TEXT: Lovecraftian Spells
  Spell Re-Skins &
  New Spells For 5E
  Making Magic
  Eldritch
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Lovecraftian Spells
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  Making Magic
  By: John Crowley III
  Gary Dupuis
  
  1
  Lovecraftian Spells | Version 1.1
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  2
  Lovecraftian Spells | Version 1.1
  Change Log
  V1.1 (June 23, 2018) - Complete edit of text 
  including spelling, grammar, and wording. 
  Standardization of spells with multiple 
  damage types. Clarification of other rules 
  wording. Standardized use of Game Master 
  and GM throughout.
  Table of Contents
  Tweaking Spells..... .......................................3
  Changing Descriptions..... ..................3
  Changing Damage Types.. ..................3
  Changing Mechanics........ ..................4
  Diving Into The Mythos.... .............................5
  Start With The Entities.... ..................5
  Psychic Damage And Ignoring It........5
  Lovecraftian Spells .......................................7
  Madness Descends.......................................15
  Madness In 5E...................................15
  Using Madness...................................15
  When To Roll.....................................15
  Appendices
  Appendix A: Base Spells Re-Skinned..........16
  Appendix B: Themes For Your Caster..........17
  Appendix C: Mythos Entity Themes............18
  OPEN GAME LICENSE Version 1.0a...........19
  
  3
  Lovecraftian Spells | Version 1.1
  Tweaking Spells
  The driving force behind this supplement is not just to 
  provide you with more spells for your game. Its purpose 
  is to get you to think about the spells already at your 
  disposal in different ways. What does barkskin look like 
  when cast by a druid of the desert? The ocean? In order 
  to differentiate regions, cultures, or sources of magic 
  you need not create whole new spells. All you need is to 
  tweak what you have!
  Changing Descriptions
  One of the simplest ways to manipulate the spells you 
  have at your fingertips is to mold what they might look 
  like. Certain spells, such as faerie fire, might already 
  faerie fire, might already 
  faerie fire
  allow you to pick certain colors. These let you create 
  a signature look, at least to a certain degree. One 
  of the best ways to amplify that look is to normalize 
  what all your spells look like. Is all your fire blue? Are 
  temperatures reversed with hot ice and cold fire? Work 
  with your Game Master to create some looks that are 
  fun, but don't mechanically change the spell. We will get 
  to that soon.
  Let’s look at a detailed example. Take blade barrier, a 
  blade barrier, a 
  blade barrier
  spell which allows you to create a protective barrier that 
  will harm opponents. Here is the original text:
  You create a vertical wall of whirling,razor-sharp 
  blades made of magical energy. The wall appears 
  within range and lasts for the duration. You can 
  make a straight wall up to 100 feet long, 20 feet 
  high, and 5 feet thick. The wall provides three-
  quarters cover to creatures behind it, and its space 
  is difficult terrain.
  When a creature enters the wall’s area for the first 
  time on a turn or starts its turn there, the creature 
  must make a Dexterity saving throw. On a failed 
  save, the creature takes 6d10 slashing damage. On 
  a successful save, the creature takes half as much 
  to remember for changing descriptions is that we need 
  the mechanics to stay the same. It will still be a wall and 
  it is still going to deal slashing damage. So how can we 
  make this spell unique to the PC, NPC, or group? Take 
  a look at the first part: “whirling, razor-sharp blades”. 
  This makes me picture a swarming mass of spinning saw 
  blades, personally, but it doesn’t have to do that.
  Instead we can go ahead and tweak that part specifically. 
  We need is to come up with alternatives for saw blades 
  that would also deal slashing damage. Our options can 
  be found in various places. The weapons table gives 
  us axes, sickles, swords, and even whips. Monster stat 
  blocks give us claws, tusks, and talons. Other ideas 
  could include shards of glass, scythes, or playing cards.
  a successful save, the creature takes half as much 
  damage.
  Now, a lot of that can be ignored. The important thing 
  to remember for changing descriptions is that we need 
  Matt Morrow
  Once you have an alternative option picked out, 
  something with a good visual that really speaks to the 
  caster of the spell, all you need to do is describe it that 
  way. If you want we can even get technical by rewriting 
  it with the new description. Let’s use many decks of 
  playing cards as an example.
  You create a vertical wall of swirling, cutting 
  playing cards from a hundred nations and games. 
  The wall appears within range and lasts for the 
  duration. You can make a straight wall up to 100 
  feet long, 20 feet high, and 5 feet thick. The wall 
  provides three-quarters cover to creatures behind 
  it, and its space is difficult terrain.
  When a creature enters the wall’s area for the 
  first time on a turn or starts its turn there, the 
  creature must make a Dexterity saving throw. On 
  a failed save, the creature takes 6d10 slashing 
  damage. On a successful save, the creature takes 
  damage. On a successful save, the creature takes 
  half as much damage.
  Changing Damage Types
  Another really simple way to change the spells you cast 
  is to tweak the type of damage that they deal. Keep 
  in mind it is highly likely that the design of the spell 
  is based on its damage type. Fire spells are designed 
  around what fire is and the way it works. Lightning 
  spells are similarly designed with electricity in mind. 
  But what if you want to cast a line of fire? How about 
  throwing a giant ball of acid? Well, with a little work and 
  some help from your GM, you can easily work out some 
  “new” spells to use.
  
  4
  Lovecraftian Spells | Version 1.1
  This might, of course, alter the description as well but 
  we have experience with that now so it’s no problem. We 
  will continue using our example of blade barrier. If you 
  blade barrier. If you 
  blade barrier
  need to, refer back to the original on the other page as 
  we make some edits. Now there are plenty of elemental 
  walls to go around, so let’s not head in that direction. 
  Instead let’s expand on the limiting factor of slashing 
  as a physical damage type. What about our good friends 
  piercing and bludgeoning?! Let’s take a look at a version 
  we can call bashing barrier.
  You create a vertical wall of heavy, whirling maces 
  made of magical energy. The wall appears within 
  range and lasts for the duration. You can make a 
  straight wall up to 100 feet long, 20 feet high, and 5 
  feet thick. The wall provides three-quarters cover to 
  creatures behind it, and its space is difficult terrain.
  When a creature enters the wall’s area for the first 
  time on a turn or starts its turn there, the creature 
  must make a Dexterity saving throw. On a failed 
  save, the creature takes 6d10 bludgeoning damage. 
  On a successful save, the creature takes half as 
  and managed to create a barrier much more effective 
  against the likes of skeletons. More than that, it might 
  be more thematic for you or the NPC group you are 
  making as GM. Either way we needed to change only the 
  damage type and the description of what swirls around. 
  Everything else remains the same.
  This is a great way to make your character stand out to 
  the other party members. It is also a good way to make 
  an NPC or group of enemies unique and recognizable 
  from others. Either side of the screen you are on, this 
  becomes doubly true when the players know of blade 
  barrier. It is a bit familiar but new and exciting!
  barrier. It is a bit familiar but new and exciting!
  barrier
  Changing Mechanics
  Now that we’ve started stretching our legs a little and 
  moved from tweaking how we describe a spell into 
  changing the damage type it deals, I think we can begin 
  to manipulate the spells further. Once we get here we 
  are dangerously close to simply making new spells. 
  That’s okay though! The nice thing is that making new 
  spells is best done with frameworks that already exist. 
  Exploring and pushing boundaries with spells that 
  already are in the rules will help you figure out what 
  works and what doesn’t, even more so than playing a 
  caster for a long time.
  There are two ways that we can approach this. The first 
  is to think about the implied effects from manipulating 
  the damage type and the description. Ask what else 
  might happen from changing these factors. The other 
  way to do this is by deciding what effects you are looking 
  to get out of the spell. Ask what you want the results to 
  be from casting the spell. Why are you changing it?
  Let’s take a look at the first method. Imagine a barrier 
  full of whips instead of blades. As per the rules this 
  would still be slashing damage and, thus, only the 
  description needs to be changed. Unless we consider 
  the cool things we can do with whips. Such as...trip 
  people! Now we can add a mechanic.
  You create a vertical wall of whips made of 
  magical energy that slash out and trip all within. 
  The wall appears within range and lasts for the 
  duration. You can make a straight wall up to 100 
  feet long, 20 feet high, and 5 feet thick. The wall 
  provides three-quarters cover to creatures behind 
  it, and its space is difficult terrain.
  When a creature enters the wall’s area for the 
  first time on a turn or starts its turn there, the 
  creature must make a Dexterity saving throw. On 
  a failed save, the creature takes 6d10 slashing 
  damage and is knocked prone, ending any 
  movement. On a successful save, the creature takes 
  also tacked on an effect. By failing the saving throw 
  a creature is knocked prone. We add on the fact that 
  movement is ended, just in case someone is pushing 
  through the barrier. We also make sure to denote 
  that this is not a factor on a successful save. In many 
  cases you must consider if level changes. In this case 
  being knocked prone is not, in my opinion, worth level 
  adjusting and we can probably just keep it as is.
  In a case where you are looking to get a specific effect 
  consider a few things first. What damage type will 
  create that effect? Use inspiration from and let other 
  spells guide your methodology. There is no perfect 
  method of doing all this, but with practice we can create 
  a near unlimited number of spells! Don't be afraid to 
  experiment and don't be afraid to tweak the power of 
  the spells, both up and down, as needed.
  On a successful save, the creature takes half as 
  much damage.
  In this case we changed a total of three words or so 
  and managed to create a barrier much more effective 
  movement. On a successful save, the creature takes 
  half as much damage and is not knocked prone.
  Here we changed the description, of course, but we 
  also tacked on an effect. By failing the saving throw 
  
  5
  Lovecraftian Spells | Version 1.1
  Diving Into
  The Mythos
  If you are here then you already have an idea of where 
  this supplement is going. Madness. Insanity. Questions 
  and mysteries. Stygian horrors and cyclopean ruins. 
  Geometries that don't work and colors that shouldn't 
  exist. These are the alien things of the Mythos, the 
  strange and indecipherable nature of the cosmos. The 
  5th Edition,like others, lends itself to a game that 
  features the Mythos. One that delves deeper and deeper 
  into the weirdness hinted at by things like aboleths 
  and aberrant monstrosities. There are even a handful 
  of spells that feel like they came from the mind of 
  Lovecraft or Derleth, but we need more!
  Start With The Entities
  The best place to start when we want to add more 
  Mythos flavor to our world is in the hands of the Great 
  Old Ones and the Outer Gods. There is a treasure trove 
  of these entities with established ways of acting. More 
  than that, these beings have cults, spheres of influence, 
  and even mannerisms (if they can be described as such). 
  You may not be familiar with all these beings but the 
  internet has a wealth of knowledge about them and the 
  spells in this supplement should help reveal some of it.
  For now we shall assume you have at least passing 
  knowledge of these beings for lore purposes.  In the mad 
  writings of ancient cultists and philosophers isn’t just 
  information but spells. So let’s start simply by skinning 
  a spell to be more appropriate to a specific entity. In 
  this case we can start really easy: spider climb.
  Until the spell ends, one willing creature you 
  touch gains the ability to move up, down, and across 
  vertical surfaces and upside down on ceilings, 
  while leaving its hands free. The target also gains 
  description. How could we make it unique to a specific 
  Mythos entity? Perhaps one of the biggest factors to 
  consider in reskinning spells for the Mythos is to make 
  familiar things weird, frightening, and just a bit less 
  familiar. For this spell we have the perfect Great Old 
  One: Atlach-nacha. This spider monstrosity would 
  certainly grant a spell like spider climb to its followers, 
  but probably in a more horrific manner. Take a look at 
  this new version.
  You close your eyes as two pairs of spider legs 
  painfully push their way out of your torso. As it 
  subsides your eyes open, but now they glow with 
  an unearthly red. Until the spell ends, one willing 
  creature you touch gains the ability to move up, 
  down, and across vertical surfaces and upside 
  down on ceilings, while leaving its hands free. The 
  target also gains climbing speed equal to its walking 
  grasp spell found later in this supplement, it does the 
  job. Spider climb has been reskinned with a frightening 
  Spider climb has been reskinned with a frightening 
  Spider climb
  feel that might frighten players. Imagine, too, what 
  might happen if they discovered a spell that allowed 
  them to walk on walls within a cultist’s tome. That book 
  might not reveal the physical effects, instead playing 
  on the glorious gift of spider walking that Atlach-nacha 
  grants to them. Imagine the horror on their faces when 
  the spell takes effect on them for the first time. Insert 
  maniacal GM’s laughter. 
  Psychic Damage
  And Ignoring It
  You might believe that the easiest way to make things 
  more Lovecraftian and insane in 5th Edition would 
  be to make spells deal psychic damage. Honestly, you 
  aren’t wrong. Psychic damage is our best representation 
  of the hardship that learning of Azathoth or seeing 
  Yog-Sothoth induces. Let’s do an example of this by 
  adjusting the spell thunderwave to fit Ithaqua.
  thunderwave to fit Ithaqua.
  thunderwave
  Brett Neufeld
  while leaving its hands free. The target also gains 
  climbing speed equal to its walking speed.
  Here we have a pretty simple spell in both effect and 
  description. How could we make it unique to a specific 
  target also gains climbing speed equal to its walking 
  speed.
  While this is not the final form of the Atlach-nacha’s 
  grasp spell found later in this supplement, it does the 
  
  6
  Lovecraftian Spells | Version 1.1
  A wave of thunderous force sweeps out from you. 
  Each creature in a 15-foot cube originating from you 
  must make a Constitution saving throw. On a failed 
  save, a creature takes 2d8 thunder damage and is 
  pushed 10 feet away from you. On a successful save, 
  the creature takes half damage and isn’t pushed.
  In addition unsecured objects that are completely 
  within the area of effect are automatically pushed 
  10 feet away from you by the spell’s effect, and the 
  spell emits a thunderous boom audible out to 300 
  instead of thunder damage. The wail of a Great Old One 
  also known as the Wendigo would definitely drive a 
  person mad. To that end we can also swap a Constitution 
  save for a Wisdom save.
  A wave of cold, psychic force sweeps out from you. 
  Each creature in a 15-foot cube originating from you 
  must make a Wisdom saving throw. On a failed save, 
  a creature takes 2d8 psychic damage and is pushed 
  10 feet away from you. On a successful save, the 
  creature takes half damage and isn’t pushed.
  In addition unsecured objects that are completely 
  within the area of effect are automatically pushed 
  10 feet away from you by the spell’s effect, and the 
  spell emits a thunderous boom audible out to 300 
  depth to doing that. Instead I urge you to do what this 
  supplement tries to do. Namely, focus on things that 
  relate to various beings or aspects of the Mythos. From 
  there use description to instill the emotion of cosmic 
  horror. Use the sights, sounds, and other effects of the 
  spell to reveal how terrible they are. As much as there is 
  a mechanical way to represent this with psychic damage, 
  it is the knowledge and observation of such things that 
  make Mythos tales truly horrific.
  That being said, it doesn’t mean we have to abandon 
  psychic damage every time. Let’s continue to work 
  on the new thunderwave. Getting pushed back can 
  thunderwave. Getting pushed back can 
  thunderwave
  probably be tweaked a bit. Perhaps such a sound would 
  do better stunning the affected creature for one round. 
  This of course means we have to tweak some other 
  things too, but that shouldn’t be a problem either.
  A wave of cold, psychic force sweeps out from 
  you. Each creature in a 15-foot cube originating 
  from you must make a Wisdom saving throw. On a 
  failed save, a creature takes 2d8 psychic damage 
  and is stunned until the end of your next turn. On 
  a successful save, the creature takes half damage 
  and isn’t stunned. In addition the spell emits a 
  appropriate. We started with the easy step of making a 
  spell deal psychic damage instead of its normal damage 
  and we ended with a new spell that is different from the 
  original in almost every way.
  As mentioned in the previous section of this work, don’t 
  always look for easy changes. Consider some of your 
  goals first. Psychic damage is an easy answer and it can 
  even work, but it isn’t the only answer. It might not even 
  be a good fit for a specific Mythos entity. Experiment 
  with that sounds horrific and feels right!
  spell emits a thunderous boom audible out to 300 
  feet.
  To start let’s go ahead and make it psychic damage 
  instead of thunder damage. The wail of a Great Old One 
  spell emits a thunderous boom audible out to 300 
  feet.
  That is a bit too simple, though. There is no finesse or 
  depth to doing that. Instead I urge you to do what this 
  and isn’t stunned. In addition the spell emits a 
  shrieking wail audible out to 300 feet.
  In this final version we have something a little more 
  appropriate. We started with the easy step of making a 
  
  7
  Lovecraftian Spells | Version 1.1
  Lovecraftian Spells
  These spells are presented in alphabetical order. For a 
  list of spells that re-skins are based off of, refer to the 
  end of this supplement. Any spells not found in there 
  Atlach-nacha’s Grasp
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a drop of blood and a spider)
  Duration: Concentration, up to 1 hour
  You close your eyes as two pairs of spider legs painfully 
  push their way out of your torso. As it subsides your eyes 
  open, but now they glow with an unearthly red. Until the 
  spell ends you gain the ability to move up, down, and 
  across vertical surfaces and upside down on ceilings. 
  Both your arms and natural legs are left free. You gain 
  a climb speed equal to your normal speed and can also 
  ignore the effects of natural and magical webs.
  Atlach-nacha’s Snare
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self (60 feet)
  Components: V, S, M (insect wrapped in spider’s web)
  Duration: Concentration, up to 1 hour
  Spider-like palps grow from the back of your cheeks 
  as your mouth stretches open. For as long as you 
  concentrate you can use a bonus action to spit thick, 
  sticky webbing up to 60 feet away, after which the palps 
  disappear. The  webs fill a 20-foot cube from that point 
  for 15 minutes. The webs are difficult terrain and lightly 
  obscure the area.
  The webs may be strung between two solid masses 
  (such as walls or trees) as an action. If they are not 
  anchored they will cover the surface they impact and 
  any creatures within the area.
  Creatures that are within the area of web during its 
  creation, those that begin their turn within the area, 
  and those that enter the area on their turn must make a 
  Dexterity saving throw. On a failed save the creature is 
  restrained as long as it remains within the webs or until 
  it breaks free.
  A creature that is caught within the web can use its 
  action to make a Strength check against your spell DC. 
  If it succeeds it is no longer restrained. The webs are 
  flammable. Any 5-foot cube of webs exposed to fire 
  burns away in one round, dealing 2d4 fire damage to any 
  creature that starts its turn in the fire.
  At Higher Levels: When you cast this spell 
  using a spell slot of 3rd or higher, you may spit an 
  additional web at every other level (4th, 6th, and 8th). 
  Additionally, webs last up to 15 minutes longer for each 
  slot level above 2nd.
  Avatar of Tulzscha
  7nd-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  A pillar of roaring green flame erupts from the ground 
  at a location of your choosing within range. The pillar 
  has a radius of 10 feet and climbs 30 feet into the air. 
  Each creature in the area takes 5d6 fire damage ad must 
  make a Constitution saving throw. It takes 5d12 necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  The fire damages objects in the area and ignites 
  flammable objects that aren’t being worn or carried. 
  Plant life in the area does not catch fire but instead 
  begins to wilt and die.
  end of this supplement. Any spells not found in there 
  are made from scratch based on the Cthulhu Mythos.
  Atlach-nacha’s Grasp
  If it succeeds it is no longer restrained. The webs are 
  flammable. Any 5-foot cube of webs exposed to fire 
  burns away in one round, dealing 2d4 fire damage to any 
  creature that starts its turn in the fire.
  At Higher Levels:
  using a spell slot of 3rd or higher, you may spit an 
  additional web at every other level (4th, 6th, and 8th). 
  Additionally, webs last up to 15 minutes longer for each 
  slot level above 2nd.
  Avatar of Tulzscha
  7nd-level evocation
  Casting Time:
  Range: 
  Components: 
  Duration:
  A pillar of roaring green flame erupts from the ground 
  at a location of your choosing within range. The pillar 
  has a radius of 10 feet and climbs 30 feet into the air. 
  Each creature in the area takes 5d6 fire damage ad must 
  make a Constitution saving throw. It takes 5d12 necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  The fire damages objects in the area and ignites 
  flammable objects that aren’t being worn or carried. 
  Plant life in the area does not catch fire but instead 
  begins to wilt and die.
  Gary Dupuis
  
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  Lovecraftian Spells | Version 1.1
  Breath of Ithaqua
  5th-level evocation
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (tuft of yeti fur)
  Duration: Instantaneous
  A howling wind erupts from your hands. Each creature 
  in a 60-foot cone takes 4d6 cold damage and must make 
  a Wisdom saving throw. A creature takes 4d8 psychic 
  damage on a failed save, or half as much on a successful 
  one. Targets that cannot hear or are deaf are immune to 
  this portion of the spell.
  A creature killed by this spell are frozen in a rictus 
  of horror and gain the petrified condition. Creatures 
  petrified in this way look like ice and remain frozen 
  even in the hotest locations.
  At Higher Levels: When you cast this spell using a 
  spell slot of 6th or higher, the psychic damage increases 
  by 1d8 for each slot level above 5th.
  Brood of the Father
  5st-level conjuration
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (the shed skin of an asp)
  Duration: Concentration, up to 10 minute
  An  angry, twisting throng of snakes fills a 20-foot 
  square at a location you choose within range. The square 
  spreads around corners. The throng remains for the 
  duration, and the area is considered difficult terrain.
  When the area appears, each creature in it takes 2d6 
  piercing damage and must make a Constitution saving 
  throw. A creature takes 4d10 poison damage on a failed 
  save, or half as much on a successful one. A creature 
  also takes piercing damage and must make a saving 
  throw when it enters the spell’s area for the first time on 
  a turn or starts its turn there.
  At Higher Levels: When you cast this spell using a 
  spell slot of 6th or higher, the poison damage increases 
  by 1d10 for each slot level above 5th.
  Curse of Ghatanathoa
  6th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You utter a curse in an alien tongue that causes the 
  target to witness the might of the Great Old One 
  Ghatanathoa. If the target’s body is made of flesh, 
  even strange or magical, the creature must make 
  a Constitution saving throw. On a failed save, it is 
  restrained as all its soft tissues begin to stiffen. On a 
  successful save the creature isn’t affected.
  A creature restrained by this spell must make another 
  Constitution save at the end of each of its turns. Three 
  successful saves will cause the spell to end. Three failed 
  saves and the creature gains the petrified condition. 
  This lasts for the duration of the spell. Saving throws 
  do not need to be consecutive; keep track of both 
  successes and failures until the target collects three of 
  the same kind.
  While petrified, the creature is completely aware of 
  everything going on around them and their mind runs 
  wild with the possibility of being trapped like this. At 
  the start of each turn the creature takes 1d8 psychic 
  damage. If the creature is reduced to 0 hit points from 
  this damage, they are not killed but driven insane. 
  Should they be restored they come back with a Wisdom 
  score of 5 and their Charisma score is reduced by 4.
  If you maintain concentration on this spell for 
  the entire possible duration, the creature becomes 
  petrified as a statue of hard leather but is still aware to 
  their surroundings and contues to be subjected to the 
  spell’s psychic damage. 
  Eldritch Symbol
  4th-level abjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (brightly colored pigments made 
  from materials worth 100g)
  Duration: until dispelled or triggered
  When you cast this spell, you inscribe an ancient glyph 
  either on a surface (such as a section of floor, a wall, 
  or a table) or within an object that can be closed to 
  conceal the glyph (such as a book, a scroll, or a treasure 
  chest). If you choose a surface, the glyph can cover an 
  area of the surface no larger than 5 feet in diameter. 
  If you choose an object, that object must remain in its 
  place; if the object is moved more than 10 feet from 
  where you cast this spell, the glyph is broken, and the 
  spell ends without being triggered.
  You decide what triggers the glyph when you cast 
  the spell. For glyphs inscribed on a surface the most 
  common trigger is seeing or reading the glyph. For 
  those inscribed on an object the trigger is often opening 
  the object or seeing the glyph. Eldritch symbols cannot 
  be refined in any way to effect specific targets or to 
  allow others to pass without trigger. These symbols 
  inherently effect a specific type of creature or being.
  When you inscribe the glyph, choose one of the 
  options below for its effect. Once triggered, the glyph 
  glows, filling a 60-foot-radius sphere with dim light for 
  10 minutes, after which the spell ends. Each creature 
  in the sphere when the glyph activates is targeted by 
  its effect, as is a creature that enters the sphere for the 
  first time on a turn or ends its turn there.
  Elder Sign: Each target must make a Wisdom saving 
  throw, taking 6d10 force damage on a failed save, or 
  half as much on a successful one. Creatures which are 
  not aberrations are immune to the effects of this glyph. 
  Aberrant creature unaffiliated with a Great Old One or 
  Outer God have advantage on saving throws against the 
  effects of this glyph.
  Yellow Sign: Each target must make a Charisma 
  saving throw, taking 6d10 psychic damage on a failed 
  save and half as much on a successful one. Targets must
  
  9
  Lovecraftian Spells | Version 1.1
  also make a Wisdom saving throw against madness. On 
  a failed save the creature gains the following indefinite 
  madness effect as a personality trait: I must shepherd 
  others to the will of the King In Yellow and spread His 
  symbol wherever I go.
  At Higher Levels: When you cast this spell using a 
  spell slot of 7th or higher you may choose to instead 
  have this symbol bar the path of aberrant creatures. The 
  glyph may also be inscribed in such a way to create a 
  boundary (such as upon a window or door) or to enclose 
  a space (such as on a wall). The space may be no more 
  than a 60-foot square and targets who fail their saves 
  cannot enter the sanctuary’s space. You also may choose 
  from the following additional glyphs:
  Greater Elder Sign: Each target must make a Wisdom 
  saving throw, taking 12d10 force damage on a failed save, 
  or half as much on a successful one. Creatures which are 
  not aberrations are immune to the effects of this glyph. 
  Aberrant creatures affiliated with a Great Old One or 
  Outer God have disadvantage on saving throws against 
  the effects of this glyph.
  Eyes Of Carcosa
  6th-level evocation
  Casting Time: 1 action
  Range: Self (30 foot cone)
  Components: V, S, M (dark lensed spectacles)
  Duration: concentration, up to 1 minute
  Your eyes become two burning, black suns like those 
  that hover in the skies of Carcosa and a brilliant light 
  as dense as shadow flashes out in front of you in a 
  30-foot cone. Each creature in the cone must make a 
  Constitution saving throw. On a failed save, a creature 
  takes 6d8 psychic damage, or half as much on a failed 
  one. Bearers of the Yellow Sign and those who worship 
  the King In Yellow have advantage on this saving throw.
  In addition, each creature who is hit by the black light 
  of the Carcosan suns must make a Wisdom saving throw.  
  On a failed save the creature is driven to madness. 
  Those who succeeded their Constitution can roll on 
  the long-term madness table (SRD pg 201) while those 
  who did not must roll on the indefinite madness table 
  (SRD pg 202). This effect only happens the first time a 
  creature is exposed to the light.
  You can create a new cone of impenetrable light as 
  your action on any turn until the spell ends.
  For the duration your eyes burn as pitch black suns 
  with roiling grey flames coming to their surface. The 
  flesh around them appears to wither and blacken over 
  the duration and take an amount of time equal to the 
  duration of the spell to revert back to normal once the 
  spell has ended. Finally, the area in a 60-foot radius 
  around you appears as though there was no light. In 
  this area all creatures capable of seeing has its vision 
  converted to darkvision. This effect ends when the spell 
  ends and your eyes revert back to normal.
  Gift of Tulzscha
  4th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous (1 minute)
  A cold, green fire engulfs a creature that you can 
  see within range, bestowing them with a touch from 
  the Green Flame itself. The target must make a 
  Constitution saving throw. The target takes 4d8 points 
  of fire damage and 4d8 points of necrotic damage on a 
  failed save and half as much on a successful one. This 
  spell has no effect on constructs.
  If you target a creature that is undead, the target is 
  instead healed for 6d8 hit points and green fire courses 
  over its body. All melee attacks made by the target deal 
  an additional 2d8 fire damage for the next minute.
  At Higher Levels: When you cast this spell using a 
  spell slot of 5th or higher, the damage increases by 1d8 
  for each effect for each slot level above 4th. In the case 
  of an undead target the healing increases by 1d8 for 
  each slot level above 4th.
  Gla’aki’s Spine
  2nd-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (spine from a fish’s fin)
  Duration: Instantaneous
  A festering spine of bone streaks towards a target 
  within range and explodes in a spray of venom. Make 
  a ranged spell attack against the target. On a hit, the 
  target takes 4d4 piercing damage on this turn and 2d4 
  poison damage at the end of its next turn. On a miss the 
  spine shatters covering the target with venom that deals 
  half as much initial damage as poison damage and no 
  damage at the end of its next turn.
  Creatures killed within 5 minutes of being damaged 
  by this spell rise as zombies on their next turn. The 
  zombie then makes a Wisdom saving throw against your 
  spell save DC. On a successful save the zombie acts 
  according to the will of Gla’aki, killing anything that 
  bars its path to the nearest shoreline. On a failed save 
  the zombie comes under your control.
  Zombies raised in this way have disadvantage on their 
  saving throw if the caster is a priest or servant of the 
  cult of Gla’aki.
  At Higher Levels: When you cast this spell using a 
  spell slot of 3rd or higher, the damage (both initial and 
  later) increases by 1d4 for each effect for each slot level 
  above 2nd.
  
  10
  Lovecraftian Spells | Version 1.1
  Grasp of the Yellow King
  4th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a strip of yellow cloth)
  Duration: Concentration, up to 1 minute
  Thrashing, yellow tentacles fill a 20-foot square on the 
  ground that you can see within range. For the duration, 
  these tentacles turn the ground in the area into difficult 
  terrain.
  When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature 
  must succeed on a Dexterity saving throw or take 3d6 
  bludgeoning damage and be restrained by the tentacles 
  until the spell ends. A creature that starts its turn in the 
  area and is restrained by the tentacles takes 3d6 psychic 
  damage.
  A creature restrained by the tentacles can use its 
  action to make a Strength or Dexterity check (its 
  choice) against your spell save DC. On a success, it frees 
  itself.
  Green Blade of Tulzscha
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a writhing blade of  green flame in your 
  free hand. The blade is similar in size and shape to a 
  scimitar, and it lasts for the duration. If you let go of the 
  blade, it disappears, but you can evoke the blade again 
  as a bonus action.
  You can use an action to make a melee spell attack 
  with the green blade of Tulzscha. On a hit the target 
  takes 3d6 fire and necrotic damage.
  The flaming blade sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet.
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 for every two slots above 2nd.
  Ithaqua’s Gaze
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Any icy beam of blue energy streaks toward a creature 
  within range. Make a ranged spell attack against 
  the target. On a hit, it takes 1d8 cold damage, and is 
  frightened of you until the start of your next turn.
  The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Keyless Passage
  4th-level conjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S
  Duration: Instantaneous
  You cause a rift to open beneath a creature forcing them 
  into the maddening realm of Yog-Sothoth and opening 
  an escape route wherever you desire within 500 feet. 
  The exit spot can be a place you can see, one you can 
  visualize, or one you can describe by stating distance 
  and direction, such as “200 feet straight downward.”
  The target must make a Dexterity saving throw to 
  avoid falling in the dimensional fissure, with creatures 
  of huge size or greater automatically succeeding. On a 
  failed save the creature takes 4d8 psychic damage and 
  is teleported to the spot you previously designated. 
  On a successful save, the creature takes half damage 
  (from witnessing the other side of the portal) and is not 
  teleported.
  Teleported creatures bring with them their gear or 
  carried objects so long as their weight does not exceed 
  what they can carry. Objects they are holding onto at 
  the time are brought, up to this limit, otherwise the 
  creature releases it. If the affected creature would be 
  teleported into a solid object it is instead teleported 
  100 feet from the caster in a random direction.
  At Higher Levels: When you cast this spell using a 
  spell slot of 5th or higher, you may target one additional 
  creature and the target must be one size category larger 
  to automatically save for each slot level above 4th.
  Mists of Hali
  3rd-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a vial of desert sand)
  Duration: Concentration, up to 1 minute
  You create a 20-foot-radius sphere of thick, yellow 
  mist that seems to grasp at anything near its edge. This 
  sphere is created at a point of your choice within range. 
  The mist claws around corners, and its area is heavily 
  obscured. The cloud lingers in the air for the duration.
  Each creature that is completely within the cloud at 
  the start of its turn must make a Wisdom saving throw. 
  On a failed save, the creature spends its action looking 
  for and listening for allies it believes it hears within the 
  mists. Creatures that are immune to psychic damage 
  automatically succeed on this saving throw and those 
  that are resistance have advantage on their saves.
  A moderate wind (at least 10 miles per hour) 
  disperses the cloud after 4 rounds. A strong wind (at 
  least 20 miles per hour) disperses it after 1 round.
  
  11
  Lovecraftian Spells | Version 1.1
  Noden’s Dark Distraction
  1st-level illusion
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (shavings of a black horn)
  Duration: Concentration, up to 1 minute
  A creature of your choice that you can see within 
  range comes under attack from a faceless, winged 
  creature known as a nightgaunt. Despite only being a 
  figment granted by Nodens, the nightgaunt proceeds 
  to tickle the target relentlessly. The creature must 
  make a Wisdom saving throw or fall prone, becoming 
  incapacitated and unable to stand for the duration.
  At the end of each of its turns, and each time it takes 
  damage, the target can make another Wisdom saving 
  throw. The target has advantage on the saving throw 
  if its triggered by damage. On a successful save, the 
  nightgaunt fades away and the spell ends.
  Orb of the Green Flame
  3rd-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a pinch of dried grass)
  Duration: Instantaneous
  A thin, glowing green crack zigzags along the ground to 
  a point you choose within range and then explodes up 
  into an orb of green flame. Each creature in a 20-foot-
  radius sphere centered on that point takes 2d6 fire 
  damage and must make a Constitution saving throw. A 
  target takes 4d6 necrotic damage on a failed save, or 
  half as much on a successful one.
  The fire spreads around corners and ages objects that 
  it comes into contact with, rotting wood and withering 
  plants. This does not affect objects being carried or 
  worn.
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th level or higher, the necrotic damage 
  increases by 1d6 for each slot above 3rd.
  Path of the Wind Walker
  4th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (powdered yeti’s horn)
  Duration: Instantaneous
  A 20-foot-tall avatar of Ithaqua strides a straight line 
  horrifying nearby creatures and creating a slippery path 
  of ice and frost that is 10 feet wide and  80 feet long. 
  Each creature within the area must make a Wisdom 
  saving throw. A creature takes 3d8 psychic damage and 
  3d8 cold damage on a failed save, and half as much on a 
  successful one.
  A layer of ice and frost turn the path traversed by the
  Wind-Walker into difficult terrain 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 psychic damage 
  increases by 1d8 for each slot above 4th.
  R’lyehian Gloom
  3rd-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (octopoid ink sac)
  Duration: Concentration, up to 1 minute
  A strange, cold mist drifts into creation amidst the 
  sound of crashing waves. You create 20-foot-radius 
  sphere of fog centered on a point within range. The 
  sphere spreads around corners , and its area is heavily 
  obscured. It lasts for the duration or until a wind of 
  great speed (at least 25 miles per hour) disperses it.
  When the area appears, each enemy in it must make 
  a Wisdom saving throw. A creature takes 3d8 psychic 
  damage on a failed save, or half as much on a successful 
  one. A creature must also make a saving throw when 
  it enters the spell’s area for the first time on a turn or 
  begins its turn there.
  Allies within the area are instead granted the ability 
  to regenerate from their wounds. Any allied creature 
  that ends its turn within the area heals 2d6 hp.
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th or higher, roll an additional 1d8 
  damage or 1d6 hit points for each slot level above 3rd. 
  Additionally, the size of the sphere increases in radius 
  by 10 feet for each slot level above 3rd.
  Sight of Yog-sothoth
  1st-level evocation
  Casting Time: 1 action
   1 action
  Range: 60 feet
  Components: V
  Duration: Concentration,
   Concentration,
  up to 1 minute
  Each object in a 20-
  Each object in a 20-
  foot cube within range 
  foot cube within range 
  is outlined in a silver-
  is outlined in a silver-
  grey light. Any creature 
  grey light. Any creature 
  in the area when this spell 
  in the area when this spell 
  is cast is also outlined in this 
  is cast is also outlined in this 
  light if it fails a Wisdom saving 
  light if it fails a Wisdom saving 
  throw. Additionally, each creature 
  throw. Additionally, each creature 
  takes 2d6 psychic damage on a failed 
  takes 2d6 psychic damage on a failed 
  save, and half as much on a successful one. 
  save, and half as much on a successful one. 
  For the duration , objects and affected creatures shed 
  For the duration , objects and affected creatures shed 
  dim light in a 10-foot radius. Any attack roll against an 
  affected creature or object has advantage if the attacker 
  can see it, and the affected creature or object can’t 
  benefit from being invisible, nor can they teleport or be 
  teleported in any way.
  Tamás Baranya
  
  12
  Lovecraftian Spells | Version 1.1
  Skin of Atlach-nacha
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (the moult from a spider)
  Duration: Concentration, up to 1 hour
  You touch a willing creature and turn their skin to a 
  hard, shimmering black chitin. Until the spell ends, the 
  target’s AC can’t be less than 16, regardless of what kind 
  of armor they are wearing. In addition, the target has 
  advantage on Intimidation checks made while they look 
  like this.
  Slumber of the Daemon Sultan
  1st-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (twisted flute of bone)
  Duration: 1 minute
  Strange, ethereal alien beings appear in the area playing 
  strange flutes as they dance a circle around a 20-foot 
  radius. Roll 5d8; the total is how many hit points of 
  creatures this spell can affect. Creatures within the 
  area 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 by this spell falls 
  unconscious until the spell ends, the sleeper takes 
  damage, or someone uses an action to shake or slap the 
  sleeper awake. 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. No creature in existence is immune to this 
  spell, though creatures who do not sleep have advantage 
  on saving throws against it.
  The caster of this spell may, at the time of casting, 
  designate any number of creatures in the area as allies. 
  These creatures must make a Wisdom saving throw. 
  Willing creatures and those who fail the save take 1d8 
  psychic damage and that amount is added to the hit 
  point total that causes creatures to slumber.
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd or higher, roll an additional 2d8 for 
  each spell level above 1st. Additionally, damage dealt to 
  affected allies and subsequent bonus die are increased 
  by 1d8 for each slot level above 1st.
  Star-Spawned Vigor
  7th-level transmutation
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (pickled squid or cuttlefish)
  Duration: 1 hour
  You feed a creature a pickled cephalopod and its skin 
  takes on a green, slimy hue but its body is stimulated to
  unnatural levels of regeneration. The target regains 
  2d12 hit points. For the duration, the creature has 
  advantage on any rolls to avoid or escape grapple or to 
  squeeze through small spaces. Additionally, they regain 
  1d6 hit points at the start of each of its turns (10d6 hit 
  points each minute).
  The target’s severed body members (fingers, legs, 
  tails, and so on), if any, are restored after 2 minutes. 
  If you have the severed part and hold it to the stump, 
  the spell instantaneously causes the limb to knit to the 
  stump. A creature under the effects of this spell can 
  also recover from evisceration, being ripped in half, or 
  becoming decapitated so long as the damage is done 
  during the spell’s effect and the pieces are placed back 
  together before the spell ends.
  Sting of Aphoom-Zhah
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You hurl a grey-blue flame at a creature or object within 
  range. Make a ranged spell attack against the target. On 
  a hit the target takes 1d10 cold damage. A flammable 
  object hit by this spell ignites if it isn’t being worn or 
  carried. The fire burns a grey-blue and seems to absorb 
  heat rather than emit it.
  The spell’s damage increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10).
  Touch of the Feeder
  Necromancy cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 1 round
  You create a ghostly, elephantine head in the space of 
  a creature in range. Make a ranged spell attack against 
  the creature to assail it with the blessing of Chaugnar 
  Faugn. On a hit, the target takes 1d6 necrotic damage, 
  and it can’t regain hit points until the start of your next 
  turn.
  Until then the lamprey-like trunk remains attached 
  to your target. In addition, the creature’s wounds bleed 
  excessively and it takes damage at the start of your next 
  turn. This damage is equal to the number of physical 
  attacks the creature suffers between the casting and 
  then.
  The spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  In addition the damage from wounds increases as a 
  multiple of the number of attacks suffered at 5th level 
  (2x), 11th level (3x), and 17th level (4x).
  
  13
  Lovecraftian Spells | Version 1.1
  Touch of the Green Flame
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S
  Duration: Instantaneous
  You hold your hands out, fingers interlaced before 
  spreading them out like the opening maw of a hungry 
  beast. A stream of bright green flame shoots forth 
  from your palms, engulfing creatures in the area. 
  Each creature in a 15-foot cone must make a Dexterity 
  saving throw. A creature takes 2d6 fire damage and 2d6 
  necrotic damage on a failed save, or half as much on a 
  successful one.
  The fire ignites any flammable objects in the area that 
  aren’t being worn or carried. Additionally, small living 
  plants within the area (such as grass or flowers) dry out, 
  wither, and die.
  At Higher Levels: When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases 
  by 1d6 for each damage type. When you cast this spell 
  using a spell slot of 5th level or higher, the damage 
  increases by 2d6 for each damage type. When you cast 
  this spell using a spell slot of 7th level or higher, the 
  damage increases by 3d6 for each damage type. When 
  you cast this spell using a spell slot of 9th level, the 
  damage increases by 4d6 for each damage type.
  Touch of the Wendigo
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your blackened, ice-rimed hand can siphon the warmth 
  and life from those you touch, closing and healing 
  your wounds. Make a melee spell attack against a 
  creature within your reach. On a hit, the target takes 
  2d6 necrotic damage and 2d6 cold damage. You regain 
  hit points equal to half of the total necrotic and cold 
  damage dealt.
  Until the spell ends you can make the attack again 
  on each of your turns as an action. Characters with a 
  feature (such as extra attack) which allows for more 
  than one attack as an action may utlize this spell for 
  some or each of those attacks.
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases 
  by 1d6 for each damage type. When you cast this spell 
  using a spell slot of 6th level or higher, the damage 
  increases by 2d6 for each damage type. When you cast 
  this spell using a spell slot of 8th level or higher, the 
  damage increases by 3d6 for each damage type.
  Tulzscha’s Protection
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (rotted apple core)
  Duration: 10 minutes
  Thin green flames wreathe your body for the duration, 
  shedding bright light in a 10-foot radius and dim light 
  for an additional 10 feet. You can end the spell early by 
  using an action to dismiss it.
  The flame provides you with a hot shield or a 
  cold shield, as you choose. The hot shield gives you 
  resistance to necrotic damage, and the cold shield gives 
  you resistance to fire damage.
  In addition, whenever a creature within 5 feet of you 
  hits you with a melee attack, the shield erupts with 
  flame. The attacker takes 2d8 fire damage from a hot 
  shield, or 2d8 necrotic damage from a cold shield.
  Ubbo-sathla’s Embrace
  3rd-level conjuration
  Casting Time: 1 action
  Range: Self (60 feet)
  Components: V, S, M (vial of swamp scum)
  Duration: Concentration, up to 1 hour
  You conjure a slowly writhing mass of thick, translucent 
  ooze within range, perhaps a portion of Ubbo-sathla 
  itself. The ooze fill a 20-foot cube from that point for 
  15 minutes. The ooze is difficult terrain and lightly 
  obscures the area.
  The ooze may be adhered between two solid masses 
  (such as walls or trees) as an action. If it is not 
  anchored the ooze will cover the surface it impacts and 
  any creatures within the area.
  Creatures that are within the area of ooze during its 
  creation, those that begin their turn within the area, 
  and those that enter the area on their turn must make a 
  Strength saving throw. On a failed save the creature is 
  restrained as long as it remains within the ooze or until 
  it breaks free. In addition, the creature takes 2d8 acid 
  damage, or half as much on a successful save.
  A creature that is caught within the ooze can use 
  its action to make a Strength check against your spell 
  DC. If it succeeds it is no longer restrained. The ooze 
  is flammable. Any 5-foot cube of ooze exposed to fire 
  burns away in one round, dealing 2d4 fire damage to any 
  creature that starts its turn in the fire.
  At Higher Levels: When you cast this spell using a 
  spell slot of 4th or higher, the damage increases by 1d8 
  for each slot above 3rd.
  
  14
  Lovecraftian Spells | Version 1.1
  Lovecraftian Spells | Version 1.1
  Wail of the Wind Walker
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cube)
  Components: V, S
  Duration: Instantaneous
  A wave of cold, psychic force sweeps out from you. 
  Each creature in a 15-foot cube origination from you 
  must make a Wisdom saving throw. On a failed save, 
  a creature takes 2d8 psychic damage and is stunned 
  until the end of your next turn. On a successful save, the 
  creature takes half as much damage and is not stunned. 
  In addition the spell emits a shrieking wail audible out 
  to 300 feet.
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd or higher, the damage increases by 1d8 
  for each slot above 1st.
  Wall of the White Silence
  3rd-level evocation
  Casting Time: 1 action
   1 action
  Range: 120 feet
  Components: V, S, M (handful of yeti teeth)
  V, S, M (handful of yeti teeth)
  Duration: Concentration, up to 1 minute
   Concentration, up to 1 minute
  A wall of swirling snow rises from the ground at a point 
  A wall of swirling snow rises from the ground at a point 
  you choose within range. You can make the wall up to 50 
  you choose within range. You can make the wall up to 50 
  feet long, 15 feet high, and 1 foot thick. You can shape 
  feet long, 15 feet high, and 1 foot thick. You can shape 
  the wall in any way you choose as long as it makes
  the wall in any way you choose as long as it makes
  one continuous path along the ground. 
  one continuous path along the ground. 
  The wall lasts for the duration.
  The wall lasts for the duration.
  When the wall appears, each creature within its area 
  must make a Wisdom saving throw. A creature takes 
  3d8 psychic damage on a failed save, or half as much on 
  a successful one.
  The snow filled silence of Ithaqua’s presence keeps 
  sounds from passing through it. Those within the area 
  of the spell are considered deafened and cannot speak. 
  Spells that have a verbal spell component cannot be 
  cast from within, and those that must be heard cannot 
  effect a target inside of the wall. Additionally, sounds 
  are caught up and destroyed by the wall. Things on the 
  opposite side can be seen but not heard.
  Yig’s Venomous Spit
  Transmutation cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  Your incisors elongate into the fangs of a large 
  poisonous serpent and you spit venom at a creature 
  poisonous serpent and you spit venom at a creature 
  you can see within range. Make a ranged spell attack 
  you can see within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 1d12 poison 
  against the target. On a hit, the target takes 1d12 poison 
  damage.
  The spell’s damage increases by 1d12 when you reach 
  The spell’s damage increases by 1d12 when you reach 
  5th level (2d12), 11th level (3d12), and 17th level (4d12). 
  5th level (2d12), 11th level (3d12), and 17th level (4d12). 
  
  15
  Lovecraftian Spells | Version 1.1
  Madness Descends
  One of the driving conditions and themes of 
  Lovecraftian literature, of cosmic horror, is that there is 
  an inevitable madness that overcomes those who learn 
  too much. Part of this comes from learning things that 
  no mortal should ever learn. Another is from seeing how 
  infinitesimally small one is in the universe. The secrets 
  of stygian magics are not for those wish to remain sane 
  and tend to have adverse effects on mortal minds.
  Madness In 5E
  In 5th Edition there is already a framework that we can 
  use for madness. The way in which the game is designed 
  assumes that most adventurers do not lose it at the sight 
  of the strange, terrible, or weird. They battle aboleths 
  and crawling masses of flesh and bone with vigor. In the 
  Mythos literature it is likely that even the sight of such 
  a creature would drive most people insane. And let’s 
  not even talk about how insane the warlock with a Great 
  Old One patron would become with every additional 
  moment still alive!
  Given all this we have two options to us. The first is to 
  use the rules as we have them and layer in some more 
  regular use of them. The second is to design a new 
  system of madness and insanity that makes the game 
  really gritty. In this supplement we are going to focus on 
  the former of these options. Our goals here are to use 
  what we have, to make it more varietal and Lovecraftian. 
  We can save complex insanity rules for someone else.
  Using Madness
  Madness is presented in a format where there are 
  a couple of assumptions. The first we have already 
  mentioned: adventurers rarely encounter things that 
  cause madness. The other assumption is that you either 
  already know what type of madness you will be rolling 
  for based on the cause or that you are creating an effect 
  and choosing that table yourself. So to move forward we 
  must first assess what we have to work with.
  In the madness rules there are three tables: short-
  term, long-term, and indefinite. These last minutes, 
  hours, and “until cured” respectively. When looking 
  at these durations there seems to be an implication 
  about the design of the game. Things that adversely 
  effect characters should either be something that is 
  concerning over the course of a day (short- and long-
  term madness) or for a prolonged and potentially 
  dangerous amount of time (indefinite madness). We 
  can gain some traction and grittiness into a more 
  Lovecraftian world quite easily though. All we need to 
  do is add a little bit more possibility to durations.
  Let’s start by taking out the phrases “short-term” and 
  “long-term”. Instead we can refer to these as minor 
  and major madness. Generally speaking, these tables 
  contain effects that aren’t just shorter or longer, but the
  longer ones tend to be worse. With these new labels 
  let's expand the possibilities by determining duration 
  separately from the table.
  Minutes and hours are pretty good starting places, 
  but if you ask me not even hours is enough for a long 
  lasting, if temporary, madness. So let's assume there 
  are two durations for both minor and major forms of 
  madness: a short duration and a long one. Using the 
  times we already have, how they are randomly assigned, 
  and expanding the time-frame a little allows us to 
  readily determine what these are. Of course feel free to 
  make them longer or shorter for more or less hardship 
  to match your game’s style. 
  The final results will look something like the following 
  options when dealing with Mythos terror:
  • Minor Madness with Short Duration (1d10x10 min)
  • Minor Madness with Long Duration (1d10x10 hours)
  • Major Madness with Short Duration (1d10x10 hours)
  • Major Madness with Long Duration (1d10x10 days)
  • Indefinite Madness (lasts until cured)
  When To Roll
  The biggest question we have to ask now is when is it 
  appropriate to determine a possible madness effect. In 
  the literature and various games that already deal with 
  the Mythos there are a few common things that prompt 
  these rolls:
  • reading a book about the Mythos
  • learning or using magic
  • encountering alien races
  • encountering Mythos horrors
  • seeing beyond the universe as we know it
  We need to parse these out for 5th Edition and the type 
  of game it plays as. As we have discussed heroes are not 
  prone to the horrors of the universe the way characters 
  of the literature are. Many of them also use or see magic 
  used every single day. As such, we should manipulate 
  this list a little bit. We need to give the heroes some 
  leeway in what would prompt such a roll.
  • reading a book about the Mythos
  • learning or using Lovecraftian spells
  • encountering Great Old Ones or Outer Gods
  This list may feel limited but, like the original madness 
  rules, you should feel free to determine when some 
  other happenstance calls for some Wisdom saves 
  against madness. It will also be up to you which type of 
  madness and the duration of that madness.
  Spells are most parsable for this so let’s use the 
  following rules. Learning and using a spell for the first 
  time requires a roll. Cantrips to level 3 spells induce 
  minor madness, level 4 to level 6 induce major, and 
  level 7 to level 9 induce indefinite. Hard DCs is a good 
  place to get the lesser duration, but Very Hard is for no 
  madness effect.
  
  16
  Lovecraftian Spells | Version 1.1
  Appendix A: Base 
  Spells Re-Skinned
  Below are the spells that were reskinning from spells 
  existing within the 5E SRD. Listed are the new spells, 
  in alphabetical order, with the corresponding originals 
  listed in the second column.
  Lovecraftian Spell
  Original
  Atlach-nacha’s grasp
  spider climb
  Atlach-nacha’s snare
  web
  avatar of Tulzscha
  fire storm
  breath of Ithaqua
  cone of cold
  brood of the father
  insect plague
  curse of Ghatanathoa
  flesh to stone
  eldritch symbol
  symbol
  eyes of Carcosa
  sunbeam
  gift of Tulzscha
  blight
  Glaaki’s spine
  acid arrow
  grasp of the Yellow King
  black tentacles
  green blade of Tulzscha
  flame blade
  Ithaqua’s gaze
  ray of frost
  keyless passage
  dimension door
  mists of Hali
  stinking cloud
  Noden’s dark distraction
  hideous laughter
  orb of the Green Flame
  fireball
  path of the Wind Walker
  ice storm
  R’lyehian gloom
  fog cloud
  sight of Yog-sothoth
  faerie fire
  skin of Atlach-nacha
  barkskin
  slumber of the Daemon Sultan
  sleep
  star-spawned vigor
  regenerate
  sting of Aphoom-Zhah
  firebolt
  listed in the second column.
  touch of the Feeder
  chill touch
  touch of the Green Flame
  burning hands
  touch of the Wendigo
  vampiric touch
  Tulzscha’s protection
  fire shield
  Ubbo-sathla’s embrace
  web
  wail of the Wind Walker
  thunderwave
  wall of White Silence
  wind wall
  Yig’s venomous spit
  poison spray
  
  17
  Lovecraftian Spells | Version 1.1
  Appendix B: Themes 
  For Your Caster
   
  For those of you who want some ideas for future reskin 
  projects I have included some suggestions below. These 
  might fit a certain cult, god, organization, warlock 
  patron, or region of your world. Manipulate what you 
  have and add some awesome depth for your worlds!!
  have and add some awesome depth for your worlds!!
  Geographic Regions
  • oceans
  • lakes
  • mountains
  • caves
  • swamps
  • jungles
  • forests
  • grasslands
  • tundra
  • sea shores
  • volcanoes
  Elements
  • earth
  • fire
  • water
  • air
  Damage Types
  • cold
  • fire
  • psychic
  • poison
  • lightning
  • thunder
  • force
  • necrotic
  • radiant
  • acid
  Reverence
  • gods
  • angels
  • chaos
  • law
  • civilization
  • nature
  • fey
  • fiends
  • animal spirits
  • weather
  Food
  • candy
  • pastries
  • meats
  • fruits
  • vegetables
  • seafood
  Drinks
  • water
  • beer
  • spirits
  • wine
  • mead
  Colors
  • prismatic
  • reds
  • oranges
  • yellows
  • greens
  • blues
  • violets
  • metallic
  • neon
  • pastel
  Space
  • cold
  • dark
  • emptiness
  • stars
  • asteroids
  • moon
  • sun
  Animals
  • fish
  • insects
  • birds
  • reptiles
  • rodents
  • dinosaurs
  Plants
  • vines
  • thorns
  • flowers
  • cacti
  • pine trees
  • nuts
  • berries
  Other Themes
  • dreams
  • nightmares
  • wilderness
  • gemstones
  • metals
  • dragons
  • madness
  Brett Neufeld
  
  18
  Lovecraftian Spells | Version 1.1
  Appendix C: Mythos 
  Entity Themes
  Below are some of the entities within the Cthulhu 
  Mythos and the themes that surround them. Some of 
  these are obvious and direct but others might be a 
  personal extrapolation you disagree with. That’s okay, 
  these beings are unknowable!
  these beings are unknowable!
  Yig
  • reptiles
  • snakes
  • vengeance
  • anger
  Aphoom-Zhah
  • fire
  • cold
  Ghatanothoa
  • earth
  • petrification
  • amorphous
  • ugliness
  Abhoth
  • dirty
  • putrid
  • festering
  • disease
  • ooze
  Ithaqua
  • winds
  • frozen wastes
  • snow
  • cold
  • wendigos
  • wailing sounds
  • loneliness
  Hastur
  • shepards
  • yellow
  • madness
  • deception
  • power in names
  Azathoth
  • chaos
  • creation
  • sleeping
  • dominance
  • unaware
  Yog-Sothoth
  • knowledge
  • clairvoyance
  • reality shaping
  • space
  • time
  • etherealness
  Tzulscha
  • fire
  • power
  • undeath
  Gla’aki
  • water
  • slugs
  • spines
  • undead
  Nodens
  • sleep
  • dreams
  • oceans
  • hunting
  Ulthar
  • protection
  • patience
  • cats
  Cthulhu
  • water
  • regeneration
  • dreams
  • fog/mist
  Dagon / Hydra
  • water
  • regeneration
  • dreams
  • fog/mist
  Nyarlathotep
  • chaos
  • deception
  • shapshifting
  • madness
  • delivering messages
  Chaugnar Faughn
  • knowledge
  • patience
  • vampirism
  • elephants
  Tsathoggua
  • frogs
  • bats
  • laziness
  • sleep
  • shapeshifting
  • gluttony
  Atlach-nacha
  • spiders
  • caves
  • dreams
  
  19
  Lovecraftian Spells | Version 1.1
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, LLC.
  System Reference Document 5.1 Copyright 2016, Wizards of 
  the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson.
  Lovecraftian Spells: Making Magic Eldritch. Copyright 2018, 
  John Crowley III
  
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