TEXT:   
   
   
   
  
    
  Ilkhana’s Grimoires: Beyond Necromancy 
  New lore, magic items, and spells for D&D 5E 
  By Matthew Jarmak 
   
   
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild. 
  All other original material in this work is copyright 2018 by Matthew Jarmak and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
  Artwork used in this product was provided as Dungeon Masters Guild creator resources and used 
  under the terms of the Community Content Agreement. 
  This product is a work of fiction.  Any similarity to actual people, places, events, or organizations is 
  purely coincidental. 
   
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  1 Introduction 
   
  Introduction 
  Centuries or perhaps even millennia ago, 
  there lived an arch-necromancer.  The details 
  of their life have been lost to time.  Most of 
  what is believed about them is rumor, faded 
  and tattered nearly to the status of myth.  But 
  they did exist, and they left behind both a 
  name and a legacy; Ilkhana's Grimoires.   
    Like most wizards, their legacy was in the 
  form of spellbooks.  Seven of them are known 
  to exist, and rumors abound of an eighth.  Of 
  the seven, each one is dedicated to a 
  different school of magic.  But not the school 
  of magic as it is usually used; rather, each one 
  is dedicated to a single school of magic, 
  reinterpreted through the lens of 
  Necromancy.  The spells in these books may 
  not themselves be necromantic, but make no 
  mistake, they stride along the border 
  between life and death.  Chapter 2 describes 
  the grimoires themselves, while Chapter 3 
  describes the new spells contained within 
  them. 
    The eighth book, if it exists at all, is different.  
  The seven lesser grimoires are enchanted, in 
  their own small ways.  They possess magic 
  both in their pages and in their being.  The 
  eighth book, so the legends say, is not 
  enchanted; it contains no power but 
  knowledge.  According to legend, the eighth 
  book holds the secrets of immortality, of how 
  to step beyond death and embrace eternity; 
  the secret rites that create greater undead, 
  such as death knights and liches. 
    As these grimoires have existed for a long 
  time, the spells in them are not uniquely 
  available within them.  At the DM's 
  discretion, these spells may be available 
  whether or not the grimoires have been 
  found or are being used in the campaign. 
  RUMORS OF ILKHANA 
  As an ancient necromancer, there have been 
  tales and rumors about Ilkhana for a long 
  time.  Characters might know some of these.  
  A character who makes an Intelligence 
  (History) or Intelligence (Arcana) check will 
  have heard a number of rumors based on 
  their check result.  Two tables are provided, 
  one for rumors about Ilkhana in the Forgotten 
  Realms setting and one for rumors about 
  Ilkhana in the Eberron setting. 
        Rumors of Ilkhana 
  Check Result 
  Rumors Known 
  Less than 10 
  No rumors 
  10-14 
  One rumor 
  15-19 
  Two rumors 
  20 or higher 
  Three rumors 
   
    In addition to the rumors they have heard, 
  any character who gets a 10 or higher will 
  have heard of the existence of the grimoires; 
  that they are at least seven of them, and the 
  eighth may exist.  Any character who gets a 
  15 or higher will have heard that each one is 
  dedicated to a school of magic interpreted 
  through necromantic principles, and any 
  character who gets a 20 or higher will know 
  the names of the grimoires and what school 
  they are associated with. 
    The truth of these rumors is left up to the 
  DM for their own campaign.  It is unlikely that 
  
    
   
  2 Introduction 
   
  all of them (or even most of them) are true.  
  Some rumors may even contradict each 
  other, or contain factual errors about other 
  topics, making it even less likely that they 
  would all be true.  Some rumors make 
  reference to secret or obscure topics; having 
  heard the rumor does not necessarily mean 
  that the character knows anything about the 
  particular topic referenced, just that they 
  have heard the name at some point. 
  Ilkhana in the Realms 
  d20 
  Rumor 
  1 
  Szass Tam learned much from Ilkhana’s Will, but lost the book when a renegade 
  apprentice stole it and ran.  When the apprentice was found and (messily) killed, the book 
  was gone. 
  2 
  The Halruaan wizard Akhlaur was inspired to create the laraken by what he read in 
  Ilkhana’s Gift. 
  3 
  Candlekeep possesses, and has for centuries, a complete transcription of every book.  The 
  only person they have ever allowed to read them is Laeral Silverhand. 
  4 
  Aumvor the Undying’s method of leeching life from servitors was inspired by reading 
  Ilkhana’s Aegis. 
  5 
  The Witch-King Zhengyi was inspired to enchant his Books of Creation by rumors of the 
  power of Ilkhana’s Grimoires, though he never read them himself. 
  6 
  A priest of Lathander once found one of the Grimoires in a secondhand market stall, and 
  was driven irrevocably insane by reading it. 
  7 
  If analyzed properly, the text of the Grimoires predicts the future. 
  8 
  Each grimoire has the soul of an archmage trapped in it, who specialized in the same 
  school as the grimoire. 
  9 
  When Netheril was new, Ilkhana was already ancient. 
  10 
  The Zakharan necromancer Alim Baybars caused irreparable damage to his own face by 
  miscasting a spell out of Ilkhana’s Breath. 
  11 
  Black Garius of Luskan’s Arcane Brotherhood used the spells in Ilkhana’s Sight to gather 
  information on his political opponents. 
  12 
  Daelfyrthimachian, the Jet-Boned Tyrant, had the opportunity at one point or another to 
  add each of Ilkhana’s Grimoires to his hoard, but declined each time, as he felt that non-
  draconic necromancy was beneath him. 
  13 
  Ilkhana read the Nether Scrolls before writing the Grimoires. 
  14 
  The Emperor Tan Chin of Shou Lung used Ilkhana’s Grasp to control his undead army.   
  15 
  The necromantic blade Drinker of a Thousand Lives remembers Ilkhana’s Reach, and 
  hates it. 
  16 
  Hodkamset, the Mulhorandi necromancer and right hand of Set, was a faithful cleric of 
  Osiris until he read Ilkhana’s Whisper. 
  17 
  The oldest recorded use of the word ‘phylactery’ is in Ilkhana’s Will. 
  18 
  Halaster Blackcloak has read at least three of Ilkhana’s Grimoires, then tossed them aside 
  as garbage, unimpressed. 
  19 
  Sammaster, founder of the Cult of the Dragon, discovered the method to create a 
  dracolich in a dream where a shadowy figure identifying themselves as Ilkhana whispered 
  the formula to him. 
  20 
  If asked about Ilkhana’s Grimoires via magic, Kelemvor will immediately send his servants 
  to slay the questioner. 
  
    
   
  3 Introduction 
   
   
  Ilkhana in Eberron 
  d20 
  Rumor 
  1 
  Ilkhana was a servant of the daelkyr, but escaped their service after learning what they 
  could. 
  2 
  Ilkhana’s Gift is currently in the library of Mordain the Fleshweaver. 
  3 
  Rituals devised by Ilkhana were instrumental in the birth of Erandis Vol. 
  4 
  The Draconic Prophecy mentions Ilkhana and their grimoires precisely thirteen times. 
  5 
  For reasons unknown, the spells contained in Ilkhana’s Grimoires cannot be contained in 
  an Eberron dragonshard. 
  6 
  Ilkhana’s Grasp and Ilkhana’s Whisper were lost in Karrnath for many years.  Their 
  influence is the reason why Karrnath has no taboo against undead. 
  7 
  Quori are incapable of seeing any of Ilkhana’s Grimoires.  Kalashtar see them only dimly, 
  having trouble focusing on them. 
  8 
  Ilkhana bore the first aberrant dragonmark. 
  9 
  If all of Ilkhana’s Grimoires are brought to the Vault of the Keeper, the wyrm Khyber will 
  be freed. 
  10 
  When the Genesis Forge was destroyed, the world lost the only reliable way to destroy 
  Ilkhana’s Grimoires. 
  11 
  For a brief period of time, the Order of the Emerald Claw had all of Ilkhana’s Grimoires, 
  though not in the same place.  While trying to carry them to a central location, each 
  caravan suffered a unique misfortune and all were lost again. 
  12 
  If fed to the Madstone, a specific one of Ilkhana’s Grimoires would cure it.  Any of the 
  others being fed to it would horribly kill everyone nearby. 
  13 
  The Lord of Blades believes Ilkhana’s Grimoires were responsible for the Day of Mourning. 
  14 
  Merrix d’Cannith has quietly let it be known that he will pay handsomely for anyone who 
  can bring him Ilkhana’s Will, and lesser payments for any of the others. 
  15 
  House Kundarak has a vault specifically for storing Ilkhana’s Grimoires whenever a client 
  has a grimoire they would like to store. 
  16 
  Although the Church of the Silver Flame of course condemns them as necromantic 
  horrors, the Keeper of the Flame has never personally condemned the grimoires. 
  17 
  Three of the Grimoires were once part of Rhaashak’s hoard, but he has never been able 
  to leave his ancient guardian duties to retrieve them. 
  18 
  House Sivis once failed to make a copy of Ilkhana’s Will and was forced to refund the 
  customer. 
  19 
  The Mosaic Committee took their name from the patterns on Ilkhana’s Aegis. 
  20 
  The Mark of Warding cannot protect against the spells in Ilkhana’s Grimoires. 
   
   
   
   
   
   
  
    
   
  4 The Grimoires 
   
  The Grimoires 
  Ilkhana's Grimoires are a set of seven 
  enchanted spellbooks, and one (supposedly) 
  nonmagical book.  Each of the books has a 
  number of spells contained in it.  In addition, 
  each of the seven enchanted books is a 
  magical item of varying rarity.  Within these 
  grimoires, spells are sometimes referred to by 
  a different name than they are commonly 
  known.  When this is the case, the spell is 
  listed first as the name it is referred to within 
  the grimoire, then by the common name in 
  parentheses.  For example, Ilkhana's Gift 
  refers to Alter Self as Reshape Flesh.  It is 
  written as Reshape Flesh (Alter Self) in the 
  book's description.  
    In addition, many of the spells contained in 
  these grimoires are new spells.  Spells listed in 
  italics are new, and can be found in Chapter 
  3: New Spells.  All other spells can be found in 
  the Player's Handbook. 
  ILKHANA'S REACH 
  Wondrous item, very rare, requires 
  attunement  
  This book has a night-blue leather cover with 
  purple runes adorning it.  Its pages are 
  exceptionally thick, and feel sticky to the 
  touch.  
    Ilkhana's Reach is the spellbook that focuses 
  on spells of Conjuration.  While attuned to it, 
  when summoning creatures with a 
  conjuration spell, you may choose to summon 
  undead creatures instead.  The undead 
  creatures summoned have their normal stats, 
  but are immune to poison damage and 
  resistant to necrotic damage.  They are 
  immune to the charmed, frightened, and 
  poisoned conditions.  
    Ilkhana's Reach contains nine Conjuration 
  spells, one for each level. 
  Ilkhana’s Reach 
  Level 
  Spell 
  1 
  Fog Cloud 
  2 
  Call Wolf 
  3 
  Grave Stench (Stinking Cloud) 
  4 
  Evard's Black Tentacles 
  5 
  Cloudkill 
  6 
  Summon Undead 
  7 
  Vipergout 
  8 
  Asphyxiating Murk 
  9 
  Obliterating Globe 
   
  ILKHANA'S GRASP 
  Wondrous item, rare, requires attunement  
  This book has a deep purple cover, splashed 
  with a spiraling explosion of pink and white.  
  Its pages sparkle invitingly when in dim light.  
    Ilkhana's Grasp is the spellbook that focuses 
  on spells of Enchantment.  While attuned to 
  it, your enchantment spells ignore the 
  condition immunities of undead creatures. 
    Ilkhana's Grasp contains nine Enchantment 
  spells, one for each level. 
   
   
  
    
   
  5 The Grimoires 
   
  Ilkhana’s Grasp 
  Level 
  Spell 
  1 
  Death Grins (Tasha's Hideous 
  Laughter) 
  2 
  Brief Grave (Hold Person) 
  3 
  Control Undead 
  4 
  Confusion 
  5 
  Dominate Person 
  6 
  Mind Fog 
  7 
  Seizure 
  8 
  Feeblemind 
  9 
  Power Word Kill 
  ILKHANA'S AEGIS 
  Wondrous item, uncommon, requires 
  attunement  
  This book has a bone-white leather cover 
  inscribed with geometric designs in gold.  Its 
  pages are thin and rustle slightly when 
  touched.    
    Ilkhana's Aegis is the spellbook that focuses 
  on spells of Abjuration.  While attuned to it, 
  whenever you cast an abjuration spell, you 
  gain immunity to poison damage and 
  resistance to necrotic damage for one round.  
    Ilkhana's Aegis contains nine Abjuration 
  spells, one for each level. 
  Ilkhana’s Aegis 
  Level 
  Spell 
  1 
  Protection from Good (and Evil) 
  2 
  Embrace Undeath 
  3 
  Remove Curse 
  4 
  Soulshield 
  5 
  Resolute Endurance 
  6 
  Spiritwrack 
  7 
  Symbol 
  8 
  Mind Blank 
  9 
  Imprisonment 
   
   
   
  ILKHANA'S SIGHT 
  Wondrous item, uncommon, requires 
  attunement  
  This book's cover is the color of aged 
  parchment.  Its pages are loosely bound, and 
  can easily be removed and replaced.  The 
  pages themselves are gleaming white vellum.  
    Ilkhana's Sight is the spellbook that focuses 
  on spells of Divination.  While attuned to it, 
  whenever you cast a divination spell, you gain 
  immunity to the charmed, frightened, and 
  paralyzed conditions for one round.   
    Ilkhana's Sight contains nine Divination 
  spells, one for each level. 
  Ilkhana’s Sight 
  Level 
  Spell 
  1 
  Dead Man's Eyes 
  2 
  Detect Thoughts 
  3 
  Master the Dead Tongue 
  4 
  Know Flesh 
  5 
  Contact Other Plane 
  6 
  True Seeing 
  7 
  Consume Knowledge 
  8 
  Hindsight 
  9 
  Foresight 
   
   
   
   
  
    
   
  6 The Grimoires 
   
  ILKHANA'S BREATH 
  Wondrous item, rare, requires attunement  
  The cover of this book is a deep crimson 
  color.  Whorls of purple leaping out from the 
  center create the impression of dark flames.  
  The pages are gilded with copper around the 
  edges, and are slightly warm to the touch.  
    Ilkhana's Breath is the spellbook that focuses 
  on spells of Evocation.  While attuned to it, 
  when you cast an evocation spell that deals 
  damage, you may choose for half the damage 
  to be necrotic damage.  Living creatures who 
  fail their saving throw against the spell and 
  take necrotic damage from it are sickened for 
  1 round, suffering disadvantage on attack 
  rolls and ability checks.   
    Ilkhana's Breath contains nine Evocation 
  spells, one for each level. 
  Ilkhana’s Breath 
  Level 
  Spell 
  1 
  Nightfall 
  2 
  Darkness 
  3 
  Lance of Winter Night 
  4 
  Blastbones 
  5 
  Cone of Cold 
  6 
  Otiluke's Freezing Sphere 
  7 
  Pernicious Eruption 
  8 
  Death's Breath 
  9 
  Dark Star 
   
  ILKHANA'S WHISPER 
  Wondrous item, rare, requires attunement  
  This book has no visible cover, though the 
  pages remain tightly bound together.  The 
  pages themselves seem utterly ordinary in all 
  respects, and even the lack of a cover does 
  not seem remarkable to those who do not 
  distinctly focus on it.  
    Ilkhana's Whisper is the spellbook that 
  focuses on spells of Illusion.  While attuned to 
  it, living creatures who fail their saving throw 
  against your illusion spells are frightened of 
  the illusion for one round, or of you if there is 
  no visible illusion.   
    Ilkhana's Whisper contains nine Illusion 
  spells, one for each level. 
  Ilkhana’s Whisper 
  Level 
  Spell 
  1 
  Veil Form (Disguise Self) 
  2 
  Invisibility 
  3 
  Fear 
  4 
  Phantasmal Killer 
  5 
  Shroud of Undeath 
  6 
  Devour Fear 
  7 
  Simulacrum 
  8 
  Face of Death 
  9 
  Weird 
   
  ILKHANA'S GIFT 
  Wondrous item, rare, requires attunement  
  This book has a cover of forest-green leather, 
  embossed with the silhouette of an animal.  
  The specific animal silhouetted will randomly 
  change, but never when anyone is watching.  
    Ilkhana's Gift is the spellbook that focuses on 
  spells of Transmutation.  While attuned to it, 
  when you cast a transmutation spell on a 
  willing creature, you may choose to transform 
  them into an undead creature for the 
  duration of the effect.  They gain immunity to 
  poison damage and the poisoned condition, 
  and resistance to necrotic damage.  They are 
  also vulnerable to radiant damage and suffer 
  disadvantage on Charisma checks.   
  
    
   
  7 The Grimoires 
   
    Ilkhana's Gift contains nine Transmutation 
  spells, one for each level. 
  Ilkhana’s Gift 
  Level 
  Spell 
  1 
  Nerveskitter 
  2 
  Reshape Flesh (Alter Self) 
  3 
  Shed Flesh (Gaseous Form) 
  4 
  Life Shaping (Polymorph) 
  5 
  Step Beyond the Veil 
  6 
  Disintegrate 
  7 
  Etherealness 
  8 
  Heart of Stone 
  9 
  Slay Seconds (Time Stop) 
   
  ILKHANA'S WILL 
  Wondrous item, legendary, requires 
  attunement  
  This book is much larger than the others, a 
  weighty tome with an ink-black leather cover.  
  Its pages are made of an unidentifiable dark 
  metallic foil, stamped with letters in white.  
    Ilkhana's Will is the spellbook that focuses 
  on spells of Necromancy.  Although myth and 
  legend say that this book is not enchanted, 
  the fact that it is impossible to copy and the 
  effects it has had on those who supposedly 
  possessed it argue otherwise.  While you 
  possess Ilkhana's Will, you may attune to any 
  number of Ilkhana's Grimoires as if they were 
  a single item.  (You must still possess each 
  book you wish to attune to.)  While you are 
  attuned to Ilkhana's Will, you may ignore the 
  school requirements for the effects of the 
  other Grimoires that you are attuned to.  For 
  example, if you were also attuned to Ilkhana's 
  Whisper, you could force living creatures who 
  fail their saving throw against a Fireball you 
  cast to be frightened of you for one round, 
  even though Fireball is not an Illusion spell.  
  You must still meet all other requirements 
  involved in the effect (for example, in order to 
  transform creatures into undead with the 
  effect of Ilkhana's Gift, the creatures must still 
  be willing).  
    Ilkhana's Will contains eighteen Necromancy 
  spells, two for each level.  In addition, 
  Ilkhana's Will contains the rituals necessary to 
  transform creatures into greater undead.  
  These rituals will be described in a future 
  product, The Secrets of Ilkhana's Will. 
  Ilkhana’s Will 
  Level 
  Spells 
  1 
  False Life, Raise Skeleton 
  2 
  Ray of Enfeeblement, Raise Zombie 
  3 
  Animate Dead, Vampiric Touch 
  4 
  Blight, Drain Life 
  5 
  Vitality Onslaught, Sensory 
  Deprivation 
  6 
  Circle of Death, Create Undead 
  7 
  Finger of Death, Investiture of Death 
  8 
  Clone, Sunder Soul 
  9 
  Siphon Soul, Possession 
  Not all who seek Ilkhana’s Grimoires 
  survive the search. 
  
    
   
  8 New Spells 
   
   
  New Spells
  BARD SPELLS 
  1st Level 
  Dead Man’s Eyes (divination) 
  Nerveskitter (transmutation) 
  3rd Level 
  Control Undead 
  (enchantment) 
  Master the Dead Tongue 
  (divination) 
  4th Level 
  Know Flesh (divination) 
  5th Level 
  Sensory Deprivation 
  (necromancy) 
  Shroud of Undeath (illusion) 
  Step Beyond the Veil 
  (transmutation) 
  6th Level 
  Devour Fear (illusion) 
  Mind Fog (enchantment) 
  7th Level 
  Consume Knowledge 
  (divination) 
  Seizure (enchantment) 
  8th Level 
  Face of Death (illusion) 
  Hindsight (divination) 
  CLERIC SPELLS 
  1st Level 
  Dead Man's Eyes (divination) 
  Nightfall (evocation) 
  Raise Skeleton (necromancy) 
  2nd Level 
  Embrace Undeath (abjuration) 
  Raise Zombie (necromancy) 
  3rd Level 
  Control Undead 
  (enchantment) 
  Master the Dead Tongue 
  (divination) 
  4th Level  
  Know Flesh (divination) 
  Soulshield (abjuration) 
  5th Level 
  Resolute Endurance 
  (abjuration) 
  Sensory Deprivation 
  (necromancy) 
  Vitality Onslaught 
  (necromancy) 
  6th Level  
  Spiritwrack (abjuration) 
  Summon Undead (conjuration) 
  7th Level  
  Consume Knowledge 
  (divination) 
  Investiture of Death 
  (necromancy) 
  8th Level 
  Heart of Stone (transmutation) 
  Hindsight (divination) 
  Sunder Soul (necromancy) 
  9th Level  
  Siphon Soul (necromancy) 
  DRUID SPELLS 
  1st Level 
  Nerveskitter (transmutation) 
  2nd Level  
  Call Wolf (conjuration) 
  4th Level  
  Know Flesh (divination) 
  5th Level 
  Step Beyond the Veil 
  (transmutation) 
  7th Level  
  Pernicious Eruption 
  (evocation) 
  Vipergout (conjuration) 
  PALADIN SPELLS 
  2nd Level  
  Embrace Undeath (abjuration) 
  5th Level 
  Resolute Endurance 
  (abjuration) 
   
   
  
    
   
  9 New Spells 
   
  RANGER SPELLS 
  1st Level 
  Nerveskitter (transmutation) 
  2nd Level  
  Call Wolf (conjuration) 
  SORCERER SPELLS 
  1st Level 
  Nerveskitter (transmutation) 
  Nightfall (evocation) 
  Raise Skeleton (necromancy) 
  2nd Level  
  Call Wolf (conjuration) 
  Embrace Undeath (abjuration) 
  Raise Zombie (necromancy) 
  3rd Level  
  Control Undead 
  (enchantment) 
  Lance of Winter Night 
  (evocation) 
  4th Level  
  Blastbones (evocation) 
  Drain Life (necromancy) 
  Soulshield (abjuration) 
  5th Level 
  Resolute Endurance 
  (abjuration) 
  Sensory Deprivation 
  (necromancy) 
  Step Beyond the Veil 
  (transmutation) 
  Vitality Onslaught 
  (necromancy) 
  6th Level  
  Devour Fear (illusion) 
  Mind Fog (enchantment) 
  Summon Undead (conjuration) 
   
   
  7th Level  
  Investiture of Death 
  (necromancy) 
  Pernicious Eruption 
  (evocation) 
  Seizure (enchantment) 
  Vipergout (conjuration) 
  8th Level  
  Asphyxiating Murk 
  (conjuration) 
  Death's Breath (evocation) 
  Face of Death (illusion) 
  Heart of Stone (transmutation) 
  Sunder Soul (necromancy) 
  9th Level  
  Obliterating Globe 
  (conjuration) 
  Siphon Soul (necromancy) 
  Dark Star (evocation) 
  WARLOCK SPELLS 
  1st Level 
  Dead Man's Eyes (divination) 
  Nerveskitter (transmutation) 
  Nightfall (evocation) 
  2nd Level  
  Embrace Undeath (abjuration) 
  3rd Level  
  Lance of Winter Night 
  (evocation) 
  Master the Dead Tongue 
  (divination) 
  4th Level  
  Drain Life (necromancy) 
  Know Flesh (divination) 
  Soulshield (abjuration) 
  5th Level 
  Resolute Endurance 
  (abjuration) 
   
  Sensory Deprivation 
  (necromancy) 
  Step Beyond the Veil 
  (transmutation) 
  Vitality Onslaught 
  (necromancy) 
  6th Level  
  Devour Fear (illusion) 
  Mind Fog (enchantment) 
  7th Level  
  Consume Knowledge 
  (divination) 
  Pernicious Eruption 
  (evocation) 
  Seizure (enchantment) 
  Vipergout (conjuration) 
  8th Level  
  Asphyxiating Murk 
  (conjuration) 
  Death's Breath (evocation) 
  Face of Death (illusion) 
  Heart of Stone (transmutation) 
  9th Level  
  Obliterating Globe 
  (conjuration) 
  Possession (necromancy) 
  Siphon Soul (necromancy) 
  Dark Star (evocation) 
  WIZARD SPELLS 
  1st Level 
  Dead Man's Eyes (divination) 
  Nerveskitter (transmutation) 
  Nightfall (evocation) 
  Raise Skeleton (necromancy) 
  2nd Level  
  Call Wolf (conjuration) 
  Embrace Undeath (abjuration) 
  Raise Zombie (necromancy) 
  
    
   
  10 New Spells 
   
  3rd Level  
  Control Undead 
  (enchantment) 
  Lance of Winter Night 
  (evocation) 
  Master the Dead Tongue 
  (divination) 
  4th Level  
  Blastbones (evocation) 
  Drain Life (necromancy) 
  Know Flesh (divination) 
  Soulshield (abjuration) 
  5th Level 
  Resolute Endurance 
  (abjuration) 
  Sensory Deprivation 
  (necromancy) 
  Shroud of Undeath (illusion) 
  Step Beyond the Veil 
  (transmutation) 
  Vitality Onslaught 
  (necromancy) 
  6th Level  
  Devour Fear (illusion) 
  Mind Fog (enchantment) 
  Spiritwrack (abjuration) 
  Summon Undead (conjuration) 
  7th Level  
  Consume Knowledge 
  (divination) 
  Investiture of Death 
  (necromancy) 
  Pernicious Eruption 
  (evocation) 
  Seizure (enchantment) 
  Vipergout (conjuration) 
  8th Level  
  Asphyxiating Murk 
  (conjuration)  
  Death's Breath (evocation)  
  Face of Death (illusion)  
  Heart of Stone (transmutation)  
  Hindsight (divination)  
  Sunder Soul (necromancy) 
  9th Level  
  Obliterating Globe 
  (conjuration)  
  Possession (necromancy)  
  Siphon Soul (necromancy)  
  Dark Star (evocation) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A thief attempting to 
  steal a wizard’s 
  spellbooks may find 
  even the tower set 
  against him. 
  
    
   
  11 New Spells 
   
  Spell Descriptions
  ASPHYXIATING MURK  
  8th-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a bit of dark sludge)  
  Duration: Concentration, up to 1 minute 
  You create a 20-foot radius sphere of 
  billowing, black muck and gas centered on a 
  point within range.  The cloud spreads around 
  corners, and its area is heavily obscured.  The 
  cloud lingers in the area for the duration.  The 
  cloud's area is difficult terrain. 
  Each creature that enters the cloud for the 
  first time on a turn or starts its turn there 
  must make a Constitution saving throw.  On a 
  failed saving throw, the creature takes 5d8 
  poison damage, and must spend their action 
  retching and reeling.  On a success, the 
  creature takes half damage, and may take 
  actions normally.  Creatures are affected even 
  if they hold their breath or don't need to 
  breathe, though creatures immune to poison 
  are not affected. 
  The cloud is unaffected by a moderate or 
  weaker wind.  A strong wind (20 miles per 
  hour or more) disperses the cloud after four 
  rounds. 
  BLASTBONES  
  4th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (sulfur and bone dust)  
  Duration: Instantaneous 
  You target an exposed skeleton within range 
  and invest its bones with explosive energy, 
  causing them to send shards flying.  Both 
  inanimate skeletons and skeletal creatures 
  are appropriate targets for this spell, but 
  ordinary creatures are not. 
  If the targeted skeleton is animate and not 
  controlled by you, it may make a Constitution 
  saving throw.  If it succeeds, the spell has no 
  effect.  If it fails, or if the target is inanimate 
  or under your control, its bones explode, 
  sending shards flying.  All creatures within a 
  20 foot radius of the skeleton must make a 
  Dexterity saving throw.  Creatures in the area 
  suffer 4d8 slashing and 4d8 piercing damage, 
  with damage reduced to half on a successful 
  saving throw.  The targeted skeleton suffers 
  full damage with no saving throw allowed. 
  At Higher Levels.  When you cast this spell 
  using a slot of 5th level or higher, the slashing 
  damage or the piercing damage (your choice) 
  increases by 1d8 for each level above 4th. 
  CALL WOLF  
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V 
  Duration: Concentration, up to 10 minutes 
  With a piercing whistle, you call a wolf from 
  the ether to assist you.  The summoned wolf 
  (MM page 341) appears in any unoccupied 
  space within range.  It is friendly to you and 
  your companions.  Roll initiative for the wolf, 
  which has its own turns.  It obeys any verbal 
  
    
   
  12 New Spells 
   
  commands issued by you (no action is 
  required).  If you do not issue any commands, 
  it defends itself, but otherwise takes no 
  action.  When the wolf reaches 0 hp, or the 
  spell ends, it disappears. 
  At Higher Levels.  When you cast this spell 
  using a 3rd level slot, you summon a worg 
  (MM page 341) instead of a wolf.  With a 4th 
  level slot, you instead summon a dire wolf 
  (MM page 321).  With a 6th level slot, you 
  instead summon a winter wolf (MM page 
  340). 
  CONSUME KNOWLEDGE  
  7th-level divination 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S, M (a tarnished silver knife 
  and fork worth at least 50 gp) 
  Duration: Concentration, up to 10 minutes 
  You extract the brain of a dead creature and 
  use it to learn some of the things that 
  creature knew.  Choose an inanimate brain 
  within range.  You initially learn what most 
  occupied its thoughts at the time of death.  As 
  you concentrate, you may learn more, up to 
  one fact per minute.  You must know what 
  fact you wish to learn in order to learn it, as if 
  asking the brain questions, rather than being 
  able to strip it of all knowledge possessed. 
  When the spell ends, the brain disintegrates. 
  CONTROL UNDEAD  
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You attempt to take control of an undead 
  creature you can see within range.  The 
  targeted creature must make a Charisma 
  saving throw.  Intelligent undead are more 
  difficult to control.  If the target has an 
  Intelligence of 8 or higher, it has advantage 
  on the saving throw.  If their Intelligence is 12 
  or higher, they may make an additional saving 
  throw (with advantage) at the end of each of 
  their turns; a success ends the spell.   An 
  undead who succeeds in their saving throw is 
  unaffected. 
  An undead who fails their saving throw 
  against this spell is controlled by you, and will 
  take no actions on their own.  You may give 
  them commands with a bonus action if they 
  are within 60 feet of you, as per Animate 
  Dead (PHB page 212).  If an undead with an 
  Intelligence of 8 or higher is given a self-
  destructive command, they may make an 
  additional saving throw (with advantage) to 
  resist; if they succeed, the spell ends. 
  DARK STAR 
  9th-level evocation 
  Casting Time: 1 action 
  Range: 360 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You summon a core fragment of a dark star, 
  30' in radius centered on a point within range.  
  Creatures within 120' of the core fragment's 
  center must make a Strength saving throw at 
  the start of each of their turns, or be pulled 
  30' towards its center.  Creatures that enter 
  the fragment’s area for the first time on their 
  turn or start their turn there take 10d6 force 
  damage and 10d6 necrotic damage.  
  Creatures within the fragment’s area must 
  
    
   
  13 New Spells 
   
  make a Strength saving throw to move 
  further away from the fragment’s center.  
  Even if they succeed, each foot that a 
  creature moves away from the center costs 4 
  feet of movement until they exit the 
  fragment’s radius. 
  DEAD MAN'S EYES  
  1st-level divination 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S, M (a tear) 
  Duration: 1 minute 
  You take the eyes of a recently deceased 
  corpse within range and use them to see into 
  the past.  The eyes must be reasonably intact 
  and the corpse must have died within one 
  day.  Over the course of the spell's duration, 
  you watch the last minute of the corpse's life. 
  The images stored in the eyes are often 
  blurred and disfigured, making it difficult to 
  recognize specific people or items.  The exact 
  information that can be gained from this spell 
  is at the DM's discretion and may require one 
  or more Wisdom (Perception), Intelligence, or 
  other appropriate checks to interpret. 
  At Higher Levels.  If you cast this spell with a 
  third-level slot, you may watch the last hour 
  of the corpse's life.  If you cast this spell with 
  a fifth-level slot, the last day; with a seventh-
  level slot, the last week; and with a ninth-
  level slot, the last month.  The duration does 
  not change; the images are compressed into 
  one minute of viewing, which makes the 
  information extracted increasingly vague as 
  the time frame increases. 
   
   
  DEATH'S BREATH  
  8th-level evocation 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S 
  Duration: Instantaneous 
  You exhale a cone of dark mist that falls upon 
  creatures in the area.  Creatures in the area 
  must make Constitution saving throws.  Those 
  that fail suffer 12d6 necrotic damage and are 
  blinded.  Creatures that successfully save 
  suffer half damage and are not blinded. 
  A creature blinded by this spell may make 
  another Constitution saving throw at the end 
  of each of their turns.  On a success, they are 
  no longer blinded. 
  DEVOUR FEAR  
  6th-level illusion 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a strip of white cloth 
  with two dark vertical slashes drawn on it) 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, choose a frightened 
  creature within range and make a ranged 
  spell attack against it.  If you hit, the creature 
  takes 10d8 psychic damage, is no longer 
  frightened, and you gain 10 temporary hit 
  points.  You may repeat this attack as an 
  action on your turn while the spell lasts. 
   
   
  
    
   
  14 New Spells 
   
  DRAIN LIFE  
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a mosquito) 
  Duration: Instantaneous 
  You target a living creature within range for 
  the theft of some of their life essence.  They 
  must make a Constitution saving throw.  The 
  target suffers 5d8 necrotic damage, or half 
  damage if they successfully save.  In addition, 
  if they fail their saving throw, you recover one 
  spent Hit Die for each ten points of damage 
  they took (minimum 1). 
  At Higher Levels.  When you cast this spell 
  using a higher-level spell slot, it deals an 
  additional 1d8 damage for each level above 
  4th. 
  EMBRACE UNDEATH  
  2nd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  For the duration, the willing creature you 
  touch has resistance to your choice of either 
  necrotic or poison damage.  (Clerics and 
  paladins who cast this spell often refer to it as 
  Protection from Undeath.)  
  FACE OF DEATH  
  8th-level illusion 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a piece or fragment of 
  funereal or burial paraphernalia) 
  Duration: Concentration, up to 1 minute 
  You summon an illusion of a floating skull 
  slowly melting away, or other vision of death, 
  at a point within range.  The illusion creates 
  an area of fear with a 20-foot radius.  
  Creatures other than you that enter the area 
  or start their turn there must make a Wisdom 
  saving throw; on a failure, they are frightened 
  by the illusion. 
  While frightened by the illusion, creatures 
  must take the Dash action on each of their 
  turns and move away from the illusion by the 
  safest available path, unless there is nowhere 
  to move.  If the creature ends its turn in a 
  location where it does not have line of sight 
  to the illusion, it may make a Wisdom saving 
  throw.  On a success, the creature is no longer 
  frightened. 
  HEART OF STONE 
  8th-level transmutation 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (a carved stone heart 
  covered with a mixture of bone dust and 
  diamond dust, worth at least 300 gp, which 
  the spell consumes) 
  Duration: 1 hour 
  You transmute your heart into stone.  For the 
  duration, you are resistant to nonmagical 
  bludgeoning, piercing, and slashing damage.  
  You are resistant to necrotic and poison 
  damage.  You are immune to exhaustion, and 
  to the charmed, poisoned, and frightened 
  conditions. 
  For the duration, you cannot regain hit points 
  from any effect that would not heal undead. 
   
   
  
    
   
  15 New Spells 
   
  HINDSIGHT  
  8th-level divination 
  Casting Time: 10 minutes 
  Range: Self (30-foot radius) 
  Components: V, S, M (a book with a mirror 
  built into the second half, worth at least 1,000 
  gp) 
  Duration: Concentration, up to 1 hour 
  You reach into the entropic threads of time 
  drifting past and use them to reassemble a 
  vision of the past.  You can view the past of 
  the area within 30 feet of you.  You may 
  choose how far into the past to see when you 
  cast the spell. 
  If you choose to see up to one hour into the 
  past, you watch the events in real-time, and 
  learn all detail that you would learn if you had 
  been there. 
  If you choose to see up to one day into the 
  past, you watch a sped-up version of events, 
  which allows you to see most meaningful 
  events that occurred within range.   
  If you choose to see up to one week into the 
  past, you see a summary of most of the 
  meaningful events within range.   
  If you choose to see up to one month into the 
  past, you see a summary of the major events 
  within range.   
  If you choose to see up to one year into the 
  past, you see a summary of only the events of 
  great import within range. 
  What constitutes a meaningful event, for the 
  purposes of this spell, is left up to the DM. 
  At Higher Levels.  If you cast this spell with a 
  9th-level slot, you may choose to see up to a 
  century in the past.  If you do, you see a 
  summary of some of the events of great 
  import within range. 
   
   
  With the benefit of hindsight, this 
  adventurer sees that they should not 
  have put their right arm into that 
  spinning blade trap. 
  
    
   
  16 New Spells 
   
  INVESTITURE OF DEATH  
  7th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, your eyes glow with a 
  cold blue radiance, your skin takes on the 
  pallor of an undead creature, and you gain 
  the following benefits. 
   
  You are immune to poison damage 
  and have resistance to necrotic 
  damage. 
   
  You can use a bonus action on your 
  turn to reanimate a corpse within 15 
  feet of you as a skeleton or zombie.  
  Regardless of the creature animated, 
  an ordinary skeleton or zombie rises 
  from their corpse.  You may have at 
  most two corpses animated in this 
  way at a time, and you may control 
  them with a bonus action as per 
  Animate Dead (PHB page 212).  When 
  this spell ends, any corpses animated 
  by it crumble to dust. 
   
  You can use your action to create a 
  15-foot cone of dark energy and 
  shards of bone.  Creatures in the cone 
  must make a Dexterity saving throw.  
  Creatures that fail their saving throw 
  suffer 2d8 necrotic damage and 2d8 
  slashing damage, and deal half 
  damage with weapon attacks for one 
  round.  Creatures that successfully 
  save take half damage and are not 
  weakened. 
  KNOW FLESH  
  4th-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  You reach out to touch a creature about 
  which you desire to learn more.  If the 
  creature is unwilling, make a melee spell 
  attack.  If you hit, you learn their creature 
  type, along with any resistances, 
  vulnerabilities, and immunities that they 
  possess.  You also learn about any special 
  senses they may possess, as well as all details 
  about their appearance.  This spell will show 
  you the true form of any shapechanger (as 
  well as identifying that they are a 
  shapechanger) and infallibly penetrate 
  disguises. 
  If you miss, you instead learn only their 
  creature type and any immunities or special 
  senses they possess. 
  LANCE OF WINTER NIGHT  
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Self (60-foot line) 
  Components: V, S, M (a snowball and a drop 
  of squid ink) 
  Duration: Concentration, up to 1 minute 
  A 60-foot long, 5-foot wide line of icy 
  darkness reaches out from you in any 
  direction you choose.  Each creature in the 
  line must make a Constitution saving throw.  
  Creatures in the line take 6d6 cold damage or 
  half as much damage on a successful saving 
  throw. 
  
    
   
  17 New Spells 
   
  In addition, the space that the line passes 
  through have all light drained from them for 
  the duration.  This effect is as per darkness 
  (PHB page 230). 
  MASTER THE DEAD TONGUE  
  3rd-level divination 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S, M (a drop of saliva) 
  Duration: 24 hours 
  You take the tongue of a creature and touch it 
  to up to six willing creatures during the 
  casting time.  The tongue disintegrates when 
  the casting is complete, imparting its 
  knowledge onto the targets. 
  For the duration, all targets can speak and 
  understand all languages spoken by the 
  creature whose tongue was used in the 
  casting. 
  MIND FOG  
  6th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a blank piece of paper 
  or parchment) 
  Duration: Concentration, up to 1 minute 
  You create a roiling, green-grey cloud of fog 
  centered on a point within range.  The fog 
  spreads around corners to fill a 20-foot radius 
  sphere.  It lasts for the duration or until a 
  strong wind disperses the fog, ending the 
  spell. 
  When a creature enters the spell's area for 
  the first time on its turn or starts its turn 
  there, it must make a Wisdom saving throw.  
  On a failed saving throw, the creature 
  becomes mindless, unable to think or choose.  
  Creatures made mindless by this spell have an 
  Int score of 1 and act as if affected by the 
  confusion spell (PHB page 224).  They cannot 
  cast spells, activate magic items, understand 
  language, or communicate in any intelligible 
  way.  The effects of the fog persist for one 
  round after leaving the fog. 
  NERVESKITTER  
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a live springtail) 
  Duration: 1 minute 
  You touch a creature and cause their nerves 
  to jump and twitch, increasing their reaction 
  speed but reducing their control.  The 
  creature touched has advantage on Dexterity 
  checks and saving throws for the duration, 
  but suffers disadvantage on attack rolls.  An 
  unwilling target may make a Constitution 
  saving throw to negate the effect. 
  NIGHTFALL  
  1st-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  A pall falls over a 15-foot radius sphere within 
  range, dimming the effect of light within it.  
  The sphere spreads around corners to reach 
  the limits of its area.  Within its area, this pall 
  turns dim light into darkness and bright light 
  into dim light.  Undead may choose to treat 
  the area of effect as bright light if it would be 
  beneficial to them to do so.  If the area of this 
  spell overlaps with an area of light created by 
  
    
   
  18 New Spells 
   
  a spell of 1st level or lower, the spell that 
  created that light is dispelled. 
  OBLITERATING GLOBE  
  9th-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a small, empty cloth 
  sack) 
  Duration: Concentration, up to 1 minute 
  You summon forth a 1-foot radius sphere of 
  absolute nothingness, a short-lived cousin of 
  the sphere of annihilation, at a point within 
  range.  When you cast the spell, and as an 
  action on your turn while the spell lasts, you 
  may move the sphere up to 30 feet and 
  attempt to attack a creature with it.  Make a 
  ranged spell attack; on a hit, the creature 
  touched by it takes 10d6+40 force damage.  A 
  creature that enters the same space as the 
  sphere or starts its turn there must make a 
  Dexterity saving throw; on a failed save, they 
  suffer 10d6+40 force damage.  A creature 
  reduced to 0 HP by the sphere is 
  disintegrated, as per Disintegrate (PHB page 
  233). 
  If the sphere moves more than 30 feet away 
  from you, the spell ends.  The sphere does 
  not disappear when the spell ends, but 
  persists for another minute.  After the spell 
  ends, you may no longer assert sole or 
  automatic control over the sphere.  Any 
  creature within 30 feet of the sphere may 
  take an action and make an Intelligence 
  saving throw against your spell save DC; on a 
  success, they may move the sphere up to 30 
  feet and make a spell attack with it as 
  described above. 
  PERNICIOUS ERUPTION  
  7th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (grave dirt and spoiled 
  food) 
  Duration: Concentration, up to 1 minute 
  A gout of tainted earth erupts from the 
  ground in a 20-foot radius centered on a 
  point within range.  Creatures in the area 
  must make a Dexterity saving throw,  
  suffering 3d12 poison damage and 3d12 
  bludgeoning damage on a failed save, or half 
  as much damage on a successful one.  
  Creatures who fail their saving throw are also 
  cursed by the tainted earth while the spell 
  lasts.  Choose one of the following effects to 
  apply to all creatures who fail their saving 
  throws.  The effect lasts for the duration. 
   
  Choose one ability score.  While 
  cursed, the creature has disadvantage 
  on ability checks and saving throws 
  made with that ability score. 
   
  While cursed, the target has 
  disadvantage on attack rolls. 
   
  While cursed, the target must make a 
  Wisdom saving throw at the start of 
  each of its turns.  If it fails, it wastes 
  its turn doing nothing. 
   
  While the target is cursed, the first 
  time each turn it takes damage, it 
  takes an additional 1d8 necrotic 
  damage. 
  
    
   
  19 New Spells 
   
  POSSESSION  
  9th-level necromancy 
  Casting Time: 1 action 
  Range: Self (60 feet) 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, your body 
  discorporates as your soul leaps free.  Your 
  soul occupies the same space as your body, 
  but is invisible and immune to all attacks and 
  spells.  However, it is difficult to maintain this 
  state without aggression; at the end of each 
  of your turns while your soul is standing free, 
  if you did not attempt to possess a creature, 
  you must make a Constitution saving throw 
  against your spell save DC.  If you fail, the 
  spell ends. 
  When you cast this spell and as an action on 
  your turn, while the spell lasts, you may 
  attempt to possess a creature within range.  
  The targeted creature must make a Charisma 
  saving throw; on a success, they are 
  unaffected, and you may not attempt to 
  possess them for 24 hours.  On a failure, you 
  possess them, as per Magic Jar (PHB page 
  257) and your soul moves into their body.  
  The possessed creature's soul is held in limbo 
  while you possess their body. 
  You may choose to leave the possessed 
  creature, either at any time on your turn to 
  stand free or as part of possessing another 
  creature.  If you do so, the creature's soul 
  returns to their body.  You may attempt to 
  possess another creature as an action on your 
  turn, and only leave the possessed body if 
  successful.  If the possessed creature's body is 
  slain, they die, and your soul leaps free to 
  occupy the same space that they were in 
  when they died (or one space if the creature 
  takes up more than one space).   
  When the spell ends, your body recorporates 
  in the space where it was when you cast the 
  spell, and your soul returns to it, regardless of 
  the distance between your soul and that 
  space at the time the spell ends. 
  RAISE SKELETON 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a nail clipping or strand 
  of hair) 
  Duration: Concentration, up to 1 minute 
  Choose a bone or fragment thereof (at least 
  the size of a finger bone) within range.  You 
  summon necromantic energy to create the 
  rest of its bones and raise it as your servant.   
  You raise a skeleton (MM page 272) in a 
  space adjacent to you.  Roll initiative for the 
  skeleton, which takes its own turns.  You may 
  give the skeleton orders as a bonus action on 
  your turn if it is within 60 feet of you, as per 
  Animate Dead (PHB page 212). 
  If the skeleton is slain or the spell's duration 
  expires, it and the bone or bones used to 
  create it disappear. 
  RAISE ZOMBIE  
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a nail clipping or strand 
  of hair) 
  Duration: Concentration, up to 1 minute 
  Choose a corpse or fragment thereof (at least 
  the size of a limb, and it must still have most 
  
    
   
  20 New Spells 
   
  of its flesh) within range.  You summon 
  necromantic energy to create the rest of its 
  body and raise it as your servant.   You raise a 
  zombie (MM page 316) in a space adjacent to 
  you.  Roll initiative for the zombie, which 
  takes its own turns.  You may give the zombie 
  orders as a bonus action on your turn if it is 
  within 60 feet of you, as per Animate Dead 
  (PHB page 212). 
  If the zombie is slain or the spell's duration 
  expires, it and the corpse used to create it 
  disappear. 
  RESOLUTE ENDURANCE  
  5th-level abjuration 
  Casting Time: 1 reaction 
  Range: Self 
  Components: V,S 
  Duration: Instantaneous 
  You may cast this spell when you would suffer 
  a condition.  Instead of suffering the 
  condition, you take damage instead.  The 
  amount of damage is determined by the 
  condition negated.  This spell offers no 
  protection against the condition being 
  reapplied later or perhaps even immediately 
  (if, perhaps, you have stuck your face into a 
  vat of acid and been blinded; unless you 
  remove your face immediately you will just be 
  blinded again.) 
  2d6 damage: Deafened, grappled, poisoned, 
  prone 
  3d6 damage: Blinded, charmed, frightened, 
  restrained 
  5d6 damage: Incapacitated, paralyzed, 
  petrified, stunned, unconscious 
  SEIZURE  
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a ball covered in glitter) 
  Duration: Concentration, up to 1 minute 
  You choose a point within range.  Living 
  creatures within a 20-foot radius of that point 
  must make Wisdom saving throws.  Those 
  who fail fall to the ground, suffering a severe 
  seizure.  They fall prone, cannot stand up, 
  cannot move, and cannot take actions, bonus 
  actions, or reactions.  Creatures that are 
  immune to being paralyzed or incapacitated 
  are immune to this effect. 
  A creature affected by this spell may make 
  another saving throw at the end of each of 
  their turns or whenever they take damage.  
  On a success, the spell's effects end for them. 
  SENSORY DEPRIVATION  
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V 
  Duration: 1 minute 
  Choose one creature that you can see within 
  range to make a Constitution saving throw.  If 
  it fails, it loses almost all sensory information; 
  sight, hearing, taste, touch, and smell.  (They 
  may still dimly sense the world around them, 
  enough to flail about wildly.)  This gives the 
  creature the blinded and deafened 
  conditions. They have disadvantage on attack 
  rolls, saving throws, and ability checks.  They 
  automatically fail any task or check that relies 
  on a sense, and they deal half damage with 
  weapons and natural attacks.  In addition, all 
  attacks made against them have advantage.  
  
    
   
  21 New Spells 
   
  If the creature succeeds in their saving throw, 
  this spell has no effect. 
  This spell even affects senses such as 
  blindsight or tremorsense, but not truesight; 
  a creature with truesight is immune. 
  SHROUD OF UNDEATH  
  5th-level illusion 
  Casting Time: 1 action 
  Range: Self (30-foot radius) 
  Components: V, S, M (a skull's eye sockets) 
  Duration: 1 hour 
  When you cast this spell, negative energy 
  billows out around you.  All living creatures 
  within 30 feet of you are affected; unwilling 
  targets may make a Charisma saving throw to 
  negate the effect. 
  Affected creatures appear normal to all non-
  undead creatures, but to undead, they appear 
  to be fellow undead.  All undead with an 
  Intelligence of 7 or less are friendly to you.  
  Undead of Intelligence 8 or higher may make 
  an Intelligence saving throw to see through 
  the illusion if they come within 30 feet of an 
  affected creature. 
  If an affected creature attacks an undead, the 
  spell ends for that creature. 
  SIPHON SOUL  
  9th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a vial of breath) 
  Duration: Instantaneous 
  You reach out and draw forth the souls of 
  creatures in an area.  Choose a point within 
  range.  Ensouled creatures within 20 feet of 
  that point must make Charisma saving 
  throws.  Those who fail suffer 20d8 necrotic 
  damage and are incapacitated; a success 
  halves the damage, and they are not 
  incapacitated. 
  In addition, when you cast this spell and at 
  the start of each of your turns while at least 
  one creature is incapacitated by this spell, you 
  gain 10 temporary hit points for each 
  creature incapacitated by this spell. 
  Creatures incapacitated by this spell must 
  make a Charisma saving throw at the end of 
  each of their turns.  If they fail their saving 
  throw three times, they die.  If they 
  successfully save three times, the spell ends 
  for them. 
  SOULSHIELD  
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a tiny shield and a drop 
  of your blood) 
  Duration: Concentration, up to 1 minute 
  You may spend up to four of your hit dice.  
  Roll the spent hit dice as if regaining hit 
  points, but add the higher of your 
  Constitution or spellcasting ability modifier 
  (instead of adding your Constitution 
  modifier). You gain the result as temporary 
  hit points.  While you possess at least one 
  temporary hit point from this effect, you have 
  advantage on Wisdom and Charisma saving 
  throws. 
  At Higher Levels.  When you cast Soulshield 
  with a higher-level slot, you may spend a 
  number of hit dice equal to the level used. 
  
    
   
  22 New Spells 
   
  SPIRITWRACK 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: Self (10-foot radius) 
  Components: V, S, M (a holy symbol dusted 
  with powdered silver and dried blood, worth 
  at least 10 gp) 
  Duration: Concentration, up to 1 minute 
  You summon a barrier composed of spectral 
  energies.  These energies are not harmful to 
  solid, corporeal creatures, but are devastating 
  against wraiths, spectres, ghosts, shadows, 
  and other similar incorporeal creatures. 
  The barrier forms at a 10-foot radius around 
  you and moves with you.  If you attempt to 
  force the barrier against an affected creature, 
  the spell ends.  If an affected creature 
  attempts to cross the barrier, it must make a 
  Dexterity saving throw.  On a failure, it suffers 
  8d8 force damage and its movement stops 
  outside the barrier.  On a success, it takes half 
  damage and may continue moving.  Attacks 
  made by affected creatures cannot cross the 
  barrier, nor can spells of 5th level or lower 
  cast by affected creatures. 
  STEP BEYOND THE VEIL  
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (bone dust, a drop of 
  blood, and a strip of flesh) 
  Duration: Concentration, up to 1 hour 
  This spell transforms a creature that you can 
  see within range into the form of an undead 
  creature.  An unwilling creature may make a 
  Wisdom saving throw to negate the effect; a 
  shapechanger automatically succeeds on this 
  saving throw. 
  The new form can be any undead creature 
  with a challenge rating less than or equal to 
  the challenge rating or level of the target, to a 
  maximum challenge rating of 11.  This spell 
  otherwise functions like Polymorph (PHB 
  page 266.) 
  SUMMON UNDEAD  
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (bone dust and grave 
  dirt) 
  Duration: Concentration, up to 1 hour 
  You summon forth undead creatures, clawing 
  their way out of the ground.  You may 
  summon one undead creature of CR 4 or 
  lower, two of CR 2 or lower, four of CR 1 or 
  lower, or eight of CR 1/2 or lower.  Each 
  undead creature disappears when it reaches 0 
  HP or when the spell ends. 
  The undead summoned are friendly to you 
  and your group.  Roll initiative for the 
  summoned creatures as a group, which has its 
  own turns.  The summoned creatures obey 
  your verbal orders (which requires no action 
  from you).  If you issue no commands to 
  them, they defend themselves from hostile 
  creatures, but otherwise take no action. 
  At Higher Levels.  You may cast this spell 
  using an eighth-level slot instead.  If you do, 
  choose one of the summoning options as 
  normal, but summon one and a half as many 
  times creatures as normal (rounded up). 
   
   
  
    
   
  23 New Spells 
   
  SUNDER SOUL 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 5 minutes 
  You rip the target's spirit apart, dealing 8d8 
  necrotic damage to them.  The target may 
  make a Charisma saving throw; if they 
  succeed, they take half damage.  The energy 
  you ripped from them then forms into a 
  wraith occupying a square you choose 
  adjacent to the target. 
  The wraith is under your control and acts on 
  your turn.  You may give verbal orders to the 
  wraith, requiring no action.  It has HP equal to 
  the damage this spell dealt to the target and 
  AC equal to 13 + your spellcasting ability 
  modifier.  The wraith is incorporeal and 
  immune to cold, poison, and necrotic 
  damage, as well as to the prone, paralyzed, 
  restrained, and grappled conditions.  It has 
  resistance to damage dealt by nonmagical 
  weapon attacks.  It is vulnerable to radiant 
  damage and has disadvantage on all rolls and 
  checks when in direct sunlight.  It attacks with 
  an incorporeal touch, using your spell attack 
  bonus, and deals 4d8 + your spellcasting 
  ability modifier cold damage on a hit.  If the 
  wraith needs to make a saving throw, its 
  saving throw modifier is equal to your 
  spellcasting ability modifier.  The wraith 
  persists for the duration or until it is 
  destroyed. 
  A sundered soul can be very 
  dangerous. 
  
    
   
  24 New Spells 
   
  VIPERGOUT  
  7th-level conjuration 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You spray a great gout of poison forth into 
  the area of effect (a 60-foot cone).  Creatures 
  in the area must make a Constitution saving 
  throw, suffering 10d6 points of poison 
  damage on a failure and half damage on a 
  success.  Creatures who fail their saving throw 
  are poisoned.  Creatures who end their turn 
  adjacent to a creature poisoned by this spell 
  must make a Constitution saving throw or 
  become poisoned.  If such a creature is 
  already poisoned by this spell, they become 
  paralyzed instead.  Creatures who begin their 
  turn poisoned or paralyzed by this spell may 
  make a Constitution saving throw at the end 
  of their turn; if they succeed, the effect ends 
  on them, though this does not confer 
  immunity to being affected by it again in the 
  future.  When the spell ends, all conditions it 
  has inflicted end. 
  VITALITY ONSLAUGHT 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You may spend up to five of your hit dice.  
  Roll them as if you were recovering HP, but 
  add the higher of your Constitution or 
  spellcasting ability modifier (instead of adding 
  your Constitution modifier).  Choose up to 
  five living creatures within range; each 
  creature targeted takes necrotic damage 
  equal to the amount you rolled on your spent 
  hit dice.  The targets may make a Constitution 
  saving throw, suffering only half damage on a 
  success.  You may choose to take additional 
  damage when casting this spell.  For each 2d6 
  damage you take, one target suffers 
  disadvantage on their saving throw. 
  At Higher Levels.  When you cast this spell 
  with a higher-level spell slot, you may spend a 
  number of hit dice equal to the level of the 
  slot.  
   
   
   
   
   
   
   
   
   
  Looks 
  safe. 
  
    
   
   
   
   
   
   
   
   
   
   
   
   
   40 RUMORS and SeedS 
   8 neW MaGIC ITeMS 
   38 neW SPeLLS 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Matthew Jarmak - Ilkhana's Grimoires Beyond Necromancy.pdf