TEXT:  
   
   
  
  1 
  QUANTUM 
  SPELLBOOK 
  SPELLS INSPIRED BY PHYSICS 
   
   
  In certain worlds, magic is not recognized 
  as an esoteric energy drawn from the 
  Weave––it is branded “science”, understood 
  by its laws and interactions. It’s unclear who 
  has the right of the situation: whether magic 
  is an extension of the laws of nature, a 
  completely unconnected essence, or some 
  middle ground where magic and science 
  coexist. In any case, it behooves a 
  magic-user to understand the laws of nature 
  before they tamper in them. 
   
  LIST OF SPELLS 
  Absolute Zero 
  Black Hole 
  Field of Force 
  Graviton Crush 
  Gravity Lance 
  Intangibility 
  Intense Gravity Zone 
  Perpetual Motion Field 
  Quantum Bond 
  Quantum Box 
  Ray of Entropy 
  Redirect Energy 
  Spatial Lock 
  Sublimation 
  Time Stutter 
  Vacuum Palm 
  Weighten/Lighten 
  Weightless Quiver 
   
   
  SPELL DESCRIPTIONS 
   
   
  ABSOLUTE ZERO 
  7th-level evocation 
  Time: ​1 action 
  Range:​ 60 feet 
  Components: ​V, S, M (a shard of ice) 
  Duration: ​Concentration, up to 10 minutes 
  You sap the heat of a creature within range, 
  leaving their body crystallizing near absolute 
  zero. Choose a creature within range. The 
  target must succeed a Constitution saving 
  throw or be restrained as their limbs and 
  muscles freeze. At the end of their next turn, 
  the target must make another Constitution 
  saving throw. On a second failed save, the 
  target freezes into a solid statue of ice and 
  is petrified for the duration. If the target 
  succeeds on either saving throw, the spell 
  ends. 
  BLACK HOLE 
  6th-level evocation 
  Time: ​1 action 
  Range:​ 90 feet 
  Components: ​V, S 
  Duration: ​Concentration, up to 1 minute 
  You create a 5-foot radius superdense 
  sphere of matter within range that 
  consumes everything it touches. Any 
  creature that comes within 10 feet of the 
  sphere must succeed on a Strength saving 
  throw or be pulled 10 feet in a straight line 
  towards the sphere. Due to the sphere’s 
  gravity, the 10-foot radius surrounding the 
  sphere is considered difficult terrain. 
     A creature that starts their turn within 5 
  feet of the sphere takes 8d6 force damage 
  
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  as they are compressed by the rampant 
  forces of gravity near the superdense 
  matter. 
  CONDENSE/LIGHTEN 
  1st-level transmutation 
  Time: ​1 action 
  Range: ​30 feet 
  Components: ​V, S  
  Duration: ​Concentration, up to 1 minute 
  You rearrange the atoms of a creature 
  within range, increasing or decreasing their 
  density. Choose either a creature or an 
  object that is neither worn nor carried. If the 
  target is unwilling, it can make a 
  Constitution saving throw. On a success, 
  the spell has no effect. 
     ​Condense. ​For the duration, the target 
  weighs twice as much as normal, though its 
  size remains the same. The target has 
  advantage on Strength saving throws, but 
  disadvantage on Dexterity saving throws. 
  Additionally, effects that would physically 
  move you, such as the ​thunderwave ​spell, 
  only move you half their normal distance. 
     ​Lighten. ​For the duration, the target 
  weighs half as much as normal, though its 
  size remains the same. The target has 
  advantage on Dexterity saving throws, but 
  disadvantage on Strength saving throws. 
  Additionally, effects that would physically 
  move you, such as the ​thunderwave ​spell, 
  move you twice their normal distance. 
  FIELD OF FORCE 
  4th-level evocation 
  Time: ​1 action 
  Range: ​60 feet 
  Components: ​V, S, M (a small magnet) 
  Duration: ​Concentration, up to 1 minute 
  You create a 15-foot radius field of 
  gravitational force within range, which lasts 
  for the duration. Choose one of the following 
  options. A creature that starts its turn in the 
  field must make a Strength saving throw, 
  and on a failed save suffers the chosen 
  effect. Objects that aren’t being worn or 
  carried and aren’t adhered to the ground in 
  some way are also affected by the field. 
     ​Attraction. ​The field attracts creatures 
  and objects towards its core. The target is 
  pulled 10 feet in a straight line towards the 
  center of the field. A creature moving away 
  from the center of the field while inside it is 
  moving through difficult terrain. 
     ​Repulsion. ​The field repels creatures and 
  objects from its core. The target is pushed 
  10 feet in a straight line away from the 
  center of the field. A creature moving 
  towards the center of the field while inside it 
  is moving through difficult terrain. 
  GRAVITON CRUSH 
  5th-level evocation 
  Time: ​1 action 
  Range: ​90 feet 
  Components: ​V, S 
  Duration: ​Instantaneous 
  You summon the forces of gravity to crush a 
  creature within range. The target must make 
  a Strength saving throw. On a failed save, 
  the target takes 6d10 force damage and is 
  knocked prone. On a successful save, the 
  target takes half as much damage and isn’t 
  knocked prone. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 6th level or higher, the 
  damage increases by 1d10 for each slot 
  level above 5th. 
  
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  GRAVITY LANCE 
  3rd-level evocation 
  Time: ​1 action 
  Range: ​60 feet 
  Components: ​V, S  
  Duration: ​Instantaneous 
  You fashion a lance out of pure gravitational 
  force and spear a creature within range. 
  Make a ranged spell attack. On a hit, the 
  target takes 5d8 force damage, and must 
  succeed on a Strength saving throw or be 
  pushed 10 feet away from you in a straight 
  line.  
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 4th level or higher, the 
  damage increases by 1d8 for each slot level 
  above 3rd. 
  INTANGIBILITY 
  3rd-level transmutation 
  Time: ​1 action 
  Range: ​Touch 
  Components: ​V, S  
  Duration: ​1 minute 
  You touch a creature within range and rob 
  their solidity, rendering them intangible. A 
  creature unwilling to become intangible can 
  make a Constitution saving throw to resist 
  this effect. On a failed save, the creature 
  and everything they are wearing or holding 
  becomes intangible for the duration. 
     An intangible creature can’t physically 
  interact with other creatures or objects, 
  including making weapon attacks, lifting 
  objects, or casting spells that require it to 
  touch other creatures. An intangible 
  creature can pass through solid objects and 
  creatures as if they were difficult terrain. 
     If the target is inside a solid object when 
  the spell ends, it is shunted into the nearest 
  unoccupied space big enough to contain 
  them, and it takes one point of force 
  damage for every foot it was moved in this 
  way. 
  INTENSE GRAVITY ZONE 
  4th-level evocation 
  Time: ​1 action 
  Range: ​60 feet 
  Components: ​V, S, M (a small obsidian 
  bead) 
  Duration: ​Concentration, up to 1 minute  
  You create a 15-foot radius zone within 
  range where the forces of gravity are 
  massively amplified. A creature that enters 
  this zone, including when the zone appears, 
  must succeed on a Strength saving throw or 
  be knocked prone.  
     Regardless of whether a creature 
  succeeds, the zone is considered difficult 
  terrain due to the crushing forces weighing 
  down every step. Additionally, physical 
  projectiles in this zone, such as bolts and 
  sling bullets, are instantly slammed into the 
  ground, causing ranged attacks that pass 
  through the zone to fail.  
  PERPETUAL MOTION FIELD 
  2nd-level transmutation 
  Time: ​1 action 
  Range: ​60 feet 
  Components: ​V, S 
  Duration: ​Concentration, up to 1 minute 
  You create a 10-foot radius field where the 
  laws of inertia don’t apply, and things in 
  motion must remain in motion. A creature or 
  object that enters this field travels in a 
  straight line until it leaves the field unless it 
  is tethered to an object outside the field in 
  
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  some way. This movement costs the 
  creature no movement speed, as they exert 
  no energy in order to move. Creatures with 
  no movement speed, such as paralyzed and 
  unconscious creatures, are still affected by 
  the field, regardless of their inability to 
  move.  
  QUANTUM BOND 
  5th-level transmutation 
  Time: ​1 minute 
  Range: ​Touch 
  Components: ​S  
  Duration: ​1 day 
  You touch two inanimate objects no larger 
  than a 2-foot cube in size and entangle 
  them on a quantum level, bonding them 
  across space.  
     A pair of bonded objects reflect each 
  other’s states: if one object is altered, the 
  other object alters to reflect the change. For 
  instance, marking one object with ink, 
  scorch marks, or scratches causes identical 
  marks to appear on the bonded object, 
  unless that object is in some way resistant 
  to receiving the change. For instance, you 
  could not bond a mundane object to a 
  magical one and destroy the magical object 
  through ordinary means, as magical objects 
  are resistant to ordinary means of 
  destruction. 
     If both bonded objects have an interior 
  space and you place an item inside, the 
  item is present in both objects until it is 
  removed from one, at which point it 
  disappears from the other. In the event that 
  two creatures attempt to pull an item from 
  inside the bonded objects at the same time, 
  flip a coin to determine who receives the 
  item. 
     If one of the bonded objects is taken to a 
  different plane without its partner, the bond 
  ends. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 6th level or higher, the 
  duration increases to 7 days (6th level), 1 
  month (7th level), 1 year (8th level), or until 
  dispelled (9th level). 
  QUANTUM BOX 
  4th-level conjuration 
  Time: ​1 action 
  Range: ​Self 
  Components: ​V, S, M (a tiny lead box)  
  Duration: ​8 hours 
  You conjure a black hinged box warded with 
  quantum energies for the duration. The box 
  can house an object as large as 2 feet in 
  any dimension.  
     An object stored in the box has its 
  qualities suppressed as if it doesn’t exist. If 
  the item generates heat, magic, or some 
  other form of energy, that energy is limited 
  to the confines of the box, and can’t affect 
  or damage anything outside the box. Magic 
  items with passive effects take no effect 
  while inside the box, and effects with a 
  duration are suspended until they leave the 
  box, at which point the duration and effects 
  resume. Additionally, objects inside the box 
  cannot be made the target of any spell short 
  of a ​wish ​spell, including divination and 
  conjuration spells that would remove the 
  item from the box. 
     The box is near indestructible, but a 
  disintegrate ​spell will cause it to turn to ash, 
  revealing any objects inside. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 5th level or higher, the 
  duration increases to 1 day (6th level), 7 
  
  5 
  days (6th level), 1 month (7th level), 1 year 
  (8th level), or until dispelled (9th level). 
  RAY OF ENTROPY 
  2nd-level evocation 
  Time: ​1 action 
  Range: ​120 feet 
  Components: ​V, S 
  Duration: ​Instantaneous 
  You create a ray of void energy that saps 
  the heat and life of a creature within range. 
  The target must make a Constitution saving 
  throw, taking 2d8 cold damage and 2d8 
  necrotic damage on a failed save or half as 
  much on a successful one. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 3rd level or higher, the 
  damage increases by 1d8 cold damage and 
  1d8 necrotic damage for every two slot 
  levels above 2nd. 
  REDIRECT ENERGY 
  3rd-level abjuration 
  Time: ​1 reaction 
  Range: ​Self 
  Components: ​V, S  
  Duration: ​1 minute 
  When you are made the target of an effect 
  that deals acid, cold, fire, lightning, or 
  thunder damage, you can cast this spell to 
  absorb and contain some of that energy 
  inside your body. The next weapon attack 
  you make within the duration deals 
  additional damage equal to half the damage 
  you took from the attack that triggered this 
  spell. This damage is of the same type as 
  the triggering damage. 
     If you haven’t made a weapon attack by 
  the end of this spell’s duration, the spell 
  ends and the energy is wasted. 
  SPATIAL LOCK 
  4th-level abjuration 
  Time: ​1 action  
  Range: ​60 feet 
  Components: ​V, S, M (a length of gold 
  chain) 
  Duration: ​Concentration, up to 1 hour 
  Chains of pure force bind an object no 
  larger than a 5-foot cube within range. For 
  the duration, the object is locked in space, 
  preventing its motion. 
     If a creature or outside force attempts to 
  move the object, make a Constitution saving 
  throw, as if maintaining concentration. On a 
  roll of 10 or higher, the object is unaffected 
  and the spell continues. On a roll of 9 or 
  less, the object doesn’t move, but the 
  chains disappear and the spell ends. 
  SUBLIMATION 
  5th-level transmutation 
  Time: ​1 action 
  Range: ​90 feet 
  Components: ​V, S 
  Duration: ​Instantaneous 
  You focus on a 20-foot radius within range, 
  causing water in the area to sublimate. 
  Choose one of the effects below. 
     ​Evaporate. ​You cause any moisture in 
  the area to flash-boil into scalding hot 
  steam. Any creature in the area must make 
  a Constitution saving throw, taking 8d8 fire 
  damage on a failed save or half as much on 
  a successful one. Any bodies of water 
  containing 10 gallons or less in the area 
  evaporate into steam and then dissipate. 
     ​Condense. ​You cause any moisture in 
  
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  the region to flash-freeze into razor-sharp 
  ice crystals in the air. Any creature in the 
  area must make a Constitution saving 
  throw, taking 8d8 cold damage on a failed 
  save or half as much on a successful one. 
  Any clouds of fog or mist in the area 
  condense into crystals, then shatter and 
  disappear. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 6th level or higher, the 
  damage increases by 1d8 for every slot 
  level above 5th. 
  TIME STUTTER 
  3rd-level transmutation 
  Time: ​1 reaction 
  Range: ​Self 
  Components: ​V  
  Duration: ​Instantaneous 
  When you take damage, you can cast this 
  spell to cause time to stutter back a second, 
  giving you a second chance to react. If the 
  attack was a roll made against you, the 
  attacker rolls again and takes the new 
  result. If the damage was caused by a failed 
  saving throw, you roll the saving throw 
  again and take the new result. 
  VACUUM PALM 
  6th-level evocation 
  Time: ​1 action 
  Range: ​Touch 
  Components: ​S  
  Duration: ​Instantaneous 
  You strike a creature and pull all the air from 
  their lungs. The target must make a 
  Constitution saving throw. On a failed save, 
  the target takes 10d8 necrotic damage and 
  is incapacitated until the end of their next 
  turn as they choke and gasp for breath. On 
  a successful save, the target takes half as 
  much damage and isn’t incapacitated. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 7th level or higher, the 
  damage increases by 2d8 for every slot 
  level above 6th. 
  WEIGHTLESS QUIVER 
  2nd-level transmutation 
  Time: ​1 bonus action 
  Range: ​Touch 
  Components: ​V, S  
  Duration: ​Concentration, up to 1 hour 
  You touch a quiver of ammunition and 
  enchant its contents. For the duration, 
  ammunition from this quiver isn’t affected by 
  the forces of gravity, flying in a straight line. 
  Ranged weapon attacks made with this 
  ammunition can be made in the weapon’s 
  far range without suffering disadvantage. 
     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. 
  At Higher Levels. ​When you cast this spell 
  with a spell slot of 3rd level or higher, the 
  number of pieces of ammunition you can 
  affect with this spell increases by two for 
  every slot level above 2nd. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/E. R. F. Jordan/E. R. F. Jordan - Quantum Spellbook. Spells Inspired By Physics.pdf