  circumstance and user. Talented wielders can 
  release multiple blasts at once or even fly using the 
  ability. The damage from spellfire is a mix of eldritch 
  flame and raw magical force, and therefore difficult 
  for even season spellcasters to resist. 
  Legends hold that only one person in all Faerûn is 
  gifted with true spellfire at one time. Prior to the 
  Spellplague, that person was identified as Shandril 
  Shessair, an orphaned kitchen-maid from a tavern in 
  Highmoon of Deepingdale. As a result, Shandril was 
  hounded by hundreds of mages, including 
  Zhentarim, Red Wizards of Thay, mages of the Cult of 
  the Dragon, and others. They slaughtered each other 
  and innocents who got in their way in pursuit of 
  Shandril's power. They had little notion that spellfire 
  was just one of young Shandril’s extraordinary gifts. 
  The girl was possessed of great character and 
  determination, and depths of willpower her prior life 
  had not yet unearthed. Yet the pursuit of these 
  grasping foes would discover it, much to their 
  sorrow. She led her life on the run before finally 
  destroying enough dragon cultists to deter their 
  interest in her.  
  I will speak no more of Shandril’s fate, of which 
  little is known to the world at large, except to say 
  that the peace of her eventual respite from these 
  vultures was well-earned indeed. What I will reveal 
  in these pages is that the legends are wrong. Multiple 
  true spellfire wielders hide in the world, keeping 
  their existence a secret to avoid the endless pursuit 
  Shandril endured. 
  The lesser form of spellfire was once known as 
  silver fire, and was thought unique to the Chosen of 
  Mystra. It could be used for a variety of more subtle 
  effects, and its use could be taught. The great Simbul, 
  Chosen of Mystra and likely the most powerful 
  spellcaster of the last century, taught its use to her 
  apprentices. Other Chosen tutored powerful clergy of 
  Mystra in mastering it. Recently, larger institutions 
  of wizardly training have made inroads in the use of 
  silver fire, gaining greater understanding of this 
  fundamental quintessence of magic. 
  With the tearing of the Weave during the 
  Spellplague, spellfire was unleashed in raw, 
  uncontrolled fury, rolling over the world and 
  transforming it. Thus, a new wrinkle was added to 
  the scholarly understanding of spellfire: so-called 
  “spellscars,” marks left upon mortals by the magical 
  
   
  Page 176 
   
   
  disaster and its aftereffects. Many saw spellscars as 
  the corroded echo of spellfire, believing it had been 
  lost forever, twisted by the disaster that was the 
  Spellplague. Yet the wielders of true spellfire secretly 
  retained their gifts alongside those newly scarred.  
  Most creatures gained their spellscars not during 
  the Spellplague, but afterwards, when they were 
  exposed to areas still roiling with raw spellfire. 
  Spellscarred individuals often developed unique 
  abilities to use spellfire, but never without a price. 
  Sometimes a spellscar was a physical abnormality, 
  but more often it was an intangible mark that 
  appeared only when its power was activated. An 
  active spellscar might appear as jagged cracks of 
  blue light racing across the forearms and hands, a 
  corona of cerulean flame, a blazing blue glyph on the 
  forehead, or perhaps even wings of cobalt flame. In 
  all instances, blue fire is a sure indicator of a 
  spellscar. 
  As with spellfire, creatures could learn to master 
  their spellscars. In fact, some beings even travelled 
  to lands still burning with the Spellplague in hopes of 
  gaining a spellscar. Such “scar pilgrimages” were 
  encouraged by a mysterious organization called the 
  Order of Blue Flame. 
  Both spellfire wielders and the spellscarred tend 
  to remain reclusive, as powerful organizations are 
  always on the hunt for beings with unusual abilities 
  that can be turned to their wicked agendas or simply 
  experimented upon. The Cult of the Dragon is one 
  such group, and it has been responsible for driving 
  not only Shandril Shessair but many other users of 
  spellfire went into hiding. Another group with a 
  hostile interest in spellfire is the Red Wizards of 
  Thay, who seek to experiment upon those gifted with 
  this power as a means of advancing their lich lord's 
  quest for deification. Though a thankfully rare few 
  use their spellfire to acquire power and influence for 
  themselves, in the end most spellfire wielders wish 
  only to be left alone.
  New Sorcerous Origin: 
  Spellfire Channeler 
  Most who bear the gift of spellfire never have time or opportunity to develop those skills, due to destroying 
  themselves early on or forced to live on the run from those who seek to exploit them. You, however, have 
  undertaken careful practice to grow your talents into magical mastery. You know that, in time, those who do 
  practice their spellfire are able to hone their talent into true sorcery and fantastic abilities that most dabblers 
  can only dream of.  
  Bonus Spells 
  You learn extra sorcerer spells when you choose this archetype. You learn the cantrip produce flame and the 
  spells detect magic and identify. These are sorcerer spells for you, but they don’t count against your total 
  number of spells known as shown on the Sorcerer Table. You don’t need to provide a material component 
  when casting identify with this class feature. 
   
  In addition, you gain the ability to start fires with a touch. As an action, you can magically ignite a 
  flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of 
  drapes. 
  Channel Spellfire 
  At 1st level when you choose this sorcerous origin, you gain a set of abilities that are fueled by special dice 
  called spellfire dice.  
   
  Spellfire Dice. You have two spellfire dice, which are d10s. A spellfire die is expended when you use it. You 
  regain all of your expended spellfire dice when you finish a long rest. You gain another spellfire die at 5th 
  level, another at 9th level, again at 13th level, and one more at 17th level. At 11th level, your spellfire dice 
  becomes d12s instead of d10s. If you are in an area where spells are suppressed or cannot be cast (such as an 
  antimagic field spell), you cannot use spellfire dice. 
   
  Expending Multiple Spellfire Dice. At 1st level, you can only expend 1 spellfire die per turn. Once you 
  reach 6th level, the maximum number of spellfire dice you can spend per turn equals your proficiency bonus. 
  
   
  Page 177 
   
   
  However, whenever you spend 2 or more spellfire dice in a single turn, if the total number of spellfire dice 
  spent exceeds your Constitution modifier, you must make a Wisdom saving throw against a DC equal to 15 + 
  the number of spellfire dice spent. If you fail, you and any creatures within 10 feet take fire damage equal to 
  half your level + your proficiency bonus and force damage equal to half your level + your proficiency bonus. 
   
  Using Spellfire Dice. You can expend spellfire dice to gain a number of different benefits: 
   When you take cold damage or damage from a spell, you can use your reaction to expend 1 or more 
  spellfire dice and regain hit points equal to the total number rolled on your spellfire dice. 
   When you are hit by a ranged weapon attack, you can use your reaction to expend 1 or more spellfire dice 
  in an attempt to melt or burn the projectile before it strikes. When you do so, the damage you take from 
  the attack is reduced by your level + your total spellfire dice roll. If you reduce the damage to zero, the 
  projectile is assumed to have been consumed by flame before it even reached you. 
   Whenever you inflict fire damage with a spell or cantrip, you can use your bonus action to expend 1 or 
  more spellfire dice to inflict extra damage against one target of that fire damage (even if that target took 
  no fire damage due to immunity). The target takes force damage equal to your total spellfire dice roll, and 
  you can push the target up to 10 feet away from you. When you reach 5th level, you can choose a second 
  target (if possible). At 11th level, you can choose a total of three targets; at 17th level, the total number of 
  targets you can choose increases to four.  
   As an action, you can expend 1 or more spellfire dice to heal a creature you touch for a number of hit 
  points equal to your total spellfire dice roll. 
   
  Spellfire Radiance. Whenever you spend 1 or more spellfire dice, until the end of your next turn you shed 
  bright light in a 30-foot radius and dim light for an additional 30 feet. If you spend 4 or more spellfire dice at 
  once, these radii are doubled. 
   
  Recovering Spellfire Dice. When you heal yourself with spellfire dice, if the total amount of healing from 
  one use is 10 hit points or more, you can decrease the number of hit points regained by 10 and regain 1 
  expended spellfire die. 
   
  Inner Warmth. As long as you have at least one unexpended spellfire die remaining, you are considered 
  naturally adapted to cold climates 
  Drain Magic 
  At 1st level, when you touch a magic item that is consumable (like a potion or scroll) or which uses charges 
  (like a wand), you can attempt to drain some of its magic. As an action, you drain one use or charge from an 
  item within 5 feet. If it can only be used once normally (like a potion of healing), it is fully drained. A fully 
  drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). An item 
  with multiple charges loses only one charge. A creature gets to make a Wisdom saving throw (DC = 8 + your 
  proficiency bonus) to prevent an item it is holding or carrying from being drained. When you successfully use 
  your action to drain magic from an item with this feature, you can use a bonus action to regain one expended 
  spellfire die. 
   
  You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when 
  you finish a long rest. 
  Absorb Magic 
  At 6th level, you learn the counterspell and dispel magic spells if you don’t already know them. These are 
  sorcerer spells for you, but they don’t count against your total number of spells known as shown on the 
  Sorcerer Table. Whenever you successfully end one or more spell effects using a counterspell or dispel magic 
  spell you cast using a spell slot, you regain 1 expended spellfire die. 
   
  In addition, when you make a saving throw against a spell, you can use your reaction to expend 1 or more 
  spellfire dice and gain advantage on that saving throw. You then roll your spellfire dice and regain hit points 
  equal to half the total number rolled. 
  Spellfire Sorcery 
  At 6th level, as a bonus action, you can spend 2 sorcery points to regain 1 expended spellfire die, or you can 
  expend 2 spellfire dice to regain 1 spent sorcery point. 
  Spellfire Mastery 
  At 14th level, your powerful mastery of spellfire grants you a number of benefits: 
  
   
  Page 178 
   
   
   When you expend a spell slot to cast a spell that includes a fire damage roll, the roll gains a bonus to equal 
  to your Charisma modifier. 
   You can expend 1 or more spellfire dice to gain a fly speed of 40 feet for a number of minutes equal to 
  your total spellfire dice roll. You can hover when flying with this feature. 
   Whenever you expend 1 or more spellfire dice, the next creature that hits you with a melee attack or 
  touches you before the end of your next turn takes fire damage equal to your Charisma modifier. 
  Crown of Fire 
  At 18th level, you can manifest the legendary crown of fire. As a bonus action, you magically wreathe your 
  head in a halo of spellfire that exudes heat and light. For 1 minute, you gain the following benefits: 
   You have resistance to all damage. 
   You gain a +5 bonus on all saving throws against spells. 
   Whenever you roll fire damage on your turn, the damage roll gains a bonus equal to your proficiency 
  bonus.  
   You shed bright light in a 100-foot radius and dim light for an additional 100 feet.  
  Once you use this feature, you can’t use it again until you finish a long rest. 
   
  New Feat: 
  Spellscarred Savant 
  Prerequisite: You have a spellscar (any character can be assumed to have a spellscar with DM approval, or a 
  spellscar may be gained by some means in play). 
   
  After the Spellplague, all manner of terrible abominations spread across Faerûn. Even today, though the 
  Spellplague is long past, spellscarred creatures riddle the world, most sowing madness and fear wherever 
  they appear. To a select few, though, the spellscar that mars their flesh is no curse, but rather a powerful 
  boon. You are one of these few, a spellscarred savant. You wear your scar as a badge of power and a fell 
  warning to your foes. You have learned to harness the dark gift of your spellscar and channel its disrupting 
  power. The erratic forces behind your spellscar are yours to command now. Your mastery of your spellscar 
  allows you to tap into the raw magical energy known as spellfire, either to heal yourself with its sizzling 
  power or invigorate your body in combat. As your power grows, you can wield the fury of spellfire as easily 
  as a warrior does a blade, calling down the untempered essence of magic gone mad to burn foes to ash. This 
  grants you the following abilities: 
   Flamespeed. You can use a bonus action to increase your speed by 10 feet until the end of your next turn. 
  Blue flame momentarily licks the ground where your feet touch it. Once you use this ability, you cannot 
  do so again until you finish a short or long rest. 
   Larger than Life. When you make a melee attack, you can increase that attack’s reach by 5 feet. Once you 
  use this ability, you cannot do so again until you finish a long rest. 
   Sight of the Unseen. As a bonus action, or as a reaction when light around you dims, you gain the ability 
  to see in both dim light and darkness as if they were bright light, but only out to a range of 5 feet. 
  However, if the space you are in is exposed to bright light while this effect is active, you suffer 
  disadvantage on sight-based Wisdom (Perception checks) until the end of your next turn. This effect ends 
  whenever you will it to end. While this effect is active, your eyes are backlit with a dancing blue flame. 
   Spellscarred Strike. When you strike an enemy, you can lash out with a flicker of blue spellfire that 
  passes through their flesh and removes something vital. As an action, you can make an unarmed strike 
  against a target within 5 feet. You may use either your Strength modifier or your Dexterity modifier to 
  modify the attack roll, but you do not add either ability modifier to damage. On a hit, the target takes 1d4 
  fire damage and 1d4 force damage. The next time the target makes an attack roll before the end of its 
  next turn, it coughs up sickly blue-black blood, and must either accept disadvantage on that attack roll or 
  take 1d8 necrotic damage. Once you use this ability, you cannot do so again until after the end of your 
  next turn. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/Elminster's Guide to Magic.pdf