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The Compendium of Forgotten Spells - GM Binder

The document provides a list of spells organized by class including artificer, bard, cleric, and druid. It includes spells from cantrips to 9th level spells with short 1-3 word descriptions of each spell's effect, such as "Vanish", "Invisibility Sphere", "Hymn of Peace", and "Massacre". The list gives an overview of forgotten or obscure magical abilities for different spellcasting classes in an old tome of lost spells.

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100% found this document useful (7 votes)
885 views54 pages

The Compendium of Forgotten Spells - GM Binder

The document provides a list of spells organized by class including artificer, bard, cleric, and druid. It includes spells from cantrips to 9th level spells with short 1-3 word descriptions of each spell's effect, such as "Vanish", "Invisibility Sphere", "Hymn of Peace", and "Massacre". The list gives an overview of forgotten or obscure magical abilities for different spellcasting classes in an old tome of lost spells.

Uploaded by

arkangelgen13
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Compendium of Forgotten Spells

1
Spells by Class
Artificer See Alignment
Speak With Astral Traveler
Unnatural Lust
1st Level Vanish
Abundant Ammunition Ventriloquism
Bed of Iron
Blades of Fire 2nd Level
Bowstaff Ancient Knowledge
Dictation Blood Biography
Firebelly Duelist’s Feint
Guardian Armor Dance of Ruin
Minor Disintegration Insatiable Thirst
Reveal Doors Matchmaker
See Alignment Trail of the Rose
Swift Girding
Vanish 3rd Level
Ventriloquism Amanuensis
2nd Level
Create Campsite
Conjure Carriage
Frisky Chest Guardian Monument
Idea Invisibility Sphere
Protective Penumbra Know Customs
Reloading Hands Lover’s Vengeance
Spontaneous Immolation Repel Water
Undetectable Alignment Smug Narcissism
Winged Sword
4th Level
3rd Level Ancestral Gift
Amanuensis Detect Scrying
Burrow Echolocation
Create Campsite Primal Scream
Invisibility Sphere Shadow Step
Repel Water Shout
Truespeak
4th Level Unseen Crew
Greater Mending
Spectral Sentry 5th Level
Archon's Trumpet
5th Level Cloak of Dreams
Cloak of Dreams Commune With Plane
Field of Resistance Dungeonsight
Hammer of Mending Music of the Spheres
Music of the Spheres Red Hand of The Killer
Shadow Door Shadow Door
Touch of Slumber
Bard
Cantrip
Detect Fiendish Presence
Lullaby
Know Direction
1st Level
Abundant Ammunition
Battlefate
Blessed Watchfulness
Ear-Piercing Scream
Metamorphose Liquids
Minor Disintegration
2
6th Level 3rd Level
Getaway Amanuensis
Hymn of Peace Attune Form
Land of Stability Create Campsite
Mage’s Decree Know Customs
Serenity Lover’s Vengeance
Starmantle Poison
Waves of Ecstasy Prayer
Reverse Healing
7th Level Tree
Ki Shout Zone of Sweet Air
Resonating Word
4th Level
9th Level Ancestral Gift
Impenetrable Veil Body Clock
Overwhelming Presence Genius
Join With Astral Traveler
Cleric Ride The Waves
Soul Vault
Cantrip Truespeak
Disrupt Undead Van Healsing's Greater Tree
Detect Fiendish Presence 5th Level
Enhanced Diplomacy
Virtue Archon's Trumpet
Darts of Life
1st Level Decollate
Abundant Ammunition Dungeonsight
Battlefate Hammer of Mending
Blessed Watchfulness Music of the Spheres
Endure Cold/Endure Heat Oasis
Firebelly Rest Eternal
Guardian Armor Righteous Wrath of the Faithful
Nimbus of Light Slay Living
Personal Reading Touch of Slumber
Positive Pulse 6th Level
Sacred Guardian
Speak With Astral Traveler Elemental Assessor
Twilight Luck Hymn of Peace
Water to Wine Land of Stability
Mage’s Decree
2nd Level Overwhelming Poison
Aura of Comfort Repulsion
Avoid OF Planar Efffects Serenity
Blood Biography Stone Tell
Burst of Radiance Waves of Ecstasy
Create Holy Symbol Wither Limb
Dance of Ruin 7th Level
Idea
Past Life Chariot of Sustarre
Protective Penumbra Hovering Road
Status Lunar Veil
Trail of the Rose Umbral Strike
Undetectable Alignment
Wings of the Sea

3
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8th Level 5th Level
Chain Dispel Cloak of the Sea
Curse of Night Oasis
Discern Location Rest Eternal
Shadow Engines Touch of Slumber
Soulseeker
Stormbolts 6th Level
Uncontrolled Weather Cyclic Reincarnation
Invisible Stalker
9th Level Land of Stability
Cursed Earth Liveoak
Massacre Overwhelming Poison
Overwhelming Presence Storm of Fire and Ice
Polar Midnight
Soul Bind 7th Level
Spirit of Power Changestaff
Lunar Veil
Druid Umbral Strike
Cantrip 8th Level
Enhanced Diplomacy Airboat
Know Direction Curse of Night
Virtue Discern Location
Seamantle
1st Level Soulseeker
Endure Cold/Endure Heat Stormbolts
Firebelly Uncontrolled Weather
Positive Pulse 9th Level
Twilight Luck
Massacre
2nd Level Polar Midnight
Aura of Comfort Soul Bind
Avoid OF Planar Efffects Temporal Regression
Burst of Radiance Wildfire
Undetectable Alignment
Wings of the Sea Paladin
3rd Level 1st level
Attune Form Abundant Ammunition
Burrow Battlefate
Create Campsite Bed of Iron
Hide Campsite Blessed Watchfulness
Poison Bowstaff
Spirit Armor Guardian Armor
Tree Sacred Guardian
Zone of Sweet Air Swift Girding
Speak With Astral Traveler
4th Level Twilight Luck
Blessing of the Salamander
Grove of Respite 2nd Level
Ride The Waves Create Holy Symbol
See Through Stone Undetectable Alignment
Soul Vault Winged Sword
Truespeak
Van Healsing's Greater Tree

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Minor Disintegration
3rd Level Positive Pulse
Guardian Monument Reveal Doors
Night of Blades See Alignment
Poison Swift Girding
Prayer Unnatural Lust
Zone of Sweet Air Vanish
4th Level 2nd Level
Genius Ancient Knowledge
Soul Vault Avoid OF Planar Efffects
Blood Biography
5th Level Burst of Radiance
Archon's Trumpet Dance of Ruin
Commune With Plane Frisky Chest
Red Hand of The Killer Idea
Righteous Wrath of the Faithful Insatiable Thirst
Matchmaker
Ranger Protective Penumbra
Reloading Hands
1st Level Spontaneous Immolation
Abundant Ammunition Undetectable Alignment
Blades of Fire Winged Sword
Bowstaff Wings of the Sea
2nd Level 3rd Level
Aura of Comfort Amanuensis
Reloading Hands Attune Form
Wings of the Sea Burrow
Call the Void
3rd Level Conjure Carriage
Burrow Guardian Monument
Create Campsite Invisibility Sphere
Hide Campsite Lover’s Vengeance
Instant Enemy Night of Blades
Night of Blades Poison
Poison Repel Water
Venomous Bolt Reverse Healing
Smug Narcissism
4th Level Spirit Armor
Blessing of the Salamander Tree
Grove of Respite Toxic Gift
See Through Stone 4th Level
Soul Vault Detect Scrying
Terrain Bond Echolocation
Van Healsing's Greater Tree Greater Mending
Sorcerer Mordenkainen's Force Missiles
Primal Scream
Cantrip Ride The Waves
Soul Vault
Disrupt Undead Spectral Sentry
Detect Fiendish Presence
1st Level
Abundant Ammunition
Bed of Iron
Blades of Fire
Devil's Tail
Ear-Piercing Scream
Glancing Blow
Guardian Armor
Metamorphose Liquids

5
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shadow Step Demand
Shout Discern Location
Terrain Bond Rain of Arrows
Truespeak Screen
Unseen Crew Seamantle
Van Healsing's Greater Tree Shadow Engines
Stormbolts
5th Level
Archon's Trumpet 9th Level
Cloak of Dreams Cursed Earth
Cloak of the Sea Heroic Invocation
Commune With Plane Impenetrable Veil
Decollate Massacre
Dimensional Anchor Overwhelming Presence
Dungeonsight Polar Midnight
Field of Resistance Ride the Lightning
Hammer of Mending Soul Bind
Oasis
Red Hand of The Killer Warlock
Sealed Sending
Shadow Door Cantrip
Summon Shadow Detect Fiendish Presence
Touch of Slumber
1st Level
6th Level Abundant Ammunition
Cosmic Ray Dictation
Ether Step Devil's Tail
Elemental Assessor Ear-Piercing Scream
Fluid Form Glancing Blow
Gemjump Metamorphose Liquids
Getaway Positive Pulse
Glassee Speak With Astral Traveler
Invisible Stalker Unnatural Lust
Land of Stability Ventriloquism
Mage’s Decree
Repulsion 2nd Level
Serenity Past Life
Starmantle Protective Penumbra
Stone Tell Status
Storm of Fire and Ice
Summon Person 3rd Level
Waves of Ecstasy Call the Void
Wither Limb Guardian Monument
7th Level Invisibility Sphere
Night of Blades
Adamantine Wings Poison
Glassteel Smug Narcissism
Ki Shout Spirit Armor
Limited Wish
Lunar Veil
Power Word Blind
Resonating Word
Seven-Eyes
Shadow Walk
Statue
Umbral Strike
Waves of Exhaustion
Word of Beckoning
8th Level
Airboat
Chain Dispel
Curse of Night
6
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4th Level Wizard
Ancestral Gift Cantrip
Join With Astral Traveler
Ride The Waves Disrupt Undead
Soul Vault Detect Fiendish Presence
Truespeak
Unseen Crew 1st Level
Abundant Ammunition
5th Level Bed of Iron
Cloak of Dreams Blades of Fire
Decollate Dictation
Dimensional Anchor Devil's Tail
Hammer of Mending Ear-Piercing Scream
Oasis Glancing Blow
Rest Eternal Guardian Armor
Shadow Door Metamorphose Liquids
Slay Living Minor Disintegration
Summon Shadow Positive Pulse
Touch of Slumber Reveal Doors
Secluded Grimoire
6th Level See Alignment
Elemental Assessor Swift Girding
Getaway Unnatural Lust
Land of Stability Vanish
Mage’s Decree Ventriloquism
Overwhelming Poison 2nd Level
Waves of Ecstasy
Wither Limb Ancient Knowledge
Avoid OF Planar Efffects
7th Level Blood Biography
Lunar Veil Burst of Radiance
Power Word Blind Dance of Ruin
Shadow Walk Frisky Chest
Umbral Strike Idea
Waves of Exhaustion Insatiable Thirst
Word of Beckoning Matchmaker
Past Life
8th Level Protective Penumbra
Curse of Night Reloading Hands
Demand Spontaneous Immolation
Discern Location Undetectable Alignment
Rain of Arrows Winged Sword
Soulseeker Wings of the Sea
Stormbolts 3rd Level
9th Level Amanuensis
Cursed Earth Attune Form
Heroic Invocation Call the Void
Massacre Conjure Carriage
Overwhelming Presence Guardian Monument
Polar Midnight Invisibility Sphere
Soul Bind Lover’s Vengeance
Temporal Regression Night of Blades
Poison
Repel Water
Reverse Healing
Smug Narcissism

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spirit Armor
Toxic Gift 7th Level
Adamantine Wings
4th Level Glassteel
Detect Scrying Ki Shout
Echolocation Limited Wish
Greater Mending Lunar Veil
Join With Astral Traveler Power Word Blind
Mordenkainen's Force Missiles Resonating Word
Primal Scream Seven-Eyes
Rary's Mnemonic Enhancer Shadow Walk
Ride The Waves Statue
Soul Vault Umbral Strike
Spectral Sentry Waves of Exhaustion
Shadow Step Word of Beckoning
Shout
Truespeak 8th Level
Unseen Crew Airboat
Chain Dispel
5th Level Curse of Night
Archon's Trumpet Demand
Cloak of Dreams Discern Location
Cloak of the Sea Gunther's Kaleidoscopic Strike
Commune With Plane Rain of Arrows
Decollate Screen
Dimensional Anchor Seamantle
Dungeonsight Shadow Engines
Field of Resistance Stormbolts
Hammer of Mending Uncontrolled Weather
Oasis
Red Hand of The Killer 9th Level
Sealed Sending Cursed Earth
Shadow Door Estate Transference
Summon Shadow Heroic Invocation
Touch of Slumber Impenetrable Veil
Massacre
6th Level Mordenkainen's disjunction
Cosmic Ray Mystra's Miasma
Ether Step Overwhelming Presence
Elemental Assessor Polar Midnight
Fluid Form Ride the Lightning
Gemjump Soul Bind
Getaway Temporal Regression
Glassee Wildfire
Invisible Stalker Wish
Land of Stability
Mage’s Decree
Repulsion
Serenity
Starmantle
Stone Tell
Storm of Fire and Ice
Summon Person
Waves of Ecstasy
Wither Limb

8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Disrupt Undead Lullaby
Necromancy cantrip Enchantment Cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Wizard Classes: Bard
You direct a ray of positive energy You begin to sing a lullaby that makes the creatures who
Make a ranged spell attack against the target. On a hit, the listen to it sleepy in a 10-foot-radius sphere from a point
target takes 1d6 radiant damage. If you hit an undead target, within range. Each creature within the area must make a
it also has disadvantage on the next saving throw it makes Wisdom saving throw. On a failed save, a creature become
before the end of your next turn. drowsy taking disadvantage on Perception checks and a
This spell's damage increases by 1d6 when you reach disadvantage on Wisdom saving throw against sleep effects
certain levels: 5th level (2d6), 11th level (3d6), and 17th level while the lullaby is in effect.
(4d6).
Know Direction
Detect Fiendish Presence Divination cantrip
Divination Cantrip Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self (60-foot cone) Components: V, S
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute Classes: Bard, Druid
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard When you cast this spell, you instantly know the direction of
For the duration, you know if there is fiends with evil north from your current position.
alignment within in a 60-foot cone originating from you, as The spell is effective in any environment in which “north”
well as where the creature is located and his the lingering exists, but it may not work in extraplanar settings. Your
effects caused by their gifts, presence, and spells. knowledge of north is correct at the moment of casting, but
It can also detect clerics and paladins of fiendish deities, you can get lost again within moments if you don’t find some
including Asmodeus, archdevils, daemonic harbingers, and external reference point to help you keep track of direction.
demon lords.
Virtue
Enhanced Diplomacy Abjuration cantrip
Divination cantrip Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S
Components: V, S Duration: 1 round
Duration: 1 minute Classes: Cleric, Druid
Classes: Cleric, Druid You touch one creature, imbuing it with vitality
You touch a creature and imbue the target with divine If the target has at least 1 hit point, it gains a number of
diplomacy skills. The target gets advantage on a single temporary hit points equal to 1d6 + your spellcasting ability
Persuasion or Intimidate check. It must choose to use the modifier. The temporary hit points are lost when the spell
bonus before making the roll to which it applies. ends.
This spell's temporary hit points increases by 1d6 when
you reach certain levels: 5th level (2d6), 11th level (3d6), and
17th level (4d6).
You always add your spellcasting ability modifier to the
temporary hit points.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Abundant Ammunition Blades of Fire
1st-level Conjuration 1st-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (10-foot radius)
Components: V, S, M (a single piece of ammunition) Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 minute Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Ranger, Paladin, Sorcerer, Classes: Artificer, Ranger, Sorcerer, Wizard
Warlock, Wizard You flourish the weapon used in the casting and then lights
You touch a container such as a quiver or a pouch that up in a fairy fire
contains nonmagical ammunition, each time you make such a Choose up to two creatures you can see within range.
ranged attack, your container magically replaces the piece of Make a melee spell attack against each target. On a hit, a
ammunition you used with a similar piece of nonmagical target takes 2d8 fire damage.
ammunition. Any pieces of ammunition created by this spell
disintegrate when the spell ends. If the container leaves your Blessed Watchfulness
possession, the spell ends. 1st-level Transmutation
Battlefate Casting Time: 10 minutes
1st-level Divination Range: Touch
Components: V, S
Casting Time: 1 action Duration: 4 hours
Range: 60 feet Classes: Bard, Cleric, Paladin
Components: V, S, M (Electrum coin) You or a creature you touch gets an exceptional powers of
Duration: Concentration, up to 1 minute observation and alertness to one creature for the duration of
Classes: Bard, Cleric, Paladin the spell. While blessed watchfulness is in effect, the
This spell alters probability to favor one creature locked in designated sentinel remains alert, awake and vigilant for the
battle. His opponent may stumble at an awkward time, a duration of the spell. In fact, it takes a roll of 1 to surprise
clumsy parry might catch the enemy's weapon at just the someone under this effect.
right angle, or he happens to notice the foe moving in for a He resists sleep spells and similar magic, gains advantage
flank attack. to saving throws against other spells or effects that could
Roll one d4 to determinate the effect of spell. lower his guard or force him to abandon his watch, including
1: Your weapon attacks deal an extra 1d4 radiant damage charm, beguiling, fear, emotion, and similar enchantment
on a hit spells. If the effect normally allows no saving throw, the
2: A +1 bonus to AC for the duration. watcher gains no special benefit.
3: the target can roll a d4 and add the number rolled to At Higher Levels: When you cast this spell using a spell
saving throw slot of 2nd level or higher, the spell's duration increases by 1
4: The target can roll a d4 and add the number rolled to the hour for each slot level above 1st.
attack roll
Bowstaff
Bed of Iron 1st-level Transmutation
1st-level Necromancy Casting Time: 1 bonus action
Casting Time: 1 action Range: Touch
Range: Touch Components: V
Components: V, S, M (a feather or swatch of soft fabric) Duration: 1 minute
Duration: 8 hours Classes: Artificer, Paladin, Ranger
Classes: Artificer, Paladin, Sorcerer, Wizard The bow that is touched takes on the rigidity and toughness
This spell makes even the clunkiest armor feel soft as silk to of forged steel, allowing it to be used as a melee weapon. The
the wearer spell allows a shortbow to be used as a club or a longbow to
You touch a creature and are able to sleep comfortably in be used as a quarterstaff, although the bow retains its normal
medium or heavy armor without suffering from exhaustion hit points and hardness.
the following day The bow’s bonus, if any, applies on melee attack and
damage rolls. Additional weapon special weapon qualities
also apply to melee attacks if such qualities can be added to a
melee weapon.

10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dictation Endure Cold/Endure Heat
1st-level Evocation 1st-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Special Range: Touch
Components: V, M (blank page, scroll, or paper) Components: V, S
Duration: 1 hour Duration: 1 Hour
Classes: Artificer, Warlock, Wizard Classes: Cleric, Druid
This spell causes any words spoken by you or a willing Until the spell ends, one willing creature you touch is
creature within 10 feet of you to appear on a piece of paper or protected from normal extremes of cold or heat (depending
the blank page of a book. It is useful for recording on which application that you selects at the time of casting).
conversations, verbal agreements, interrogations, or even The creature can stand unprotected in temperatures as low
notes or observations if the you don't want to take the time to as -30 F. or as high as 130 F. (depending on application) with
write them down himself. Generally, a person reading aloud no ill effect. Temperatures beyond these limits inflict 1 point
takes about one to five minutes to read a page, depending on of damage per hour of exposure for every degree beyond the
how many words are on page. limit. The spell is immediately ends if the creature is affected
Foreign languages are not translated, although foreign by any non-normal heat or cold, such as magic, breath
words are given the correct alphabetic spelling in your native weapons, and so on.
language; for example, the phrase "cest la vie" would appear The spells ends occurs regardless of the application and
as it does here, with no English translation, but a phrase or regardless of whether a heat or cold effect hits the character
name in Arabic or Chinese would not be transcribed in those (for example, an endure cold spell is cancelled by magical
alphabets. Magical spells and invocations are not recorded, heat or fire as well as by magical cold).
so this spell can't be used to create a backup copy of a scroll The target of the spell does not suffer the first 10 points of
even as it's read by you, but you or a creature may be able to damage (after any applicable saving throws) from the heat or
record a magical item's command word if an enemy within cold during the round in which the spell is broken. The spell
ranges uses it while the spell is in effect. ends instantly if either resist fire or resist cold is cast upon
At Higher Levels: When you cast this spell using a spell the creature.
slot of 2nd level or higher, the spell's duration increases by 1
hour for each slot level above 1st. Firebelly
1st-level Abjuration
Devil's Tail Casting Time: 1 reaction, which you take when you take fire
1st-level Transmutation damage
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Classes: Artificer, Cleric, Druid
Classes: Sorcerer, Warlock, Wizard A magical fire warms your belly, granting you resistance to
You grow a 3-foot-long tail. The tail is thin, black or red, and it fire damage. Once before the spell ends, you can breathe fire.
ends in a spike. For the duration of the spell, you can attack As an action you create a 15-foot cone of fire wind extending
with your tail. As bonus action you can make a melee spell originating from you. Each creature in that area must make a
attack against one creature within 5 feet of you dealing On a Dexterity saving throw. A creature takes 2d8 fire damage on a
hit, the target takes piercing damage equal to 2d6 + your failed save, or half as much damage on a successful one.
spellcasting ability modifier. At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the spell's damage increases by
Ear-Piercing Scream 1d8 for each slot level above 1st.
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You unleash a powerful scream to one creature you can see
within range. The target must succeed on a Constitution
saving throw or take 3d6 thunder damage and is stunned
until the end of its next turn.

11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Glancing Blow Minor Disintegration
1st-level abjuration 1st-level Transmutation
Casting Time: 1 reaction, which you take when another Casting Time: 1 action
creature within range that you can see is hit by an attack Range: Touch
Range: 60 feet Components: V, S,
Components: S Duration: Instantaneous
Duration: Instantaneous Classes: Artificer, Bard, Sorcerer, Wizard
Classes: Sorcerer, Warlock, Wizard You touch a small solid object made from a single material
With a quick gesture, you produces an angled wall of force entirely on their hand, speaks the words, and the object
momentarily between the target and an incoming physical disintegrates into dust which flows from their hand to the
attack that they can see. The wall is positioned in such a way surface below.
as to deflect the incoming blow, reducing the damage by 4d4. This spell is primarily used to create dust from gems and
At Higher Levels: When you cast this spell using a spell metals for other spell components. The object to be
slot of 2nd level or higher, the spell's reducing damage disintegrated must be fully contained in your hand without
increases by 1d4 for each slot level above 1st. being visible from any angle. A small coin could be turned to
dust, but a very large one could not.
Guardian Armor
1st-level Conjuration Nimbus of Light
Casting Time: 1 reaction, taken when an ally creature you 1st-level Evocation
can see are hit by an attack Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S, M (armor worn) Components: V, S
Duration: instantaneous Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Paladin, Sorcerer, Wizard Classes: Cleric
This spell teleports the suit of armor you are wearing off of A glittering corona of sunlight surrounds your body at a few
your body and onto an willing creature within range; the inches distance—until you release it as a focused blast of
target must be the same size, general shape as you and must divine energy. The nimbus of light glows like a lantern,
be proficient with this. This armor appears on the target’s shedding bright light in a 30-foot radius (and dim light for an
body fully formed and properly donned, granting the creature additional 30 feet) from you. As a bonus action, you can
the immediate benefit of its protection. If the target of coalesce the energy from the nimbus of light around your
guardian armor was already wearing armor, the armor outstretched arm, and then as an action fling it toward a foe
wearing it is removed from the target’s body and falls within 30 feet. Until the spell ends you can use an action to
undamaged into an adjacent square. launch a beam of radiance from the the nimbus of light at one
creature you can see within 5 feet of the nimbus of light.
Metamorphose Liquids Make a ranged spell attack. On a hit, the target takes 2d8
1st-level Transmutation radiant damage. Whether you hit or miss with the nimbus of
Casting Time: 1 action light, the spell ends.
Range: Touch At Higher Levels: When you cast this spell using a spell
Components: V, S, M a drop of the liquid that you intends to slot of 2nd level or higher, the damage increases by 1d8 for
create, which must be placed on the wizards tongue and each slot level above 1st.
consumed)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
This spell transmutes one type of liquid up to 10 gallons of a
different, nonmagical fluid (water, wine, blood, oil, apple cider,
etc.). You must touch the fluid itself (not simply its container)
for the spell to take effect. Magic liquids (such a potion)
cannot be transmuted. Poisons may be rendered harmless
through use of this spell, but the spell has no effect on
poisons already consumed.

12
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Personal Reading Sacred Guardian
1st-level Divination 1st-level Enchantment
Casting Time: 1 minute Casting Time: 1 hour
Range: Touch Range: Touch
Components: V, S Components: V, S M (a rose petal that has been kissed by
Duration: Instantaneous the spell recipient)
Classes: Cleric Duration: 24 hours
This spell allows the you to mathematically analyze personal Classes: Cleric, Paladin
information about one human or demihuman character and You touch a creature and for the duration of the spell, you
learn valuable facts about that character. To cast this spell, becomes instantly aware when the target of the spell is in
you must know the target's real name (the name of the target danger, regardless of the distance between the you and the
was given as a child) or the date and place of the character's creature. The target may be on a different plane of existence
birth. You analyzes this information and is able to build a than you. At no time, however, you dont know the person's
rough picture of the character's life history and personal location through the use of this spell.
specifics. The "historical" information discovered through At Higher Levels: When you cast this spell using a spell
this spell is generally vague. For example, you might learn slot of 3rd level or higher, a mental image of the endangered
that the target was born in the woods and moved to the city person's situation.
only after hardship made his life untenable. Specific
information is up to the DM. The DM might provide some or Secluded Grimoire
all of the following information. 1st-level conjuration
Positive Pulse Casting Time: 1 action
1st-level necromancy Range: Self
Components: V, S, M (a spellbook worth at least 50 gp)
Casting Time: 1 action Duration: Until dispelled
Range: 60 feet Classes: Wizard
Components: V, S This spell sends a spellbook used in the spell's casting into a
Duration: instantaneous random but safe location on the Ethereal Plane, where it
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard remains indefinitely. When you cast this spell, the target
This spell causes a wave of positive energy to spread in a 5- spellbook dissolves into quickly fading lines of energy and
foot-radius sphere from a point within range, damaging foes runes that reflect all of the spells stored within. Thereafter,
vulnerable to positive energy and bolstering living creatures. you can retrieve the spellbook as an action, causing it to
Each undead creature in the are must make a Wisdom saving reappear in your hands. You cannot cast this spell on another
throw. A target takes 3d6 radiant damage on a failed save, or spellbook if you currently have a spellbook in the Ethereal
half as much damage on a successful one. This spell does not Plane. No other creatures or objects accompany the
heal creatures such creatures instead gain advantage on spellbook you send away, and the duration of any spells
saving throws against death effects, finger of death, negative currently affecting the spellbook continue normally.
Energy Flood, and effects directly caused by undeads. This
bonus lasts for 1 round. See Alignment
At Higher Levels. When you cast this spell using a spell 1st-level divination
slot of 2nd level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 1st. Range: Self
Reveal Doors
Components: V, S, M (eye of newt)
Duration: 1 minute
1st-level Divination Classes: Artificer, Bard, Sorcerer, Wizard
Casting Time: 1 action When you cast this spell, select a single alignment (such as
Range: Self (30-foot radius) lawful good or chaotic evil). Creatures of that alignment glow
Components: V, S, M (Sand) with a ghostly radiance while they are within your vision.
Duration: Concentration, up to 1 minute Though you can see this radiance, other creatures cannot.
Classes: Artificer, Sorcerer, Wizard Spells and effects that obscure alignment, also obscure the
When you sprinkles sand from your hand and speaks the effects of this spell.
words, all doors in the area of effect are outlined with a dim
light whose color matches that of the sprinkled sand. The
light is too dim to be noticed in bright light, and even in dim
light can be difficult to distinguish. Furthermore, this light
can be blocked by other objects. A trap door underneath
some a carpet may be affected by the spell but remain
unnoticed because the carpet blocks the light.

13
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Swift Girding Unnatural Lust
1st-level Trnasmutation 1st-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S, M (the armor to be worn) Components: V, S
Duration: instantaneous Duration: 1 round
Classes: Artificer, Paladin, Sorcerer, Wizard Classes: Bard, Sorcerer, Warlock, Wizard
Choose one willing creature the creature are immediately Your target a creature in the range and the creature is filled
clad in the armor that you choose. The target of the spell with lust and desire for a single creature or object as
must be capable of wearing the chosen armor, cant be designated by you at the time of casting. That creature or
wearing other armor, and must be able to properly fit into the object must be within the spell’s range and perceivable by the
chosen armor. target of the spell.
The chosen armor must be empty and cannot be currently The target must succeed on a Wisdom saving throw, on a
worn by another creature (thus you cannot move armor from failed save the target is filled with the compulsion to rush to
one wearer to another with this spell). Creatures armored the creature of its lust and passionately kiss or caress that
with this spell are considered to have donned the armor creature on its next turn, taking no other actions. If the target
properly. would not normally have lustful feelings toward the
At Higher Levels: When you cast this spell using a spell designated creature or object, it has advantage on its saving
slot of 2nd level or higher, you can target one additional throw
creature for each slot level above 1st.
Vanish
Speak With Astral Traveler 1st-level illusion
1st-level Divination Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: Touch Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Sorcerer, Wizard
Classes: Bard, Cleric, Paladin, Warlock A creature you touch becomes invisible until the spell ends.
When a creature casts the 9th-level Astral Projection spell, he Anything the target is wearing or carrying is invisible as long
leaves his physical body in suspended animation while his as it is on the target's person. The spell ends for a target that
astral body travels. By touching the comatose body and attacks or casts a spell.
casting speak with astral traveler, you can mentally
communicate with the projected individual. Although Ventriloquism
communication is mental, it takes the same amount of time 1st-level Illusion
as a normal, verbal dialogue. Casting Time: 1 action
The spell ends abruptly when its duration expires. Range: 90 feet
Components: V, M (a parchment rolled up into a small cone)
Twilight Luck Duration: Concentration, up to 1 minute
1st-level Abjuration Classes: Artificer, Bard, Warlock, Wizard
Casting Time: 1 reaction, which you take when a ally This spell enables you to make your voice, or the target of the
creature you can see within 60 feet of yourself make an spell's voice, seem to issue from someplace else, such as
attack roll or a saving throw from another creature, a statue, from behind a door, down a
Range: 60 feet passage, etc. You can speak in any language that he knows, or
Components: V make any sound that he can normally make. With respect to
Duration: Instantaneous such voices and sounds. A creature that uses its action to
Classes: Cleric, Druid, Paladin examine the sound can determine that it is an illusion with a
You can impart the luck of the fey to one nonevil creature. successful Intelligence (Investigation) check against your
The target can roll a d4 and add the number rolled to the spell save DC. If cast in conjunction with other illusions, the
attack roll, ability check or saving throw. DM may rule greater penalties or disallow an independent
Abstinence: You must refrain from imbibing alcohol for 1 check this spell in consideration of its contribution to the
days prior to casting this spell. total effect of the combined illusion.

14
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Water to Wine
1st-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (Holy Symbol)
Duration: Instantaneous
Classes: Cleric
Turns one wineskin worth of water into wine. You may
choose red or white.
At Higher Levels. When you cast using a spell slot 2nd
level you can select an additional waterskin and turn that
water into wine

15
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ancient Knowledge Avoid OF Planar Efffects
2nd-level Divination 2nd-level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (20-foot radius)
Components: V, S Components: V
Duration: 1 Hour Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard Classes: Cleric, Druid, Sorcerer, Wizard
You tap the ancient knowledge of fate and fortune, giving you You gain a temporary respite from the natural effects of a
a greater ability to focus on a particularly difficult academic specific plane. These effects include extremes in
problem. Once before the spell ends, you can give yourself temperature, lack of air, poisonous fumes or other attributes
advantage in a Arcana, History, Investigation, Nature or of the plane itself. Avoid planar effects provides protection
Religion ability check. from the 3d10 points of fire damage on a plane with the fire-
dominant trait. Avoid planar effects lets a character breathe
Aura of Comfort water on a water-dominant plane and be immune to
2nd-level Evocation suffocation on an earth-dominant plane.
Casting Time: 1 action In the D&D cosmology, avoid planar effects negates the
Range: Touch deafening effect of Pandemonium and the cold damage on
Components: V, S the Cania layer of the Nine Hells.
Duration: 1 hour You can add additional protections for a cosmology you
Classes: Cleric, Druid, Ranger create. If you have an Elemental Plane of Cold, for example,
avoid planar effects protects against the base cold damage
You touch a willing creature, a faintly shimmering aura suffered by everyone on the plane.
surrounds the target. The aura insulates the target from the The effects of gravity traits, alignment traits, and magic
effects of nonmagical heat and cold in a range of -20 F. to 140 traits aren't negated by avoid planar effects, nor is the special
F. Any time a traveler encounters temperatures in this range, entrapping trait that some planes have (Elysium and Hades
he maintains a comfortable temperature of 70 F., regardless in the D&D cosmology). The spell does not provide protection
of prevailing weather conditions. against creatures, native or otherwise, nor does it protect
Additionally, the spell acts as a shield against rain, snow, against spells, special abilities, or extreme and nonnatural
and hail, which are blocked by the aura. formations within the plane. This spell allows you to survive
If the target encounters a temperature above or below the on the Elemental Plane of Earth, but it won't protect you if
stated range, the temperature within the aura is altered by an you walk into a pool of magma on that same plane.
equal number of degrees. For example, a target who
encounters a temperature of 150 will actually experience a Blood Biography
temperature of 80 2nd-level Divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a scrap of parchment)
Duration: Instantaneous
Classes: Bard, Cleric, Sorcerer, Wizard
You learn the answers to a specific set of questions about a
creature so long as you have access to at least one drop of its
blood. You can cast this spell on the blood of the living or the
dead, but living or undead creatures must make a Wisdom
saving throw. On a successful save, the target isn't affected,
and you can't use this spell against it again for 24 hours. You
can cast the spell on dried or fresh blood. Once you cast the
spell the answers to the following four questions appear on
any flat surface you designate (a wall, a piece of paper, and so
on).
Who are you? (The name by which the creature is most
commonly known)
What are you? (Gender, race, profession/role)
How was your blood shed? (Brief outline of the events that
caused its wound, to the best of the victim’s knowledge)
When was your blood shed?
These answers always appear in a language you can read
even if the creature cannot speak that or any language.

16
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Burst of Radiance Dance of Ruin
2nd-level evocation 2nd-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (30-foot radius)
Components: V, S, M (a piece of flint and a pinch of silver Components: V, S
dust) Duration: Instantaneous
Duration: Instantaneous Classes: Bard, Cleric, Sorcerer, Wizard
Classes: Cleric, Druid, Sorcerer, Wizard To cast this spell, you dances wildly and chants. After you
This spell fills the area with a brilliant flash of shimmering finish your dance, a wave of crackling energy flashes outward
light. Each creature in a 10-foot-radius sphere centered on a up to the extent of the range. Each creature in that area must
point of your choice in the range must make a Constitution make a Dexterity saving throw. On a failed save, a target
saving throw. On a failed save, a creature takes 3d6 radiant takes 2d20 necrotic damage. On a successful save, the
damage, and it is blinded for 1 minute. On a successful save, creature takes half damage, but suffers no other effect. This
it takes half as much damage and isn't blinded. A blinded spell has no effect on Fiends.
creature can make a Constitution saving throw at the end of
each of its turns, ending the effect on itself on a success. Frisky Chest
2nd-level Enchantment
Create Holy Symbol Casting Time: 1 minute
2nd-level Conjuration Range: Touch
Casting Time: 1 minute Components: V, S, M (a dried frog's leg, a feather, and a fish
Range: Self scale)
Components: V, S Duration: Instantaneous
Duration: Instantaneous Classes: Artificer, Sorcerer, Wizard
Classes: Cleric, Paladin With this spell, you can enchant a chest, book, or any other
When the words of this spell are uttered, a holy symbol nonliving object no larger than a 10'x10'x10' feet cube. When
appropriate to your deity appears out of thin air. The item any creature other than you comes within three feet of the
appears in your hands. It may be used as a component for enchanted object, it instantly sprouts appendages and moves
spells or for any other purpose would normally use this holy away from the creature as quickly as possible. The enchanted
symbol (such as turning undead). You may also opt to give it object continues to move until it is at least 10 feet away from
to a creature with the same deity. The holy symbol is a the nearest creatures in the area.
permanent object. After the enchanted object has moved a satisfactory
distance from the nearest creature, the appendages
Duelist’s Feint disappear. When a creature again comes within three feet of
2nd-level enchantment the enchanted object, the enchanted object sprouts
Casting Time: 1 action appendages and flees. This process continues until the spell
Range: 20 feet ends (through a dispel magic or similar spell) or the
Components: V, S enchanted object is subdued or destroyed.
Duration: Concentration, up to 1 minute The enchanted object can sprout feet, wings, or fins,
Classes: Bard whichever is most advantageous. Thus, a book on a shelf
might sprout wings and fly away, while a table might gallop
With a lascivious wink and a sensuous sway, you flood a foe’s around a room. The enchanted object can freely and instantly
mind with lustful thoughts of you, distracting your target and trade appendages as necessary. The enchanted object will
rendering that creature vulnerable to your attacks. Choose a move only through open spaces. It will not crash through
creature you can see within range. The target must succeed windows, shatter a closed door, or dig through the earth. It
on a Wisdom saving throw. On a failed save the creature have cannot attack or take any actions other than movement. If
disadvantage on concentration checks and ability checks surrounded or cornered, the enchanted object moves in
against grapple, and shove. If the target would not normally random directions until it is restrained or destroyed.
be sexually attracted to you, it have advantage on its saving The enchantment ends if you voluntarily ends the spell, if
throw. If you end your turn more than 20 feet from the target the enchanted object is destroyed (the object has the same
or end your turn where your target cannot see you, this spell vulnerabilities as it has in its normal state), or if the
immediately ends. enchanted object is restrained for 2-5 (1d4+1) consecutive
rounds. Restraint means that the object is prevented from
fleeing; if a creature is able to grapple, lift, or sit on the object,
it is considered restrained. A creature capable of lifting the
object in its normal state is considered strong enough to
restrain it (for instance, a person capable of lifting a 50-pound
box is also capable of restraining such a box enchanted by
frisky chest). The object may also be restrained by tossing a
net or heavy blanket over it or by surrounding it with several
creatures.

17
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Idea Matchmaker
2nd-level Divination 2nd-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 100 feet
Components: V, S, M (a gold coin) Components: S, M (a rose petal)
Classes: Artificer, Cleric, Sorcerer, Wizard Duration: 1 hour
This spell stimulates your mind to experience a flash of Classes: Bard, Sorcerer, Wizard
insight. In game terms, the DM reminds you the player of a You entice the target creatures to become romantically
fact or event that has been forgotten, overlooked, or interested in one another. Each creature makes saving
discounted. Thus, the DM might remind the player about an throws and applies spell resistance separately. The creatures
important clue that the character discovered but the player must succeed on a Wisdom saving throw, on a failed save
did not consider significant. If there are no forgotten facts, creatures are affected by spell. Both must be affected for the
the DM may, at his discretion, tell the player of new spell to have an effect. If either creatures has a prior
information relevant to the condition at hand. The DM must unfriendly or hostile attitude toward the other, it has
be careful in adjudicating use of this spell. The reminder or advantage on its saving throw. This spell doesn’t override the
information should always be relevant and useful but should targets’ normal sexual preferences or other limitations. If
not be unbalancing to the situation. The reminder can be romantic feelings are incompatible for this reason, the
cryptic, depending on the DM's campaign. This spell can be creature instead feels an intimate platonic bond with the
cast only once in any eight hour period. other.
Insatiable Thirst Past Life
2nd-level Enchantment 2nd-level Divination
Casting Time: 1 Action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: 1 minute Duration: Concentration, up to 1 Hour
Classes: Bard, Sorcerer, Wizard Classes: Cleric, Warlock, Wizard
This spell instills an uncontrollable desire to drink to a By touching the remains of a dead creature, this spell allows
creature that you can see within range. The target must make a you to gain a mental image of the deceased's former
a Constitution saving thrown to avoid the effect. On a failed appearance. The remains can be of any age and only a tiny
save, the creature must consume any potable liquids it can fragment is required, such as a bone splinter or a strand of
find (including magical potions, which might result in strange hair.
effects if potions are mixed). Although poisons are not At Higher Levels. When you cast using a spell slot 5th
considered potable, target may not realize that a liquid is level, you are able to view the final minute of the subject's life
poisonous. The target will not consume a liquid he knows to from the subject's point of view.
be poisonous. No matter how much the creature drinks, its
magical thirst is not quenched until the spell ends. During Protective Penumbra
this time, the creature can do nothing but drink or look for 2nd-level evocation
liquids to drink. The target of this spell believe they are dying Casting Time: 1 action
of thirst and (depending upon their nature) may be willing to Range: Touch
kill for drinkable fluids. Components: V, S
At the end of each of its turns, the target can make another Duration: 10 minutes
Constitution saving throw. On a success, the spell ends on the Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
target.
This spell keeps the target slightly in shadow. A target with
light sensitivity, or Sunlight Hypersensitivity (such as
vampires) may ignore penalties from those qualities

18
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Reloading Hands Trail of the Rose
2nd-level Conjuration 2nd-level Illusion
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (a rose)
Duration: Concentration, up to 1 minute Duration: 1 hour
Classes: Artificer, Ranger, Sorcerer, Wizard Classes: Bard, Cleric
You touch a willing creature and a phantom hands load a This spell creates an illusory trail in the form of a misty and
simple or martial ranged weapon or firearm with conjured visible scent coming from the rose used as this spell’s
ammunition. The target creature ignore the loading property. material component. When you cast this spell, the scent of
Conjured ammunition ceases to exist 1 round after it is the rose leaves a faint pink-tinged illusion that ripples and
removed from the weapon, or at the end of the duration of the flows in the area. Only you and up to six creatures you
spell, whichever comes first. designate upon casting the spell can see the illusion. To
designate a creature, you must know it well. It is not enough
Spontaneous Immolation simply to have met that creature once or heard of the
2nd-level conjuration creature. When you move, this illusory scent leaves a trail,
Casting Time: 1 action though there are no telltale signs of which direction you
Range: 120 feet moved if creatures designated by this spell find a middle
Components: V, S, M (pinch of saltpeter) section of the trail. This is typically used to create
Duration: Concentration, up to 1 minute backtracking method for the caster’s handpicked allies, useful
Classes: Artificer, Sorcerer, Wizard for navigating in and out of mazes or labyrinthine cave
complexes without leaving behind an obvious trail.
You point your finger at a creature you can see within range,
causing it to spontaneously burst into flame. The target must Undetectable Alignment
make a Constitution saving throw. It takes 4d6 fire damage 2nd-level divination
on a failed save, or half as much damage on a successful one. Casting Time: 1 action
On a failed save, the target also burns for the spell's duration. Range: Touch
The burning target sheds bright light in a 30-foot radius and Components: V, S
dim light for an additional 30 feet. At the end of each of its Duration: 24 hours
turns, the target repeats the saving throw. It takes 2d6 fire Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard
damage on a failed save, and the spell ends on a successful
one. These magical flames can't be extinguished by Until the spell ends, one willing creature or object you touch
nonmagical means. is immune all forms of divination that reveal their alignment
Status Winged Sword
2nd-level divination 2nd-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: 10 minutes
Classes: Cleric, Warlock Classes: Artificer, Paladin, Sorcerer, Wizard
When you need to keep track of comrades who may get The weapon targeted by this spell grows small feathered
separated, status allows you to mentally monitor their relative wings. For the duration of the spell, the weapon acts as if it
positions and general condition. You touch a willing creature had the throwing weapon property.
and you are aware of direction and distance to the creatures
and any conditions affecting them: incapacitated, restrained, Wings of the Sea
unconscious, dying, frightened, stunned, poisoned or the like. 2nd-level Divination
Once the spell has been cast upon the target, the distance Casting Time: 1 action
between them and you does not affect the spell as long as Range: Touch
they are on the same plane of existence. If the target leaves Components: S, M(A drop of water.)
the plane, or if it dies, the spell ceases to function for it. Duration: 1 minute
Classes: Druid, Ranger, Cleric, Sorcerer, Wizard
This spell increases the touched creature's swim speed by 30
feet. It has no effect on other modes of movement, nor does it
give the target a swim speed if it does not already have one.

19
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Amanuensis Burrow
3rd-level Transmutation (ritual) 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M, (Materials necessary for copying Components: V, S
spells from a spellbook (if appropriate).) Duration: Concentration, up to 1 minute
Duration: 30 minutes Classes: Artificer, Druid, Ranger Sorcerer, Wizard
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard You touch a willing creature and the target can burrow at a
You cause writing from one source (such as a book) to be speed of 15 feet (or 10 feet if it wears medium or heavy
copied into a book, paper, or parchment. This spell copies armor) through sand, loose soil, or gravel, or at a speed of 5
250 words per minute and creates a perfect duplicate of the feet through stone. Using burrow requires only as much
original. The spell only copies nonmagical text, not concentration as walking, so the target can attack or cast
illustrations or magical writings (such as spell scrolls or a spells normally. The burrowing creature cannot run. Loose
sepia snake sigil). If the target contains normal and magical material collapses behind the target 1 round after it leaves
writing (such as a letter with explosive runes), only the the area. This spell does not give the target the ability to
normal text is copied, leaving blank space in the copied text breathe underground, so when passing through loose
where the magical writing would be expected. Likewise, if the material, the creature must hold its breath and take only
target contains text and illustration, only the text is copied. short trips, or else it may suffocate.
The spell triggers (but does not copy) writing-based magic
traps in the material being copied. Blank paper, parchment, Call the Void
or a book must be provided for the spell to write upon. If the 3rd-level evocation
target has multiple pages, the spell automatically turns to the Casting Time: 1 action
next blank page whenever necessary. If more pages in the Range: Self (10-foot radius)
target exist than blank pages are available, the spell copies Components: V, S
the original until it runs out of blank pages. At any time Duration: Concentration, up to 1 minute
during the spell's duration you may redirect the magic to copy Classes: Sorcerer, Warlock, Wizard
from another target, copy onto a different blank source, or
resume a duplication that was interrupted by a shortfall of This spell surrounds you with an aura of nothingness that
blank pages. If this spell is used to copy a spell from a channels the mysterious energies of the Dark Tapestry to a
spellbook, you must provide the necessary costly materials as distance of 10 feet for the duration. When the creature enters
if you were copying it by hand (see Your Spellbook, page 114 the area for the first time on a turn or starts its turn there, it
of the Player's Handbook). The spell does not translate the must make a Dexterity saving throw. On a failed save the
copied writing. If you do not understand the original, you have creature takes 3d6 force damage. On a successful save, the
no additional ability to understand the copy. creature takes half as much damage. In addition, creatures
affected by your aura cannot breathe, and cannot speak or
Attune Form cast spells with somatic components. Creatures in the spell
3rd-level Transmutation area cannot breathe or speak regardless of whether their
Casting Time: 1 action save is successful as long as they are in the spell area.
Range: 10 feet
Components: V, S, M, (A bit of stone or earth from your
home plane)
Duration: 8 Hours
Classes: Cleric, Druid, Sorcerer, Wizard
This spell allows up to six willing creatures of your choice in
range you to attune the to the plane you are currently on,
negating harmful and negative natural effects of that plane.
Affected creatures gain the protections listed in the Avoid OF
Planar Efffects spell.

20
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Create Campsite Guardian Monument
3rd-level Conjuration 3rd-level abjuration
Casting Time: 1 action Casting Time: Touch
Range: 5 feet Range: Touch
Components: V, S. M (The material components are the Components: V, S, M (an unattended, non-magical object)
same as those for create campsite) Duration: 1 hour
Duration: 8 hours Classes: Bard, Paladin, Sorcerer, Warlock, Wizard
Classes: Artificer, Bard, Cleric, Druid, Ranger You touch an unattended, non-magical object to create a
With this spell, you generates a squadron of tiny invisible touchstone for humans defending the area. The area can
servants who create a campsite for the you and your have a radius up to 40 feet, such human defenders are
companions. You indicates the desired area for the campsite protected by a shimmering aura as long as they are in the
(an area of 50-foot radius or less) and the number of persons area. Whenever a human ends its turn in the area gains 3d6
the campsite is to accommodate (a number of persons equal temporary hit points. The spell ends if the object is moved
to fifteen). The servants clear the area of debris, set up tents from its place. If the touched object is a monument to human
and bedrolls, start a campfire, fetch water, and prepare a achievement, the area increases to a 60-foot radius.
bland meal. The campsite is so skillfully prepared that it
blends with the surrounding terrain, reducing the chance that Hide Campsite
the camp could be noticed by 50%. Campfires, loud noises, 3rd-level Illusion
and other activities can negate this. The entire process takes Casting Time: 10 minutes
10 minutes to complete. The servants make camp with the Range: 90 feet
gear and equipment provided for them; otherwise, the Components: V, S, M (a sprig of mistletoe, and a vial of
servants will improvise with materials available in the quicksilver)
immediate area (50 yards of the designated campsite). For Duration: 8 hours
instance, if the party has no tents or beds, the servants will Classes: Druid, Ranger
construct crude but comfortable beds of weeds and grass and
temporary shelters of leaves and branches. If no materials You make an area of a cube 40-feet on each side around a
are available, such as in the desert or similarly barren terrain, campsite appear to be a thicket of untouched and forbidding
the servants will do their best to make the party as foliage, or some other unwelcoming feature matching the
comfortable as possible within the environmental limitations. surrounding terrain. Creatures outside the area cannot sense
The servants cannot fight for the party, deliver messages, or any activity going on inside the area- they cannot smell
take any other actions other than creating the campsite. The campfires or cooking food, they cannot hear conversation,
material components are a piece of string, a bit of wood, and loud noises, or spells being cast, and they cannot even feel
a drop of water. The reverse, break camp, causes the invisible heat or a rush of wind coming from the area. Those inside
servants to strike a campsite (an area of 50-foot radius or the area can see out normally. Once a creature steps into the
less). The servants extinguish fires, dispose of debris, and area of the spell, it can see everything in and around the area
pack gear enough to sustain up to fifteen creature. The entire normally.
process takes 10 minutes to complete. When completed, all
traces of the campsite are eliminated. Instant Enemy
3rd-level Enchantment
Conjure Carriage Casting Time: 1 bonus action
3rd-level Conjuration Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a gourd) Classes: Ranger
Duration: 1 hour With this spell you designate the target as your favored
Classes: Bard, Sorcerer, Wizard enemy for the remainder of its duration. You choose a
You create a fine wooden carriage with whatever cosmetic creature you can see within range. You gain advantage on
embellishments you desire. It is well constructed, although attack rolls against the creature until the spell end or it drops
not exceptionally ostentatious. The carriage can carry up to to 0 hit points or falls unconscious.
six Medium or Small passengers. When conjured, the
carriage comes with a team of two quasi-real riding horses,
which are already harnessed to the carriage. At your
command, an invisible coachman similar to an unseen
servant can assume the role of driver and direct the carriage,
although it can’t perform any complex or dangerous driving,
and fails any checks made to drive the carriage in such
conditions. At the end of the spell’s duration, the carriage,
horses, and coachman disappear into nothingness,
depositing everything on or in it on the ground in its space.

21
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Invisibility Sphere Lover’s Vengeance
3rd-level Illusion 3r-level Enchatment
Casting Time: 1 action Casting Time: 1 minute
Range: Self (10-foot radius) Range: Touch
Components: V, S, Components: V, M (a piece of jewelry worth at least 100 gp)
Duration: Concentration, up to 10 minutes Duration: 8 hours
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard Classes: Bard, Cleric, Sorcerer, Wizard
This spell functions like invisibility, except that this spell You inspire yourself or a lover to a vengeful rage against a
confers invisibility upon all creatures within 10 feet of you. chosen enemy, who must be a creature that has wronged you
The center of the effect is mobile with you. Those affected by in some way. If cast on you, the next time you are in combat
this spell can see each other and themselves as if unaffected with that enemy, you gain the following benefits against that
by the spell. Any affected creature moving out of the area creature:
becomes visible, but creatures moving into the area after the
spell is cast do not become invisible. Affected creatures Advantage on weapon´s attacks rolls
(other than you) who attacks or casts a spell negate the Advantage on Wisdom and Charisma saving throws
invisibility only for themselves. If you, attacks or casts a spell You can't concentrate on spells while you're under the
the invisibility sphere ends. effects. If cast on a lover, he or she gains the benefits the spell
Know Customs
the next time the lover is in combat against your enemy. This
variant of the spell must be cast within 1 hour of an intimate
3rd-level Divination encounter with the target. The effect lasts 1 minute and if the
Casting Time: 1 action creature that triggers the rage is one of your lovers or ex-
Range: 90 fee lovers, allows to concentrate on spells
Components: V, S
Duration: Instantaneous Night of Blades
Classes: Bard, Cleric 3rd-level evocation
This spell allows you to gain general knowledge of the Casting Time: 1 action
customs, laws, and social etiquette of a tribe or village. You Range: 90 feet
must be within 30 yards of a member of the tribe or village Components: V, S
for the spell to have effect. The selected villager must possess Duration: Concentration, up to 1 minute
the knowledge sought by you; for instance, he cannot be an Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard
infant, nor can he be mentally unstable or dead (although he You create an immobile wall of tiny black blades that whirl
can be asleep or unconscious). and tear into creatures like a cyclone on the ground at a point
The selected villager must make a Wisdom saving throw; if you can see within range. You can make the wall up to 10 feet
he succeeds, the spell fails. long, 10 feet high, and 1 foot thick, or you can make a ringed
On a failed save, you gains a general knowledge of the wall up to 10 feet in diameter, 20 feet high, and 1 foot thick.
villager's local laws and customs, including those that apply When the wall appears, each creature within its area must
to relevant tribal or clan types (such as customs observed by make a Dexterity saving throw. On a failed save, a creature
all giants). Typical information revealed by know customs takes 4d6 slashing damage, or half as much damage on a
includes common courtesies (outsiders must avert their eyes successful save. A creature can move through the wall the
when addressing local officials), local restrictions (no animals first time a creature enters the wall on a turn or ends its turn
or unaccompanied elves within the city limits), important there, the creature must make a Dexterity saving throw. It
festivals, and common passwords that are known by the takes 3d6 slashing damage on a failed save, or half as much
majority of citizens (such as a phrase necessary to pass the damage on a successful one.
guards at the main gate).
Additionally, the spell gives you a +1 to Charisma checks Poison
(Deception, Intimidation, Performance, Persuasion) to 3rd-level necromancy
encounters with members of the relevant tribe or village. Casting Time: 1 action
Knowing the local laws and customs does not guarantee Range: Touch
that you will conduct himself properly. Know customs is to be Components: V, S
used as a guide; the DM is free to adjust the quality of Duration: 1 minute
information provided by a villager. Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock,
Wizard
Calling upon the venomous powers of natural predators.
Make a melee spell attack against a creature you can reach.
On a hit, the target takes 7d8 poison damage and must make
a Constitution saving throw. On a failed save, it is also
poisoned for the duration. At the end of each of its turns, the
target can make a Constitution saving throw. On a success,
the spell ends.

22
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Prayer Smug Narcissism
3rd-level Enchantment 3rd-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self (30 feet-radius) Range: 60 feet
Components: V, S, M (holy symbol, prayer beads, or a similar Components: V, S, M (a tiny shard of a mirror)
device worth at least 1 sp) Duration: Concentrarion, up to 10 minutes
Duration: Concentration, up to 1 minute Classes: Bard, Sorcerer, Warlock, Wizard
Classes: Cleric, Paladin You attempt to cause to one creature in the range to become
You brings special favor upon you and your allies causing overwhelmed by its own importance, talents, and
harm to his enemies. Each allied creature in the area have attractiveness a humanoid that you can see within range. It
advantage on attack rolls and saving throws against any must succeed on a Wisdom saving throw. On a failed save the
creature hostile to you who is in the area. Each creature target is affected by this spell. The target cannot help but look
hostile to you who is in the area have disadvantage on attack at itself in every reflective surface at every possible
rolls and saving throws against any allied creature in the opportunity. In social situations, the target always tries to
area. Each of your turns for the duration of spell, you can use comment about how attractive it is or how ugly someone else
your action to pray. The spell ends if you use your action to do is by comparison. The target remains constantly distracted,
anything else. always looking for a reflective surface to gaze upon (such as a
mirror, pool of water, a polished shield, and so on). The
Repel Water distraction gives the target disadvantage on all skill checks.
3rd-level Abjuration In combat, the target worries about enemies damaging its
Casting Time: 1 action appearance, and focuses on defense rather than offense
Range: Touch (casting defensive spells rather than offensive spells, using
Components: V, S, M (a bit of wool, and a pound of oil or fat the fight defensively or total defense action, and so on). Each
which must be massaged into the item) time the target takes damage, it makes a new Wisdom saving
Duration: Instantaneous throw against the spell. If the saving throw succeeds, the spell
Classes: Artificer, Bard, Sorcerer, Wizard ends.
You touch an article of clothing is enchanted with this spell it
becomes unnaturally hydrophobic. A shirt enchanted thusly
could be submerged in a bucket and come out dry. While the
intent was to create a wonderful raincoat, an unforeseen side
affect is that enchanted items are very difficult to clean. Most
other fluids (alcohol, oil, blood, etc.) are repelled. Acids are
not.
Reverse Healing
3rd-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a twig from a tree)
Duration: 1 minute
Classes: Cleric, Sorcerer, Wizard
To cast this spell, you must draw your own blood onto their
fingertip, speak the word, and touch the target. The target
must make a Constitution saving throw, on a failed save they
take necrotic damage instead of gain life from all nonmagical
healing. Spells of 2nd level or lower that heals, does the same
damage as it heals, rendering it ineffective. A remove curse or
dispel magic spell remove the effect. At the end of each of its
turns, the target can make another Constitution saving throw.
On a success, the spell ends on the target.
At Higher Levels. When you cast using a spell slot 4th
level or higher you make magic healing of 3rd level ineffective
of one level higher for each slot level above 3rd.

23
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spirit Armor Toxic Gift
3rd-level Conjuration 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, M, (Special) Components: V, S
Duration: 1 minute Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Sorcerer, Wizard
This spell conjures spirits from another plane that surround a You can cast this spell only if you are currently poisoned.
creature that you touch. They weight nothing, add nothing to Choose a creature that you can see within range. The target
encumbrance, and do not interfere with casting or visibility. must succeed on a Constitution saving throw You draw upon
These spirits interpose themselves between their host and the poison in your body and duplicate its effects in the target,
the nearby enemies. Anyone attempting to make an attack which is affected by the same poison you are, except it uses
against the target must make a Wisdom saving throw vs spell this spell’s DC instead of the poison’s normal DC. If you are
DC or instead attack the spirits. The spirits have AC 13 and affected by more than one poison, you must choose one to
hit points equal to 2d8 + 15. afflict upon the target.
Additionally, depending on the material components there
is an additional effect: Venomous Bolt
3rd-level Necromancy
5 steel coins: earth elemental spirits surround the target, Casting Time: 1 bonus action
reducing damage by 1 from non magical weapon attacks. Range: Self
10gp crystal: the spirits have AC 15 Components: V
Duration: Concentration, up to 1 minute
Fungus or lichen: the spirits are fey and shed a bright Classes: Ranger
green light for 10 feet in all directions
You infuse a single arrow or crossbow bolt with natural
Healing potion: spirits have additional hit points as if the venom as you fire it. The next time you hit a creature with a
potion was consumed. ranged weapon attack before the spell ends, in addition to its
normal damage, anyone struck by this arrow or bolt must
Humanoid finger: the spirits those of the dead and impose make a Constitution Saving throw, on a failed save the target
disadvantage on Wisdom Saving Throws to end the take 5d10 poison damage and is poisoned until the end of the
frightened condition against any hostile creature who can next turn or half as much damage on a successful one and it
clearly see them is not poisoned.
Water, fresh: the target and their clothes are imbued with Zone of Sweet Air
water, wetting skin and dampening clothes. The target 3rd-level Abjuration
gains advantage on Saving Throws against spells or
effects that deals fire damage. Casting Time: 1 action
Range: Self (30-foot radius)
Water, salt: the spirits are foggy and dense, creating an Components: V, S, M (holy symbol, a silk handkerchief, and a
area of fog for 10 feet and its area is heavily obscured. strand of spider web)
Duration: Concentration up 1 minute
Tree Classes: Cleric, Druid, Paladin
3rd-level Tranmutation
Zone of sweet air creates an invisible barrier around you that
Casting Time: 1 action repels all noxious elements from poisonous vapors, including
Range: Self those created magically (such as a stinking cloud). The spell
Components: V, S, M (a twig from a tree) offers no protection against poisonous vapors created by a
Duration: Concentration, up to 10 minutes dragon's breath weapon (such as the chlorine gas of a green
Classes: Cleric, Druid, Sorcerer dragon). Noxious gases already within the area of effect when
You are able to assume the form of a small living tree or the spell is cast are not affected. Fresh air passes into the
shrub or that of a large dead tree trunk with only a few limbs. area normally. If a poisonous vapor is expelled within the
Although the closest inspection cannot reveal that this plant area of effect (for example, a stinking cloud is cast), the spell
is actually a person, and for all normal tests he is, in fact, a takes effect normally but dissipates in half the time normally
tree or shrub, you able to observe all that goes on around him required.
just as if he were in normal form. The Armor Class and hit
points of the plant are the same as you. You can remove the
spell at any time, instantly changing from plant to your
normal form and having full capability for any action normally
possible (including spellcasting). Note that all clothing and
gear worn or carried change with you.

24
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ancestral Gift Body Clock
4th-level Conjuration 4th-level Transmutation
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: Touch
Components: V, S, M (stone or metal image of your ancestor) Components: V, S, M (corn, water, glass bottle)
Duration: 10 minutes Duration: 1 hour
Classes: Bard, Cleric, Warlock Classes: Cleric
A ghostly manifestation of one of your ancestors appears You touch a willing creature and the target gains the
before you bearing a weapon of your choice in its hands. The following benefits:
weapon may be any simple or martial weapon. The weapon is
an uncommon magic weapon of the DM choice. You may use The target for sleep is reduced. For every hour that the
the weapon as if you were proficient in it. The weapon may target sleeps, the target is as refreshed as if slept 10
not be wielded by anyone else, and if removed from your hours. For every two hours that a the target sleeps during
grasp, it vanishes and the spell ends immediately. the spell (20 hours of rest), the target regains hit points as
if spent a complete rest. However, any Spellcaster are not
Blessing of the Salamander able to prepare spells or regain spell slots; "real" time
4th-level Transmutation must pass for this to occur.
Casting Time: 1 action The target need to breathe is reduced. The target breathes
Range: Touch only 10% as often as normal for the duration of the spell,
Components: V, S enabling him to hold his breath 10 times longer than
Duration: Concentration, up to 1 minute normal and use less air in enclosed situations.
Classes: Druid, Ranger
The target can set an internal "alarm clock" to alert him
You touch a willing creature, its skin turns slick and clammy when a specific amount of time has passed. The target
and it is able to regenerate damage each round. Until the then hears a brief ringing in his ears, audible only to him.
spell ends, you gain the following benefits: The ringing is loud enough to wake the target. The target
Until the spell ends, the creature regains 5 hit points at can set as many internal alarm clocks as he wishes, as
the start of its turn if it has at least 1 hit point long as they all occur within the duration of the spell. the
spell has no effect on movement, spellcasting, or any other
The target have fire resistance normal activities.
The creature can use an action to create a 15-foot cone At Higher Levels. When you cast using a spell slot 5th
extending from you in a direction you choose. Each level or higher the duration of the spell increase for 1 hour for
creature in the line must make a Dexterity saving throw. A each slot level above 4th.
creature takes 3d8 fire damage on a failed save, or half as
much damage on a successful one. Detect Scrying
4th-level Divination
Casting Time: 1 action
Range: Self (40-ft-radius)
Components: V, S, M (a piece of mirror and a miniature
brass hearing trumpet)
Duration: 24 hours
Classes: Bard, Sorcerer, Wizard
You immediately become aware of any attempt to observe you
by means of a divination (scrying) spell or effect. The spell’s
area radiates from you and moves as you move. You know the
location of every magical sensor within the spell’s area. If the
scrying attempt originates within the area, you also know its
location; otherwise, you and the scrier immediately make
opposed spellcasting check. If you at least match the scrier’s
result, you get a visual image of the scrier and an accurate
sense of his direction and distance from you.

25
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Echolocation Grove of Respite
4th-level Transmutation 4th-level Conjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: Self Range: 30 feet
Components: V Components: V, S, M (a leaf or blade of grass and a drop of
Duration: 10 minutes water)
Classes: Bard, Sorcerer, Wizard Duration: 8 hours
You can perceive the world by creating high-pitched noises Classes: Druid, Ranger
and listening to their echoes. This gives you blindsight to a You conjure a 20-ft-radius sheltered grove of trees
range of 40 feet. The echo-producing noises are too high- surrounding a shallow spring. The grove appears from
pitched to be heard by most creatures, and can only be nowhere even in the most barren, rocky soil regardless of
detected by dragons, other creatures with this ability (such as season, but the spell must be cast outside on open ground.
bats), and creatures with hearing-based blindsense or The area within the grove is temperate and comfortable, like
blindsight. You cannot use this ability if you are deaf, and that of a tiny hut, although the grove provides no illumination
cannot detect anything in an area of silence. and provides no protection from the elements. The water in
the grove’s spring is clean and drinkable. Additionally, the
Genius trees provide a variety of ripe fruit, regardless of season,
4th-level Divination which acts as a goodberry spell for up to eight people. The
Casting Time: 1 action grove is warded with an alarm spell that alerts you whenever
Range: Self any creature enters the area. Once the spell expires, the
Components: V, S, M (a gem of at least 50 gp value) grove vanishes, including all fruit, water, and other materials
Duration: Instantaneous from it, although any nourishment or healing gained from its
Classes: Cleric, Paladin effects remains.
This spell is similar to Idea, except that you the player can Join With Astral Traveler
ask the DM one question about any event occurring at the 4th-level Transmutation
moment. The question must be somehow related to Casting Time: 10 minutes
evaluation of the current situation, such as "What are these Range: Self
monsters?" Speculation about the future, such as "What's on Components: V, S
the other side of the door?" is not permitted. As with idea, the Duration: Special
DM must be careful in adjudicating this spell. The answer to Classes: Cleric, Warlock, Wizard
the question should always be relevant and correct, although
not necessarily complete, and should not be unbalancing to When a creature casts the Astral Projection , he leaves his
the situation. The answer can also be cryptic, in the form of a physical body in suspended animation while his astral body
riddle or rhyme, depending on the DM's assessment of the travels. By touching the comatose body and casting join with
situation. In general, the answer will be a single word or a astral traveler, you can cause your own astral body to leave
short phrase of no more than five words. This spell can be his physical body in suspended animation. Your astral body
cast only once in any 12-hour period. Subsequent attempts to then travels along the silver cord of the originally projected
cast the spell result in no answer. creature. You join to the projected creature as if he were part
of the original casting of the astral spell; with his own silver
Greater Mending cord is connected to the creature silver cord, and he is
4th-level Abjuration dependent to the creature that originally cast it. A creature
Casting Time: 10 minutes who casts the Astral Projection can project as many as eight
Range: Touch other creatures along with himself. However, creatures
Components: V, S casting join with astral traveler are an exception to this limit.
Duration: Instantaneous
Classes: Artificer, Sorcerer, Wizard
Working much like the mending spell, this spell is able to fix
damaged (but not broken) objects that are simple in
construction and huge in size. 300 cubic feet of congruent
area may be repaired per casting. To cast the spell, you must
run your hands over the whole of the surface.
Example: a 20 foot section of a palisade wall (1 thick x 20
long x 15 high) that was damaged by a catapult can be made
new again, or a 4 section of a stone wall (5 thick x 4 long x 15
high).

26
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mordenkainen's Force Missiles See Through Stone
4th-level evocation 4th-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 minute
Classes: Sorcerer, Wizard Classes: Druid, Ranger
This spell creates a brilliant globe of magical energy that You touch a creature and bestow the ability to see through
streaks forth from your hand to unerringly strike its target, solid rock as if it were transparent glass. The target may see
much like a magic missile spell. The target must be seen or through 10 foot of stone. The target see within the stone as if
otherwise detected in order to be targeted by this spell. You were looking at the area in normal light, even if there is no
create two missile. Each missile inflicts 4d4 force damage to illumination, though darkvision have no effect on the ability to
the target and the target and each creature within 5 feet of it see through stone. Metal at least 1 inch thick or wood or dirt
take 4 force damage per missile. at least 3 feet thick blocks the vision. The spell does not
At Higher Levels. When you cast this spell using a spell negate creatures hiding behind stone objects (the stone is
slot of 5th level or higher, the spell creates one more missile still an obstacle to your attacks).
for each slot level above 4th.
Soul Vault
Primal Scream 4th-level abjuration
4th-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Components: V, S,
Components: V Duration: 1 Hour
Duration: Instantaneous Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock,
Classes: Bard, Sorcerer, Wizard Wizard
You voice a mighty yell from the depths of your soul, you can Choose a willing creature that you can see within range. Until
end any charmed or paralyzed condition that afflicts you. You the spell ends, the target’s soul is protected by briefly
can cast this spell even when paralyzed or unable to speak enveloping the target in an ethereal vault. The target gains
because of a charmed effect, but not in an area of silence , if advantage on saving throws against spells and effects that
you are unable to speak for reasons other than enchantments would trap or redirect its soul (such as magic jar or soul bind)
or paralysis (for example, if you are gagged), or if cast in an and effects that would transform the target into an undead
environment where speaking is not possible. creature. The target is granted a save to negate such effects
even if one is not normally allowed. If it’s cast on a living
Rary's Mnemonic Enhancer creature that then dies, the target’s body and spirit are
4th-level Transmutation protected by the spell for its duration. If it’s cast on a corpse
Casting Time: 1 action within 1 round of death, the target’s body and soul are both
Range: Self protected. Otherwise, only the body receives the protection.
Components: V, S, M (an ivory plaque of at least 100 gp
value, and ink consisting of squid secretion with either
black dragon's blood or giant slug digestive juice, which the
spell consumes)
Duration: 1 day
Classes: Wizard
You are able to memorize, or retain the memory of, three
additional spell levels (three 1st-level spells, or one 1st and
one 2nd, or one 3rd-level spell).
Ride The Waves
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You touch one willing creature and the target gains the ability
to breathe water and a swim speed of 30 feet.
The spell does not make the target unable to breathe air

27
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spectral Sentry Terrain Bond
4th-level Abjuration 4th-level Enchantment
Casting Time: 1 minute Casting Time: 1 action
Range: 10 feet Range: Self
Components: V, S Components: V, S, M (a pinch of earth taken from your most
Duration: 8 hours favored terrain)
Classes: Artificer, Sorcerer, Wizard Duration: 8 hours
A spectral sentry is summoned into being. The sentry is Classes: Ranger
composed of a whitish misty vapor that resembles a watchful You call upon the spirits of nature to help you adapt to your
soldier clad in chain mail with a spear, sword, axe, or mace. environment. You treat the terrain you are in as your most
The sentry is telepathically linked to you and will warn them favored terrain until this spell ends. If you do not have the
(including a brief mental image) of any unusual activity within favored terrain class feature, you gain no benefit from this
their range of sight. You will woken, if asleep, up anytime the spell.
sentry reports back. The sentry has is never distracted,
however it only warns of unusual activity. Any creature that is Truespeak
at 10 by the sentry (not just seen by the sentry) may be 4th-level divination
attacked at your discretion. The sentry's attack bonus is equal Casting Time: 1 action
to your spellcasting ability modifier + your proficiency bonus. Range: Self
On a hit, it deals 4d8 slashing damage. A spectral sentry cast Components: V
in city street at night would begin to alert you as people woke Duration: Concentration, up to 10 minutes
up and started walking around town, but as people moving Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
through the streets become the norm, the sentry stops
reporting them. A sentry placed in the woods would probably You can communicate with any creature that is not mindless.
be reporting back to you fairly often as wildlife moves As long as you can be heard, your speech is understandable
through the area. The sentry can be dispelled at will as long to all creatures, each of which hears you as though you were
as the mental connection between the two is established. If conversing in its language or other natural mode of
you cast this spell again, any currently active Spectral Sentry communication, and you hear their responses as though in
you created with this spell are instantly destroyed. your own native language. You may ask questions and receive
answers, though this spell does not make creatures more
Shadow Step friendly or cooperative than normal, and non-sentient
4th-level Illusion creatures may give limited responses. While using truespeak,
Casting Time: 1 action your language-dependent effects can affect any creature that
Range: 300 feet is not mindless.
Components: V, S Unseen Crew
Duration: Instantaneous 4th-level conjuration
Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action
To use this spell, you must be in an area of dim light or Range: 400 feet
darkness. You enter a shadow or area of darkness, which Components: V, S
transports you along a coiling path of shadowstuff to another Duration: 1 day
dim or dark location within range. Classes: Bard, Sorcerer, Warlock, Wizard
Shout You create a crew enough to maintain a ship or similar. An
4th-level Evocation unseen crew member is an invisible, shapeless force that
Casting Time: 1 action performs the duties of one crew member. It can tie off ropes,
Range: Self (30-foot cone) hoist sails, swab decks, and other such duties. An unseen
Components: V, S crew member possesses no other skills. It cannot fight,
Duration: Duration speak, or even defend itself. An unseen crew member has a
Classes: Bard, Sorcerer, Wizard AC 10, 1 hit point, and a Strength of 10, and it can't attack. If
it drops to 0 hit points, the spell ends. It cannot fly, but it can
You emit an ear-splitting yell that deafens and damages climb, swim, or walk with a base speed of 20 feet. If you
creatures in its path. Any creature within the area must make attempt to send an unseen crew member beyond the spell’s
a Constitution Saving throw. On a failed save, is deafened for range (measured from your current position), the crew
1 round and takes 5d6 thunder damage. A successful save member ceases to exist.
negates the deafness and reduces the damage by half. Any
exposed brittle or crystalline object or crystalline creature
takes 10d6 thunder damage. A shout spell cannot penetrate a
silence spell.

28
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Van Healsing's Greater Tree
4th-level Transmutation
Casting Time: C1 action
Range: Self
Components: V, S, M (holy symbol or a twig from a tree)
Duration: 10 hours
Classes: Cleric, Druid, Ranger, Sorcerer
This spell is identical to the 3rd level Tree spell, with the
following changes:
The tree is immune to nonmagical weapons, the duration
is in hours instead of minutes, and the you are able to
assume the form of a large tree (like a great oak).

29
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Archon's Trumpet Commune With Plane
5th-level evocation 5th-level Divination
Casting Time: 1 action Casting Time: 10 minutes
Range: Self (30-foot cone) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: instantaneous
Classes: Bard, Cleric, Paladin, Sorcerer, Wizard Classes: Bard, Paladin, Sorcerer, Wizard
Upon hearing a booming report, as if from a trumpet archon’s You become one with the plane around you, attaining
mighty horn. Each creature in a 30-foot cone must make a knowledge of the surrounding territory. You instantly gain
Constitution saving throw. On a failed save, a target is knowledge of as many as three facts from among the
paralyzed until the end of your next turn. following: areas with different planar traits, the layout and
topography of local terrain, local divine influences, planar
Cloak of Dreams phenomena, portals between planes, presence of creatures
5th-level Enchantment native to the plane, presence of powerful nonnative creatures,
Casting Time: 1 action the general state of the plane, or valuable planar substances.
Range: Self (5-feet radius) On standard planes, the spell operates with a radius of 10
Components: V, S, M (a rose petal and a drop of perfume) milles. On demiplanes, the spell is less powerful, and its
Duration: Concentration, up to 1 minute radius is limited to 100 feet. This spell has no effect when
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard cast on the Material Plane.
You are surrounded by a soporific aroma. Any creature that Darts of Life
starts or ends its turn within 5 feet of you must make a 5th-level Abjuration
Wisdom saving throw. On a failed save, the target falls Casting Time: 1 action
unconscious. It wakes up if it takes any damage or if another Range: 60 feet
creature uses its action to shake the sleeper awake. Components: V, S
Cloak of the Sea Duration: 1 minute
5th-level Transmutation Classes: Cleric
Casting Time: 1 action You create ten gently pulsing darts of pale blue light that orbit
Range: Touch your head like ioun stones. As a reaction, you can launch one
Components: V, S dart per round at an ally you designate within range.
Duration: 1 hour Alternatively, as a bonus action, you can launch up to three
Classes: Druid, Sorcerer, Wizard darts per round at one or more designated allies within
range. As an action, you can launch all remaining orbs at one
You touch a willing creature, it retains hisform but takes on a or more allies within range. Each dart heals 1d8+ your
blue-green watery appearance. While underwater, the target spellcasting ability modifier hit points
functions as if affected by blur, freedom of movement, and
water breathing and doesn't take damage from water
pressure or hypothermia for the duration of the spell. When
out of the water (or even partially out), the target gains none
of these advantages except water breathing. The target can
leave and reenter water without ending the spell.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you can target one additional
creature for each slot level above 5th.

30
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Decollate Dungeonsight
5th-level Necromancy 5th-level divination
Casting Time: 1 action Casting Time: Casting Time
Range: Touch Range: Self (60-foot radius)
Components: V, S, M (a red wax pencil) Components: V, S
Duration: 24 hour Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard Classes: Bard, Cleric, Sorcerer, Wizard
A thin red line circles the target’s neck. The target’s head You receive a clear and memorable view of the layout of
becomes detachable so long as she removes it willingly. chambers, barriers, and connecting passages within the area
While the target’s head is detached, she gains immunity to of effect. This spell does not reveal the contents or
decapitation effects and other effects that require their target inhabitants of any of these locations, only the basic
to have a head or a particular facial feature. The target is architecture of the space. For example, a staircase leading up
blind so long as she has no head, but she gains blindsight to a to a pair of doors would be apparent, but the iron golems
distance of 15 feet. The target hears normally even without guarding the doors would not. This spell does identify the
its head. While detached, the target’s head appears to be dead. locations of secret doors and hidden passages but gives no
The target can’t see through its eyes or hear events around clue as to the means of opening or accessing them.
the head. The target’s body knows the direction and distance
to its head. Without additional protection, the severed head Field of Resistance
has AC 7 and 10 hit points. Destroying the head while the 5th-level Abjuration
spell is in effect kills the target of the spell. If the spell’s Casting Time: 1 action
duration expires normally without the head being reattached, Range: Self (20 feet radius)
the target dies. If either the target or the head are removed to Components: V, S
a different plane, or if the spell is dispelled, the head teleports Duration: 1 minute
back to its owner and reattaches without further harm. Classes: Artificer, Sorcerer, Wizard
Dimensional Anchor The air in this spell's effect shimmers with arcane energy. A
5th-level Abjuration buzzing sound echoes in your mind as the flow of magic into
Casting Time: 1 action the affected area chokes off and ends. This spell creates a
Range: 90 feet zone that impedes the flow of magic. The energy of this zone
Components: V, S clings to creatures and objects, granting them a shield
Duration: Concentration, up to 10 minutes against spells. Whenever a creatures in the spell's area take
Classes: Sorcerer, Warlock, Wizard damage from a spells can reduce the damage of these by 10,
as long as they remain in the area, (this reduction applies
A green ray springs from your outstretched hand and before the resistances).
unerringly strikes a creature within line of sight and the
range of the spell, the target must succeed on a Charisma Hammer of Mending
saving throw or covering the target with a shimmering 5th-level transmutation
emerald field that completely blocks bodily extradimensional Casting Time: 1 action
travel. Forms of movement barred by the dimensional anchor Range: Self (30-foot radius)
include blinking, dimension door, etherealness, gate, plane Components: V, S, M (a small mithral hammer worth 300
shift, maze, teleportation, and similar spell-like or psionic gp)
abilities. The field persists for one minute and has no effect Duration: Instantaneous
other than blocking extradimensional travel. The dimensional Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
anchor does not interfere with the movement of creatures in
astral form, nor does it block extradimensional perception or Upon striking a piece of solid ground with the spell’s focus or
attack forms such as a basilisk's gaze. a holy symbol, you let out a wave of energy that repairs items
around you to a distance of 30 feet. All objects or constructs
in the area are regains hit points equal to 6d6 + your
spellcasting ability modifier. Hammer of mending can fix
destroyed magic items (items with 0 hit points or fewer), and
restores the magic properties of the item. Items with charges
(such as wands) and single-use items (such as potions and
scrolls) cannot be repaired in this way.

31
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Music of the Spheres Red Hand of The Killer
5th-level Conjuration 5th-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (20-foot radius) Range: Special
Components: V, S, M (a stick of incense treated with special Components: V, S, M (a black candle)
balms) Duration: 1 day
Duration: Concentration, up to 1 minute Classes: Bard, Paladin, Sorcerer, Wizard
Classes: Artificer, Bard, Cleric Drawing upon the spiritual link between a corpse and its
The music of the spheres is the harmonic constant that plays killer, you reach out across space to brand the killer of the
under and through all of reality. It is this constant song, this corpse you used as a focus for this spell, creating a physical
otherworldly music, that keeps the laws of reality constant manifestation of the killer’s guilt. The killer’s right hand
and the connections between the planes of existence strong. becomes stained indelibly red, and this stain can’t be removed
With this spell, one can amplify the underlying music of the (although it can be hidden by magical or mundane means,
spheres in the spell’s area of effect to infuse yourself and all such as disguise self or by wearing gloves). If the killer is not
allies within 20 feet of you. All creatures that start their turn humanoid, or doesn’t have a right hand for some other
within the area of this spell’s effect regains 5 hit points if it reason, the spell instead causes a red stain in the shape of a
has at least 1 hit point, resistance to acid, cold, fire, lightning, hand to appear elsewhere on the creature’s body (typically on
or thunder damage and advantage on all saving throws the chest). This spell affects only the creature that directly
against poison and disease. killed the targeted corpse. Other individuals that contributed
to the target’s death are unaffected, and if the victim did not
Oasis die from violence or died indirectly (for instance, if the
5th-level Transmutation creature died from suffocating after someone trapped it in a
Casting Time: 30 minutes room filling with water), then the spell has no effect. The
Range: 90 feet killer can attempt a Charisma Saving throw to resist the
Components: V, S, M (1 gallon of water) spell’s effects. Distance is not a factor, but the killer must be
Duration: instantaneous on the same plane as you at the time you cast the spell, or the
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard spell fails. Once a corpse has acted as the focus for red hand
of the killer, it can never act as the focus for another casting
This spell functions in any natural terrain on the Material of red hand of the killer.
Plane. It redirects the flow of water in the ground toward the
surface at the designated point, creating a permanent water Rest Eternal
source similar to a natural spring. The spring create 45 5th-level necromancy
gallons of pure drinking water each hour for 5 hours. If the Casting Time: 1 action
shape of the terrain is suitable, a pond forms around the Range: Touch
spring. If there is already a natural spring within 1 mile, its Components: V, S, M (ashes and a vial of holy or unholy
water output is reduced by an amount equal to the water water)
produced by this spell’s spring. A spring that has its water Duration: Permanent
output reduced to 0 gallons per hour dries up and ceases to Classes: Cleric, Druid, Warlock
be a spring. This spell functions differently depending on the
terrain in which it’s cast. In a desert, you must succeed an You touch a dead creature placing a curse upon a dead
ability check using your spellcasting ability DC 25 check to creature that bars its spirit from returning. Anyone casting a
actually create the spring, and create 20 gallon´s of drinking spell that would communicate with the dead creature, return
water. Furthermore, in dry areas, erosion may cause the flow it to life, or turn it into an undead creature, the creature must
of water to be blocked if the affected area is left untended make an ability check using their spellcasting ability. The DC
before a sufficient amount of vegetation has grown around it is the same to your DC. Rest eternal cannot be dispelled, Only
to keep the soil in place. In an arctic environment, low a Remove Curse or a wish spell can end this effect
temperatures may cause the water to freeze. In a tropical
environment, parasites may contaminate the water if the
spring is created in a place where the water stands in a
stagnant pool.

32
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Righteous Wrath of the Faithful Slay Living
5th-level Enchantment 5th-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-ft. radius) Range: Touch
Components: V, S, M (holy symbol) Components: V, S
Duration: Concentration, up to 1 minute Duration: instantaneous
Classes: Cleric, Paladin Classes: Cleric, Warlock
You fires in your allies and companions with a divine You can attempt to slay any one living creature, your hand
madness or fury that greatly enhances their combat ability. seethes with eerie dark fire. Make a melee spell attack
Allies creatures are affected, gaining 1d4 to attack rolls and against a creature you can reach. On a hit, the target takes
saving throws, plus 5d8 additional hit points for the duration 6d6 necrotic damage and 6d6 fire damage. Necrotic and fire
of the spell. Allies who share the same faith (not just damage dealt by this spell ignores resistance to necrotic and
alignment) of you are transported into the righteous wrath; fire damage
they gain one additional melee attack each round and 1d4 to
saving throws and damage rolls. Creatures in a state of divine Summon Shadow
frenzy are difficult to charm. Against spells or effects that 5th-level Conjuration
target the mind or emotions, they have advantage on saving Casting Time: 1 minute
throws to avoid being charmed or to end these condition. Range: 60 feet
When the spell ends, all remaining additional hit points are Components: V, S, M (a bit of smoky quartz)
lost. Creatures who fought under the righteous wrath find Duration: Concentration, up to 10 minutes
themselves extremely fatigued and the target can't move or Classes: Sorcerer, Warlock, Wizard
take actions until after its next turn before exerting
themselves again. You conjure up four shadows (see the Monstrous Manual).
The summoned creatures are friendly, to you and your
Sealed Sending companions for the duration. Roll initiative for the creature,
5th-level conjuration which has its own turns. It obeys any verbal commands that
Casting Time: 1 action you issue to it (no action required by you). If you don't issue
Range: Unlimited any commands to the shadows, it defends itself from hostile
Components: V, S, M (one nonmagical parchment with a creatures but otherwise takes no actions. The shadows
written message) remain until slain, turned, or the spell duration expires.
Duration: 8 hours Touch of Slumber
Classes: Sorcerer, Wizard 5th-level enchantment
You create a scroll bearing a message in any language you Casting Time: 1 action
can speak, with a maximum length of 50 words. The scroll Range: Touch
magically appears anywhere you have viewed at least once on Components: V, S, M (a bit of seaweed)
the same plane of existence you are on now. When the spell Duration: Instantaneous
ends or when the message has been read completely, the Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
scroll disintegrates, leaving no trace. This spell cannot be
detected, traced, or blocked by any spell of a lower level. You touch a creature, and that creature must succeed on a
Wisdom saving throw. On a failed save the target falls
Shadow Door unconscious for 2d6 hours. Any loud noise or rough contact
5th-level Illusion causes it to awaken immediately. Thereafter, slapping or
Casting Time: 1 action wounding an affected creature awakens it, but normal noise
Range: 30 feet does not. Awakening a creature is an action.
Components: S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
You create the illusion of a door. The illusion also permits the
wizard to appear to step through this "door" and disappear.
In reality, he has darted aside and can flee, totally invisible,
for the spell duration. Creatures viewing this are deluded into
seeing or entering an empty 10-foot x 10-foot room if they
open the "door." A true seeing spell, a gem of seeing, or
similar magical means can discover illusion. The spell ends if
you attacks or casts a spell.

33
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cosmic Ray Ether Step
6th-level evocation 6th-level transmutation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you are hit
Range: 120 feet by an attack or when you are targeted by a spell
Components: V, S, M (a piece of meteorite) Range: Self
Duration: Instantaneous Components: S
Classes: Sorcerer, Wizard Duration: 1 round
You fling a ray of deadly cosmic energy at the target creature Classes: Sorcerer, Wizard
of your choice within range. Make a ranged spell attack You step into the Ethereal Plane long enough to dodge a blow
against the target. On a hit, the target takes 10d6 radiant or confound a spell, you vanish from your current plane of
damage and must make a Constitution saving throw. On a existence and appear in the Ethereal Plane. Until the start of
failed save, the target becomes poisoned for 1 minute and your next turn you return to an unoccupied space of your
emits toxic cosmic energy for as long as it is poisoned; any choice that you can see within 10 feet of the space you
creature that starts its turn within 5 feet of the affected target vanished from. If no unoccupied space is available within that
must succeed at a onstitution saving throw or become range, you appear in the nearest unoccupied space (chosen at
poisoned for 1 round. At the end of each of the target's turns, random if more than one space is equally near). While on the
it can make a Constitution saving throw against the spell. On Ethereal Plane, you can see and hear the plane you
a success, the spell ends. originated from, which is cast in shades of gray, and you can't
see anything there more than 60 feet away. You can only
Cyclic Reincarnation affect and be affected by other creatures on the Ethereal
6th-level Transmutation Plane. Creatures that aren't there can't perceive you or
Casting Time: 1 hour interact with you, unless they have the ability to do so.
Range: Touch Elemental Assessor
Components: V, S, M (oils worth 5,000 gp)
Duration: Instantaneous 6th-level Evocation
Classes: Druid Casting Time: 1 action
You touch a dead humanoid or a piece of a dead humanoid. Range: 120 feet
Provided that the creature has been dead no longer than 1 Components: V, S
year, the spell forms a new body for it and then calls the soul Duration: Concentration up to, 1 minute
to enter that body. If the target's soul isn't free or willing to do Classes: Cleric, Sorcerer, Warlock, Wizard
so, the spell fails. Cyclic reincarnation returns the dead Azata champions developed this spell to deal with fiends with
creature to life in a new body of the same race that the target unknown resistances. A ray of spiraling colors springs from
belonged to in life, and the new body appears physically your hand and streaks to its target. You must make a ranged
similar to the creature’s previous one, to the extent that the spell attack to hit your target with the ray, which deals 2d6
creature could be easily mistaken for its own offspring or kin. acid damage, 2d6 cold damage, 2d6 lightning damage, and
If the affected creature isn’t a humanoid, there is a 75% 2d6 fire damage. The type of energy that does the most
chance that the creature returns to life as a youth of its race. damage to the target then persists, and on each of your turns
You can use cyclic reincarnation on someone who was turned for the duration, you can use your bonus action to deal
into an undead creature and then destroyed, but another 4d6 points of that type of damage. The spell ends if
nonhumanoids so restored always return to life with the you use your bonus action to do anything else. The spell also
young creature. (or as a young, in the case of creatures whose ends if the target is ever outside the spell's range or if it has
power is determined by their age category). total cover from you.

34
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fluid Form Getaway
6th-level transmutation 6th-level Conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: unlimited
Components: S, M (a mixture of oil and water) Components: V, S, M (a brass doorknob)
Duration: Concentration, up to 10 minutes Duration: 6 hours
Classes: Sorcerer, Wizard Classes: Bard, Sorcerer, Warlock, Wizard
When you cast this spell, your body takes on a slick, oily Getaway teleports you and allies you designate at the time of
appearance. For the duration of this spell, your form can casting to a predetermined location. You can designate up to
stretch and shift with ease and becomes slightly transparent, 4 creatures (including yourself). You must initially cast the
as if you were composed of liquid. This transparency is not spell at that location-all creatures affected by the spell must
enough to become invisible. You gain resistance to be present at that time and within 30 feet of you. At any time
nonmagical slashing damage and your reach increases by 10 before the spell’s duration expires, you may trigger the spell
feet. In addition, you can pass through small holes or narrow as a bonus action. At this time, all affected creatures (or their
openings, even mere cracks, with anything you were carrying remains and gear) within 30 feet of you are teleported to the
at the time the spell was cast (except other creatures). Finally, location where you first cast the spell. Creatures more than
you can move through water with a swim speed of 60 feet 30 feet away from you are left behind. Selected creatures
and can breathe both water and air for the duration of this within 30 feet of you who do not wish to travel with you at
effect. that time can simply choose not to go. You can be transported
any distance within a plane but cannot travel between planes.
Gemjump
6th-level Conjuration Glassee
Casting Time: 10 minutes 6th-level Transmutation
Range: Unlimited Casting Time: 1 action
Components: V, S, M (a gem worth at least 500 gp) Range: Self
Duration: Until dispelled Components: V, S, M (a small piece of crystal or glass)
Classes: Sorcerer, Wizard Duration: Concentration, up to 1 minute
You mutter over the iridescent, faceted gem. It twinkles in Classes: Sorcerer, Wizard
response, and you feel a strong link between you and the You are able to make a section of metal, stone, or wood as
stone. When you speak the word, the two of you will be transparent as glass to his gaze, or even make it into
reunited. You initially cast gemjump upon the gem, which you transparent material as explained hereafter. Normally, the
must touch. As an action any time after you prepare the glassee spell can make up to 4 inches of metal, 6 inches of
stone, you can utter a command word and instantly teleport stone, and 20 inches of wood transparent. The spell will not
to the location of the gem, provided you and the stone are on work on lead, gold, or platinum. You can opt to make the
the same plane. The teleport is always on target (as though glassee work only for himself for the duration of the spell, or
you are using a teleport spell). If the area containing the gem he can actually make a transparent area, a one-way window,
is too small for you, you appear in the nearest sufficiently in the material affected. Either case gives a viewing area 3
large space. You can transport, in addition to yourself, up to feet wide by 2 feet high. If a window is created, it has the
two willing Medium size or smaller within a range of 15 feet strength of the original material.
from you creatures with you, none of which can be carrying
gear in excess of their carrying capacity. Once you transport Hymn of Peace
yourself with this effect, the spell ends. 6th-level abjuration
Casting Time: 1 action
Range: Self (40-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric
Each time that any creature in the area attempts to attack
another creature or object, or otherwise perform an
aggressive or damaging action toward a creature or object, it
must attempt a Wisdom saving throw. On a failed save, the
creature cannot follow through with the attack and loses that
part of its action. Creatures not taking violent actions are
unaffected by this spell. On a success save, the creature can
attack normally.

35
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Invisible Stalker Liveoak
6th-level Conjuration 6th-level Transmutation
Casting Time: 1 action Casting Time: 10 minutes
Range: 30 feet Range: Touch
Components: V, S, M (burning incense and a piece of horn Components: V, S
carved into a crescent shape) Duration: 8 hours
Duration: Special Classes: Druid
Classes: Druid, Sorcerer, Wizard You touck an oak tree and it transforms into a protector or
You summon an invisible stalker from the Elemental Plane of guardian. The spell can only be cast on a single tree at a time;
Air (check Monster Manual). This monster obeys and serves while liveoak is in effect, you can’t cast it again on another
you in performing whatever tasks are set before it. It is a tree. Liveoak must be cast on a healthy, Huge oak. A
faultless tracker within one day of the quarry's passing. The triggering phrase of up to twelve words is placed on the
invisible stalker follows instructions even if they send him targeted oak. The liveoak spell triggers the tree into
hundreds or thousands of miles away and, once given an animating as a Treant (check Monster Manual). If liveoak is
order, follows through unceasingly until the task is dispelled, the tree takes root immediately wherever it
accomplished. However, the creature is bound to serve; it happens to be. If released by you, the tree tries to return to its
does not do so from loyalty or desire. Therefore, it resents original location before taking root.
prolonged missions or complex tasks, and it attempts to
pervert instructions accordingly. Invisible stalkers understand Mage’s Decree
common speech but speak no language save their own. 6th-level Evocation
Land of Stability
Casting Time: 1 action
Range: up to 6 miles
6th-level Abjuration Components: V, S, M (a brass cone or trumpet)
Casting Time: 1 imute Duration: instantaneous
Range: 120 feet Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Components: V, S You speak a short message (up to 25 words), and it is
Duration: 6 days immediately transmitted to each target, who hear it as clearly
Classes: Bard, Druid, Cleric, Sorcerer, Warlock, Wizard as if you were standing next to them. By default, the spell
Land of stability protects an cube of 60-feet of effect and all targets every creature with an Intelligence score of 3 or
creatures and objects within it from the following natural greater that is within the spell’s range, but at your discretion,
disasters: you can choose to restrict the spell to certain creatures,
causing it to either only deliver its message to creatures
Water from floods, winds and objects carried by meeting a certain criteria, or to deliver it to all creatures
windstorms, debris and snow from avalanche, and even except those meeting that criteria. The criteria must be
lava and ash from a volcano were diverted around the something objective and observable. For example, you could
protected area. cause the mage’s decree to reach only creatures of a certain
Earth movement, vibrations, and fissures from race. You can’t choose recipients that rely on unobservable
earthquakes were also prevented from disturbing the information, such as creatures of a certain alignment or of a
protected area. Protection lasted for one day per level of particular class. You can’t pick and choose individual
the aster. creatures to target or exclude. While the spell’s range
defaults to 6 miles, you can choose to reduce it to a smaller
Land of stability did not prevent damage from calamities radius, although the spell’s area can’t be shaped. The nature
already in progress, nor did it prevent magically generated of the spell prevents the message it carries from having any
or simulated disastrous events. magical power; the message can’t be used to transmit spells
or abilities that are conveyed via speech. The message is
transmitted in your voice in whatever language you use to
speak it, and is not automatically translated. Mage’s decree
isn’t a language-dependent spell; all targeted creatures
receive the message, but might not understand it if they don’t
understand the language in which you spoke.

36
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Overwhelming Poison Starmantle
6th-level necromancy 6th-level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (an adder's fang) Components: V, S, M (A pinch of dust from a pixie's wing
Duration: 10 minutes worth at least 20 gp)
Classes: Cleric, Druid, Warlock Duration: Concentration, up to 1 minute
You touch a one dose of poison increasing the virulence of Classes: Bard, Sorcerer, Wizard
the targeted dose of poison, making the poison more difficult You touch a creature and a draping cloak of tiny, cascading
to resist. The next to creature be affected by the poison have stars that seem to flicker out before touching the ground. The
disadvantage on the saving throw to resist the poison. cloak forms over the target's existing apparel and sheds light
Additionally, the poison uses its own saving throw DC or your as a torch, although this is not the mantle's primary function.
spell DC, whichever is higher. The starmantle renders the wearer impervious to
nonmagical weapon attacks and transforms any nonmagical
Repulsion weapon or missile that strikes it into harmless light,
6th-level Abjuration destroying it forever. Contact with the starmantle does not
Casting Time: 1 action destroy magic weapons or missiles, but the starmantle's
Range: Self (10-feet radius) wearer is entitled to a Dexterity saving throw (DC 15) each
Components: V, S, M (a pair of canine statuettes worth 50 time he is struck by such a weapon; success indicates that
gp) the wearer takes only half damage from the weapon (rounded
Duration: Concentration, up to 1 minute down).
Classes: Cleric, Sorcerer, Wizard Stone Tell
An invisible, mobile field surrounds you and prevents 6th-level Divination
creatures from approaching you. Any creature within or Casting Time: 1 action
entering the field must make a Wisdom saving throw. If it Range: Touch
fails, it becomes unable to move toward you for the duration Components: V, S, M (a drop of mercury and a bit of clay)
of the spell. Repelled creatures’ actions are not otherwise Duration: 1 minute
restricted. They can fight other creatures and can cast spells Classes: Cleric, Sorcerer, Wizard
and attack you with ranged weapons. If you move closer to an
affected creature, nothing happens. The creature is not You touch a stone, the very stones speak and relate to you
forced back. The creature is free to make melee attacks who or what has touched them as well as revealing what is
against you if you come within reach. If a repelled creature covered, concealed, or simply behind them. The stones relate
moves away from you and then tries to turn back toward you, complete descriptions, if asked. Note that a stone's
it cannot move any closer if it is still within the spell’s area. perspective, perception, and knowledge may hinder this
divination. Such details, if any, are decided by the DM.
Serenity
6th-level enchantment Storm of Fire and Ice
Casting Time: 1 action 6th-level evocation
Range: 120 feet Casting Time: 1 action
Components: V, S Range: 400 feet
Duration: Concentration, up to 1 minute Components: V, S
Classes: Bard, Cleric, Sorcerer, Wizard Duration: 1 round
You fill the targets’ minds with feelings of tranquility to one Classes: Druid, Sorcerer, Wizard
creature you can see within range. The target must succeed You bring forth a swirling vortex of smoking lava intermixed
on a Wisdom saving throw. On a failed save whenever the with chunks of steaming ice. A shower of lava globs and
creature attempt do some harmful action to another creature hailstones rains down for 1 round, Each creature in a 20-foot-
takes 3d6 psychic damage. At the end of each of its turns, the radius, 40-foot-high cylinder centered on a point within range
target can make another Wisdom saving throw. On a success, must make a Dexterity saving throw. A creature takes 6d6
the spell ends on the target. If the creature reaches 0 hit Cold damage and 6d6 Fire damage on a failed save, or half as
points, it falls unconscious. much damage on a successful one. The cylinder provides
concealment similar to fog cloud and also creatures in the
cylinder have disadvantage on Wisdom (Perception) checks
made to listen. Movement costs within the area of the spell
are doubled. At the end of your next turn, the lava and ice
disappear, leaving no lingering effects (other than the damage
dealt).
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the Cold damage or the Fire
damage (your choice) increases by 1d6 by for each slot level
above 6th.

37
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Summon Person Wither Limb
6th-level Conjuration 6th-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Touch
Components: V, S Components: V, S
Duration: 10 minutes Duration: Instantaneous
Classes: Sorcerer, Wizard Classes: Cleric, Sorcerer, Warlock, Wizard
You summons one specific living person from wherever they The target must make a Constitution saving throw. On a
are to in front you. The target must make a Wisdom saving failed save one limb shrinks and weakens. The target takes
throw; a creature can choose to fail this saving throw if it 2d6 points of necrotic damage. The points are permanently
wishes. On a success, they are aware that they were being lost until the target’s limb is restored by heal, regenerate, or
summoned. On a failed save the summoned person is not wish. Wither limb affects only living creatures of the
enthralled in any way and is free to act as they please. When humanoid type or similar bipedal creatures at the GM’s
the spells duration expires, the target returns to their place of discretion. You choose the limb affected. This spell’s effects
origin, along with, and only with, the objects they brought stack, until all a target’s arms and legs (or equivalent limbs)
with them. The person must be on the same plane of are withered:
existence to be targeted. If the person is touching or wearing
anything of silver or lead, the spell fails. Coins in a pocket are Arm: The target looses the use of one arm, which might
not touching the person directly, but a cloak lined with silver affect what weapons and shields it can use.
threads does count as touching. The creature must immediately drop all objects held in the
Waves of Ecstasy withered limb, though it can shift a two-handed weapon it is
6th-level Enchantment holding in both hands to a remaining arm as a rection. Worn
objects— gauntlets and rings remain.
Casting Time: 1 action This prevents the creature from using two-weapon fighting,
Range: Self (60-foot cone) claw attacks from that arm, and so on.
Components: V, S If multiple castings of this spell wither all of a creature’s
Duration: Instantaneous arms, it can’t manipulate objects or cast spells requiring
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard somatic components.
You emanate waves of intense pleasure that cause all targets Leg: The creature’s movement speeds are halved, except
within range to falter. Each creature in a 60-foot cone must for flying or other speeds that don’t involve its legs. If
succeed on a Wisdom saving throw or become stunned until multiple castings of this spell wither all of a creature’s
the end of their next turn. legs, it can only crawl at a speed of 5 feet each round.
Wing: The creature loses access to any fly speed that
depends on its wings if even a single wing is withered.

38
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Adamantine Wings Chariot of Sustarre
7th-level Transmutation 7th-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30-feet
Components: V, S Components: V, S, M (a small piece of wood, two holly
Duration: 1 hour berries, and a fire source at least equal to a torch.)
Classes: Sorcerer, Wizard Duration: 12 hours
You feel an instant of searing pain from your back, which Classes: Cleric
swiftly fades into a sensation of ultimate freedom. You sprout You brings a forth a large, flaming chariot pulled by two fiery
a pair of dull gleaming wings made of overlapping feathers of horses from the elemental plane of Fire. These appear in a
dark metal. You grow a pair of adamantine wings. The wings clap of thunder amid a cloud of smoke. The vehicle moves at
grant you a fly speed of 60 feet (or 40 feet if you wear 100 feet on the ground, 200 feet flying, and can carry the you
medium or heavy armor). If you are not flying, as part of the and up to seven other medium creatures or small. The
Attack action, you can replace one of your attacks to make passengers must be touched by you to protect them from the
one wing attack (as if they were simple weapons, with which flames of the chariot. Creatures other than you and his
you are proficient, that use the Strength modifier). Each wing designated passengers takes 2d4 of fire damage each round
deals 2d6 of slashing damage (plus your Strength modifier). if they come within 5 feet of the horses or chariot. Such
The wings are considered both magic and adamantine for the creatures suffer no damage if they evade the area by rolling
purpose of overcoming damage resistance and immunity to successful saving throws vs. petrification, with Dexterity
nonmagical adamantine attacks and damage. As a bonus adjustments. You controls the chariot by verbal command,
action, you can choose to launch the adamantine feathers as causing the flaming steeds to stop or go, walk, trot, run or fly,
a burst of razor-sharp blades. This attack takes the form of a and turn left or right as he desires. Note that the chariot of
60-foot cone-shaped burst. All creatures in the cone must Sustarre is a physical manifestation and can sustain damage.
make a Dexterity saving throw, a target takes 10d6 slashing The vehicle and steeds are struck only by magical weapons
damage on a failed save, or half as much damage on a or by water (one quart of which inflicts 1 point of damage).
successful one. This action immediately ends the spell's They have a 12 of AC, and each have 30 hit points. Naturally,
duration. fire has no effect upon either the vehicle or its steeds, but
magical fires other than those of the chariot can affect the
Changestaff riders. Other spells, such as a successful dispel magic or
7th-level Transmutation divine word, will force the chariot back to its home plane,
Casting Time: 1 minute without its passengers. The chariot can be summoned only
Range: Touch once per week.
Components: V, S, M (a quarterstaff that has been carved Glassteel
and polished for 28 days)
Duration: Concentration, up to 1 hour 7th-level Transmutation
Classes: Druid Casting Time: 1 action
You change a specially prepared quarterstaff into a Huge Range: Touch
treant-like creature, about 24 feet tall. (check Monster Components: V, S, M (a small piece of glass and a small
Manual). When you plant the end of the staff in the ground piece of steel)
and speak a special command to conclude the casting of the Duration: Instantaneous
spell, your staff turns into a creature that looks and fights just Classes: Sorcerer, Wizard
like a treant. The staff-treant defends you and obeys any You touch glass and this turns normal, nonmagical crystal
spoken commands. However, it is by no means a true treant; Object or glass into a transparent substance that has the
it cannot converse with actual treants or control trees. If the tensile strength and unbreakability of actual steel. Only a
staff-treant is reduced to 0 or fewer hit points, it crumbles to relatively small volume of material can be affected (a
powder and the staff is destroyed. Otherwise, the staff returns maximum weight of 80 pounds), and it must form one whole
to its normal form when the spell duration expires (or when object. The Armor Class of the substance is 17 and have 25
the spell is dismissed), and it can be used as the focus for hit points.
another casting of the spell. The staff-treant is always at full
strength when created, despite any wounds it may have
incurred the last time it appeared.

39
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Hovering Road Lunar Veil
7th-level Conjuration 7th-level Illusion
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 400 feet
Components: V, S, M (a chunk of black marble and a loop of Components: V, S
gold wire at leat 25 gp) Duration: Concentration, up 10 minutes
Duration: 1 Hour Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Classes: Cleric In a point you choose within range. An area of shadow to
You create a magical 10-foot-wide road extending 10 feet in obscure moonlight in a 120-foot radius, creating something
front of you. You can create an unbroken road for the akin to a lunar eclipse. Magical darkness spreads from a
duration of the spell, creating a 10-foot area ahead of him as point you choose within range to fill a 120-foot-radius sphere
long as he continues to move forward. The road is for the duration. The darkness spreads around corners. A
approximately one foot thick and hovers in the air. It has the creature with darkvision can't see through this darkness, and
texture and color of black granite. Creatures can move on the nonmagical light can't illuminate it. When a shapechanger
hovering road at their normal movement rate, ignoring the enters, for the first time on a turn or starts its turn there the
effects of surrounding terrain. The hovering road must must make a Wisdom saving throw On a failed save it also
originate from a solid surface. Once anchored, you controls instantly reverts to its original form and can't assume a
the contour of the road, causing it to rise and fall as he different form until it leaves the spell's Darkness.
wishes. The road can thus be used to traverse rivers (if the
road is anchored on the shore), swamps, and similarly hostile Power Word Blind
terrain. You can cause the hovering road to rise over a jungle 7th-level enchantment
or cross a chasm. The road has 10 AC. It is impervious to Casting Time: 1 action
non-magical weapons. If the road suffers 100 points of Range: 60 feet
damage (from magical weapons or other magical forces), it Components: V
dissipates in a black mist; all those on the road fall to the Duration: Instantaneous
ground below. Unless the road is destroyed, the entire Classes: Sorcerer, Warlock, Wizard
hovering road remains intact from beginning to end for the
duration of the spell, even if you are killed or incapacitated. At You utter a single word of power that one creature you can
the end of the spell's duration, the entire road dissipates. see within range to become blinded, whether the creature can
hear the word or not. The duration of the spell depends on
Ki Shout the target's current hit point total. Any creature that currently
7th-level evocation has 201 or more hit points is unaffected.
Casting Time: 1 action 200 hit points or fewer: blinded for 1 minute
Range: 120 feet 100 hit points or fewer: blinded for 10 minutes
Components: V, S 50 or less hit points or fewer: blinded permanent
Duration: instantaneous
Classes: Bard, Sorcerer, Wizard Resonating Word
Choose a creature that you can see within range. With a 7th-level Transmutation
guttural bark, you unleash a sudden blast of sonic energy that Casting Time: 1 action
strikes your opponent. The target must succeed on a Wisdom Range: 100 feet
saving throw. It takes 12d6 thunder damage and is stunned Components: V
until the end of its next turn. on a failed save, or half as much Duration: Instantaneous
damage and not stunned on a successful one. Classes: Bard, Sorcerer, Wizard
Limited Wish You speak a terrible word of power, setting up potentially
7th-level conjuration lethal vibrations to one creature within range. If the target
has 100 hit points or fewer the is restrained. While the target
Casting Time: 1 action is affected with lethal vibrations at the start of each of its
Range: Self turns it takes 5d6 thunder damage. The spell's maximum
Components: V damage is 10d6. If at the end of their turn persist the effect of
Duration: Instantaneous these vibrations, the damage increases by 1d6. A target
Classes: Sorcerer, Wizard suffering this vibrations can make a Constitution saving
A limited wish lets you create nearly any type of effect This throw at the end of each of its turns. On a successful save, the
spell duplicates any other spell of 6th level or lower. You don't vibrations ends.
need to meet any requirements of that spell, including the
material components. The spell simply takes effect and you
suffer one level of exhaustion and once you use cast this spell,
you can't cast again until you finish 1d4 long rests.

40
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Seven-Eyes Eye of Artifice. This eye deflects and is destroyed by the
7th-level Conjuration first attack directed at you from a magical device. If the
attack also takes a form that may be blocked by another
Casting Time: 1 action eye (for example, the fireball from a Wand of Fireballs)
Range: Self you may choose which eye is expended. If used to attack
Components: V, S, M (Seven blessed gemstones worth at instead, as an action the eye of artifice functions as a
least 50gp each.) dispel magic cast at 3rd level.
Duration: 1 minute
Classes: Sorcerer, Wizard Eye of Stone. This eye offers protection against the first
You conjure into existence seven magical orbs that float attack that could petrify you and then vanishes. It can also
above your’s head in a ring about 5 feet in diameter. The eyes be expended to cast hold person which lasts 1 round
(without concentration).
remain for 1 minute, or until you chooses to either expend
the orb by using it in attack or defense. In addition, as long as Although any number of eyes can defend you in the course
at least one eye is still in existence, you gains 360° vision and of a single round, only one eye may be used to attack per
see invisible creatures and objects as if they were visible, and round. When the you uses an eye to attack, he may not cast a
you can see into the Ethereal Plane. Ethereal creatures and spell or employ another magical item in the same round;
objects appear ghostly and translucent, with a 60-foot range. willing the eye to discharge its energies requires his complete
The powers of each eye are described below: concentration.
Eye of the Mind. This orb protects you against mental Shadow Walk
attack, charm, or influence, including charm, beguiling, 7th-level Illusion
hold, and emotion effects. The first such attack is negated
by the orb and destroys it in turn. If you desires, as an Casting Time: 1 action
bonus action the eye of the mind can instead be used to Range: Touch
charm person like the 1st-level spell Charm Person, Components: V, S
although this also expends the orb. Duration: Up to 8 hours
Classes: Sorcerer, Warlock, Wizard
Eye of the Sword. This eye deflects the first physical To cast this spell you must be in an area of heavy shadows.
attack that endangers you, including unarmed strikes or You and up to seven creatures that you touch are then
missile attacks, and then disappears. You can also employ transported to the edge of the Prime Material Plane where it
the eye of the sword, as a bonus action you create five borders the Demiplane of Shadow. In this region, You can
magical blades that strike as magic missiles for 1d4+1 move at a rate of up to 400 feet per turn, moving normally on
points of damage each. the borders of the Demiplane of Shadow but much more
Eye of the Mage. One manifestation of raw energy, such as rapidly relative to the Prime Material Plane. You can use this
lightning, fire, force, cold, or a similar effect, is absorbed spell to travel rapidly by stepping onto the Demiplane of
by the eye of the mage. As an action the eye can also Shadow, moving the desired distance, and then stepping back
project a 60-foot long by 5-foot wide lightning bolt each onto the Prime Material Plane. You knows where he will
creature in the line must make a Dexterity saving throw. A come out on the Prime Material Plane. The shadow walk
creature takes 4d6 lightning damage on a failed save, or spell can also be used to travel to other planes that border on
half as much damage on a successful one. Either use the Demiplane of Shadow, but this requires the potentially
expends the eye’s power. perilous transit of the Demiplane of Shadow to arrive at a
border with another plane of reality. Any creatures touched by
Eye of Venom. This eye can be used to halt any one attack you when shadow walk is cast also make the transition to the
or effect that could poison you. In the case of an attacker borders of the Demiplane of Shadow. They may opt to follow
armed with an envenomed weapon, you may decide to you, wander off through the plane, or stumble back into the
expend either the eye of venom or the eye of swords in Prime Material Plane (50% chance for either result if they
order to block the attack. As an action the eye can also be are lost or abandoned by you). Creatures unwilling to
used to poison one creature within 30 feet; the victim accompany you into the Demiplane of Shadow must make a
must make a Constitution saving throw or be poisoned for Charisma a saving throw, negating the effect if successful.
1 minute, at the end of each turn you can repeat the save,
in a succes it stops being poisoned by this spell.
Eye of the Spirit. The first attack that affects the victim’s
life energy, including energy drain, strength drain, cause
wounds, trap the soul, magic jar, or death is parried by the
eye of the spirit. You may instead choose to expend the
eye’s power, as an action choose one target within 30 feet,
the target must make a Constitution saving throw. The
target takes 4d8 necrotic damage on a failed save, or half
as much damage on a successful one. This has no effect
on undead or constructs.

41
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Statue Word of Beckoning
7th-level transmutation 7th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Unlimited
Components: V, S, M (lime, sand, and a drop of water stirred Components: V, S, M (fine copper wire)
by an iron spike) Duration: 1 round
Duration: Concentration, up to 1 hour Classes: Sorcerer, Warlock, Wizard
Classes: Sorcerer, Wizard This spell functions like sending, except the target also
You touch the flesh of a willing creature you touch to solid receives knowledge of a command word that, when spoken,
stone, along with any garments and equipment worn or summons you to the open space nearest to the target. The
carried. In statue form, the target gains resistance to target must speak the command word within 1 round of
nonmagical bludgeoning, piercing, and slashing damage. The knowing it to summon you, although the target isn’t obligated
target retains its own hit points. The target can see, hear, and to speak it. You can be transported any distance within a
smell normally, but it does not need to eat or breathe. Feeling plane but cannot travel between planes. You can bring along
is limited to those sensations that can affect the granite-hard objects as long as their weight doesn’t exceed your maximum
substance of the individual's body. Chipping is equal to a load. You may also bring four additional willing Medium or
mere scratch, but breaking off one of the statue's arms smaller creatures (carrying gear or objects up to its
constitutes serious damage. The target of a statue spell can maximum load). All creatures to be transported must be in
return to its normal state, act, and then return instantly to the contact with one another, and at least one of those creatures
statue state (a free action) if it so desires as long as the spell must be in contact with you.
duration is in effect.
Umbral Strike
7th-level Necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a black crossbow bolt)
Duration: 1 minute
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You create a bolt of dark energy and use it to make a ranged
spell attack. On a hit, the target takes 7d6 necrotic damage
and 7d6 cold damage and the target is blinded for the
duration. At the end of each of its turns, the target can make a
Constitution saving throw. On a success, the spell ends.
Waves of Exhaustion
7th-level necromancy
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Waves of negative energy erupts from your hands. Each
creature in a 60-foot cone must make a Constitution saving
throw. A creature takes 8d8 necrotic damage and it suffers
one levels of exhaustion on a failed save, or half as much
damage and not gain a level of exhaustion on a successful
one.
At Higher Levels.When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 1d8 for
each slot level above 7th.

42
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Airboat Demand
8th-level Transmutation 8th-level enchantment
Casting Time: 1 action Casting Time: 10 minutes
Range: Self Range: Unlimited
Components: V, S Components: V, S, M (fine copper wire)
Duration: 8 hours Duration: 1 round
Classes: Druid, Sorcerer, Wizard Classes: Sorcerer, Warlock, Wizard
This spell must be cast under a cloudy sky. You points at a This spell functions like sending, but the message can also
cloud, which immediately descends toward him. As it comes contain a suggestion (see the suggestion spell), which the
closer, the cloud changes shape, becoming any sort of vessel target does its best to carry out. A successful Wisdom saving
imagined by the wizard a dragon-shaped galley, a one man throw negates the suggestion effect but not the contact itself.
dinghy etc. Although the airboat is made of cloud, it feels solid The demand, if received, is understood even if the target's
and can support the weight of you plus up to eight willing Intelligence score is as low as 1. If the message is impossible
creatures . It can fly at any speed up to 40 miles per hour a or meaningless according to the circumstances that exist for
maximum of 90 miles per hour fast pace). You maintains total the target at the time the demand is issued, the message is
telepathic control over the airboat speed and direction. While understood but the suggestion is ineffective. The demand's
controlling the vessel, the wizard is able to perform other message to the creature must be 25 words or less, including
actions but may not cast other spells. the suggestion. The creature can also give a short reply
immediately.
Chain Dispel
8th-level Abjuration Discern Location
Casting Time: 1 action 8th-level divination
Range: 90 feet Casting Time: 10 minutes
Components: V, S Range: Unlimited
Duration: Instantaneous Components: V, S
Classes: Cleric, Sorcerer, Wizard Duration: Instantaneous
You create coruscating bolt rips through the air, humming Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
with power as it strikes a target of your choice that you can A discern location spell is among the most powerful means of
see within range. Four bolts then leap from that target to as locating creatures or objects. Nothing short of a mind blank
many as four other targets, each of which must be within 30 spell or the direct intervention of a deity keeps you from
feet of the first target. A target can be a creature or an object learning the exact location of a single individual or object.
and can be targeted by only one of the bolts.Each creature Discern location circumvents normal means of protection
struck by this spell is affected as if by a targeted dispel magic, from scrying or location. The spell reveals the name of the
except that you can add your half of your level to the dispel creature or object's location (place, name, business name,
check, up to a maximum of 20. building name, or the like), community, county (or similar
political division), country, continent, and the plane of
Curse of Night existence where the target lies. To find a creature with the
8th-level Evocation spell, you must have seen the creature or have some item that
Casting Time: 10 minutes once belonged to it. To find an object, you must have touched
Range: Touch it at least once.
Components: V, S, M (gemstones worth a total of 10,000 gp)
Duration: Permanent
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
In a 1-mile radius emanating from the touched point, you
curse an area to remain in bleak darkness, as the Darkness
spell. The focus merges into the cursed area as part of the
spell and can only be retrieved if the curse is lifted. Only a
Dispel Magic of 8th level or higher or a wish spell can end
ends this effect

43
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gunther's Kaleidoscopic Strike Screen
8th-level Evocation 8th-level Illusion
Casting Time: 1 action Casting Time: 10 minutes
Range: 100 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 24 hours
Classes: Wizard Classes: Sorcerer, Wizard
When the spell is cast, a thin beam of shimmering, In a point you choose within range a 30-ft. cube creates a
kaleidoscopic light shoots from your fingertips toward a powerful protection from scrying and observation. When
creature that you can see within range. The victim must casting the spell, you dictate what will and will not be
make a Wisdom saving thrown to resist the beam, on a failed observed in the spell’s area. The illusion created must be
save, the creature is subject to the spell's effects. This spell stated in general terms. Once the conditions are set, they
has no effect on nonspellcasters, causing them no harm cannot be changed. Attempts to scry the area automatically
whatsoever. Creatures with innate spell-like abilities are also detect the image stated by you with no save allowed. Sight
unaffected. Against wizards, druid and clerics, this spell can and sound are appropriate to the illusion created. Physical
be devastating. It 'short-circuits' the arcane energy stored in a interaction with the image reveals it to be an illusion, because
spellcaster's mind, wiping away a number of prepared spells. things can pass through it. A creature that uses its action to
Lost spells must be prepared again. The number of spells examine the image can determine that it is an illusion with a
drained is equal to 1d12. Any result of zero or a negative successful Intelligence (Investigation) check against your
number indicates that the victim loses no spells. Spells are spell save DC. If a creature discerns the illusion for what it is,
drained from the target, prepared spells beginning with 1st- the creature can see through the image.
level spells and working up to higher level spells. Any
decision regarding which spell should be drained from a Seamantle
specific level should be determined randomly. 8th-level conjuration
Rain of Arrows
Casting Time: 1 action
Range: Self (5-foot-radius, 30-foot-high cylinder)
8th-level Conjuration Components: V, S, M (a cup of water)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 400 feet Classes: Druid, Sorcerer, Wizard
Components: V, S, M (a quiver full of 20 arrows worth 1 gp) You sheathe yourself within a churning column of pure
Duration: Instantaneous elemental water up to 30-foot high, that fills your space. Until
Classes: Sorcerer, Warlock, Wizard the spell ends, you gain the following benefits:
You point your finger and conjure a cloud of magical arrows
that rain down on any creatures and objects in the indicated You gain a swim speed equal to your speed and can see,
area. Each creature in a 15-foot-radius centered on that point hear, and breathe normally within the seamantle, but
must make a Dexterity saving throw. On a failed save a attacks against you are treated as if you were underwater.
creature takes 20d6 piercing damage on a failed save, or half The seamantle blocks line of effect for any fire spell or
as much damage on a successful one. If the arrows used as a supernatural fire effect, but enemies can attempt to use
material component are all made of the same material (such fire spells within the seamantle; the creature must make
as Adamantine Ammunition), the arrows created by the spell an ability check using their spellcasting ability. The DC
are also made of that material. equals 10 + the spell's level. and if successful the fire spell
takes effect as a bubble of steam contained within the
seamantle rather than its usual effect.
You can use your action to make a slam attack by forming
a pseudopod of water, against a creature within your
reach. This slam attack has a reach of 30 feet, on a hit, the
target takes 6d8 bludgeoning damage.
You can use your action to attempt to extinguish fires by
touch. You automatically extinguish up to a 10-foot cube of
normal fire. Against magical fire effects, your touch acts
as dispel magic

44
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Shadow Engines Soulseeker
8th-level Illusion 8th-level divination
Casting Time: 1 action Casting Time: 1 hour
Range: 700 feet Range: Unlimited
Components: V, S, (a finely detailed miniature model of a Components: V, S, M (incense worth 250 gp)
siege engine (of any type) at least 50 gp, which the spell Duration: Instantaneous or 1 hour
consumes) Classes: Cleric, Druid, Warlock
Duration: Concentration, up to 1 minute You identify the stage of a given soul’s judgment, or
Classes: Cleric, Sorcerer, Wizard determine its fate post-judgment. You must either
In apoint you choose within range you creates the illusion of unambiguously identify the soul you seek or use the skull of
as many as four siege engines. Yout may choose from the body the soul vacated as a focus. If the subject does not
ballistae, siege towers, Trebuchet, rams, or any combination share your alignment, the soul can attempt a Wisdom saving
thereof. These illusory engines have at least a tenuous reality throw to resist this spell’s effects as if it were still alive. If the
and can inflict damage on enemies. Shadow engines are subject is still alive or its soul has been destroyed, this spell
accompanied by illusory crews of the appropriate number fails without providing any information. If the soul has not yet
and race. The engines can move at a rate of 60 feet per turn been judged and moved on to its final reward or punishment,
and are unaffected by terrain considerations. (You can choose soulseeker provides an estimate of its location; in most cases,
to slow them when passing through rough terrain to aid the this is somewhere in the River of Souls or the Boneyard.
illusion of reality.) Shadow engines cannot carry real troops. While this may assist in physically traveling to the soul’s
They can be fired at the same rate as real engines of the location, especially in cases involving effects such as soul
appropriate type, but a hit causes only the half of dice than bind or the Trap Soul of demilich. the spell’s primary purpose
normally do for that type of engine (round up). A shadow is to identify how long the subject has been dead (and what
engine remains in existence until the spell duration expires, form of life-restoring magic is necessary). If the soul has
until an enemy unit approaches within 5 feet, or until it already been judged, soulseeker instead identifies the plane
suffers damage an enemy attack. When any of these to which the soul has been sent as a petitioner and the
conditions occur, the engine vanishes. If a single spell has petitioner’s general location on that plane (such as “Elysium,
created multiple engines, only the engine struck vanishes; the beneath the boughs of the Witchwood”). If soulseeker is cast
others remain. The crew associated with a shadow engine on the same plane on which the soul’s new petitioner form
must remain with that engine; it cannot move more than 15- currently exists, it guides you along the shortest, most direct
feet away from the engine itself. Shadow engines can move physical route to the petitioner, as described in find the path.
independently of other engines created by the spell as long as In this case, the spell’s duration is 1 hour.
they remain within the area of effect and remain within 800
feet of you. You must maintain concentration to control the Stormbolts
shadow engines. You cannot cast any other spells that use 8th-level Evocation
your action. Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a copper rod)
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
When you cast this spell, lightning spills forth from your body
in all directions. The bolts do not harm natural vegetation or
creatures in the area you wish to exclude from damage. Any
other creatures within the area must make a Constitution
saving throw. A target takes 15d8 lightning damage on a
failed save and are stunned until the end of your next turn, or
half as much damage on a successful and not stunned

45
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Uncontrolled Weather
8th-level Conjuration
Casting Time: 1 minute
Range: Self (5-mile radius)
Components: V, S
Duration: 8 hours
Classes: Cleric, Druid, Wizard
This spell allows you to summon weather that is either
appropriate or inappropriate to the climate and season of the
region. The summoned effects are always dramatic cool
breezes or light fog will not appear. Instead, torrential floods
will assault a desert, a heat wave will rage in polar
wastelands, and tornadoes and hurricanes will rip across
gentle landscapes. A blizzard might spring up in summer or a
tornado might materialize in the winter. You have no
influence over the weather pattern that emerges. He cannot
control the area of effect or the duration of the weather. Four
turns after the spell is cast, the trend of the weather will
become apparent a sudden chill, gust of wind, overcast sky,
etc. The uncontrolled weather arrives on the fifth turn. Once
the weather has arrived, it cannot be dispelled. If the spell is
canceled by you before the beginning of the fifth turn, the
weather slowly reverts to its original condition. The effects of
the spell are the decision of the DM. The effects should be
grand and impressive. Following are suggested effects of the
weather:
Torrential Rain/Blizzard: Visibility is reduced to 300 feet
or less; travel is nearly impossible due to water or heavy
snow on the ground.
Storm/Hurricanes: All flying creatures are driven from the
skies; trees are uprooted; roofs are torn off; ships are
endangered.
Heat Wave: Intense heat immediately causes ice bridges
to melt; avalanches of snow and ice roll down mountains.
The DM determines the area of effect randomly, the DM
may cancel the effect after a shorter time.

46
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Cursed Earth Estate Transference
9th-level Necromancy 9th-level Abjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: 90 feet Range: Special
Components: V, S, M (powdered onyx 10,000 gp) Components: V, S, M (the appropriate magical device (see
Duration: Permanent the description of the spell))
Classes: Cleric, Sorcerer, Warlock, Wizard Duration: Instantaneous
You lay a terrible curse upon the land, blighting those who live Classes: Wizard
and die there. In a 1-mile radius emanating from you touched. This powerful spell allows you to transfer a large area of land
Choose one of the following effects: in the Prime Material plane to any of the elemental planes.
Choose an area of terrain no larger than 9,000 square feet.
Famine: All normal plants in the area reduce their growth All buildings, people, and wildlife within the area of effect are
and food production by half, as if affected by the stunt also transported. The land forms a pocket of the Prime
growth effect of diminish plants. Material plane within the elemental plane. The pocket is a
Living Death: Any creatures of Small size or larger killed sphere with a diameter equal to the diameter of the land. The
in the area rise as uncontrolled zombies 24 hours after surface of the pocket allows creatures to enter or exit the
their death, as do corpses buried in the area. Burning or pocket, but prevents the elements from entering the pocket.
dismembering the corpses prevents them from rising as Inside the pocket, the land is surrounded by air of a
zombies. temperature matching that of the Prime Material plane at the
moment the land was moved. In addition, a source of water is
Plague: Every day at sundown, all creatures in the area created within the pocket. Before the spell is cast, the area to
must make a Constitution saving throw. On a failed save be moved must be surrounded by solid markers of material
catch one of the following diseases (your choice, decided from the destination plane. For example if a wizard wants to
at the time of casting): Slimy Doom, Seizure, Mindfire, move his castle to the Elemental plane of Fire, he must first
Flesh Rot, Filth Fever, Blinding Sickness, Sight Rot, surround the area with solid blocks of matter from the
Sewer Plague or Cackle Fever. The disease is contracted elemental plane of Fire; such as hardened magma or
immediately (the onset period does not apply). Use the magically crystallized fire. The blocks must be spaced no
disease’s listed frequency and save DC to determine more than five feet apart and may be placed above ground or
further effects. under surface (at a depth of no more than three fee). You
must be within the area to be moved when he casts the spell.
When the land moves, a hemispherical crater is left behind in
the Prime Material plane. Inside its pocket on the desired
plane, the land continues its existence as if nothing changed,
with the exception of occasional visits from planar creatures.
Any land that is moved in this manner can never again be
moved with this spell. The material component (in addition to
the markers) is the appropriate magical device to control
elementals of the desired plane (bowl commanding water
elementals, brazier commanding fire elementals, censer
controlling air elementals, or stone controlling earth
elementals). The item must be permanently placed at the
heart of the area of effect and cannot be used for any other
purpose. If the device is disturbed in any way, the spell
immediately fails, allowing the energies of the elemental
plane to flood into the protected area.

47
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Heroic Invocation Massacre
9th-level Enchantment 9th-level Necromancy
Casting Time: 10 minutes Casting Time: 10 minutes
Range: 30 feet Range: Self (60-foot line)
Components: V, S Components: V, S, M (a flask of ectoplasmic residue)
Duration: 1 hour Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Using worlds of ancient power, you bestow heroic powers on You unleash a wave of necromantic energy that snuffs out the
all creatures subject to this spell. Creatures of your choice life force of those in its path. This wave originating from you
that you can see within range and that can hear gain the in a line 5 feet wide and 60 feet long. The wave visibly rips
following benefits: the souls from the bodies of those it passes through, which
manifest as screaming, transparent versions of the affected
Advantage to attacks rolls creatures. Each creature in the line must make Constitution
Gain 4d8 temporary hit points saving throw or die, creatures with 75 hit points or more, are
Whenever they hit a target with a weapon attack, that not affected by this spell. If the spell does not kill any
target takes an extra 2d8 force damage. creatures, the unreleased necromantic energy violently
Can't be frightened or charmed explodes in the final square of the 60-foot line, dealing 14d6
When the spell ends, the target can't move or take actions necrotic damage to any creature in that square with no saving
until after its next turn, as a wave of lethargy sweeps over it. throw. If several creatures occupy the same square, roll
randomly to determine which is affected.
Impenetrable Veil
9th-level abjuration Mordenkainen's disjunction
9th-level abjuration
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Components: V, S, M (dust from the Ethereal Plane worth Range: 90 feet
1,250 gp) Components: V
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Classes: Bard, Sorcerer, Wizard Classes: Wizard
You touch a willing creature enchanting the target so it is All magical effects and magic items in a 40-foot-radius sphere
nearly impossible to detect by both magical and mundane centered on each point you choose that you can see within
means, granting it the following benefits: range, except for those that you carry or touch, are disjoined.
That is, spells effects are unraveled and destroyed completely
The target gains a advantage on Desterity (stealth) checks (ending the effect as a dispel magic spell does), and each
and can use Stealth to hide from all creatures attempting permanent magic item must make a successful Wisdom
to perceive it, even when it lacks concealment or cover. saving throw save or be turned into a normal item for the
duration of this spell. An item in a creature's possession uses
It can attempt a Stealth check to avoid detection from its own Wisdom saving throw bonus or its possessor's
creatures using blindsight, blindsense, or any ability that Wisdom saving throw bonus, whichever is higher. You can
functions as either (such as tremorsense). also use this spell to target a single item. The item have
Furthermore, the target leaves no trail and cannot be disadvantage in the saving throw. On a failed save the item is
tracked unless it chooses to leave a trail. If a creature permanently destroyed. Even artifacts are subject to mage's
attempts to discern the target’s presence or location using disjunction, though there is only a 1% chance of actually
divination magic (including magic items with a divination affecting such powerful items. If successful, the artifact's
aura such as a crystal ball), the creature must make an power unravels, and it is destroyed (with no save). If an
ability check using their spellcasting ability. The DC artifact is destroyed, you must make a DC 25 Wisdom saving
equals 10 + the target’s Stealth bonus. To discern any throw or permanently lose all spellcasting abilities. These
information about the target, and on a failed check cannot abilities cannot be recovered by mortal magic, not even a
do so for the spell’s duration. wish spell. Destroying artifacts is a dangerous business, and
it is 95% likely to attract the attention of some powerful being
who has an interest in or connection with the device.

48
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mystra's Miasma Polar Midnight
9th-level Abjuration 9th-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 100 feet
Components: V, S, M (A small piece of quilted cloth, which Components: V, S
must be soaked in water while the spell is cast.) Duration: Concentration, up 1 minute
Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Classes: Wizard You plunge an area into the brutal chill of the arctic night
In a point you choose that you can see within range you from a point you choose within range to fill a 60-foot-radius
conjures a 80-foot-radius forth a thick, billowing cloud of mist sphere until the spell ends. A creature with darkvision can't
that functions as a fog cloud spell. In addition, the mist see through this darkness, Whenever a creature starts its
creates a "sinkhole" in the Weave, greatly reducing the power turn in the sphere, it must make a Constitution saving throw,
of spellcasters in that spot. Each creature within the area of taking 10d8 cold damage on a failed save and have
Mystra's miasma must make a Wisdom save each time it tries disadvantage on all Dexterity checks and saving throws, or
to cast a spell, on a failed save the creature spends the action half as much damage on a successful one and no have
to cast the spell and the spell slot, having no effect, On a disadvantage on all Dexterity checks and saving throws. Any
successful save, the spell is cast normally. Additionally creature that doesn’t move on its turn becomes hindered by
creatures within Mystra's Miasma, have disadvantage to their ice formations, for 1 minute, or until it or another creature
concentration check to maintain a spell. within reach of it uses an action to break away the ice. A
creature hindered by ice has its speed reduced to 0. Corpses
Overwhelming Presence in the area for longer than 1 round are transmuted into solid
9th-level Enchantment ice; reviving the icy corpse requires true resurrection, or wish
Casting Time: 1 action spell. The sphere moves 10 feet directly away from you in a
Range: 120 feet direction that you choose at the start of each of your turns.
Components: V, S Ride the Lightning
Duration: 1 minute
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard 9th-level evocation
Your presence inspires incredible awe in those nearby. Casting Time: 1 bonus action
Creatures of your choice that you can see within range and Range: Self
that can hear you must make a Wisdom saving throw. On a Components: V, S
failed save, a target is affected by this spell. A creature that Duration: 1 round
fails a save against this spell falls to the ground and Classes: Sorcerer, Wizard
prostrates itself before you, believing it bows before a divine You may transform into lightning as an action and instantly
presence. A flying creature incapable of hovering must land travel in a straight line to a distance of up to 120 feet,
immediately in order to prostrate itself. These creatures are rematerializing in the new location as a free action. This
considered to be incapacitated for the duration of the spell. At movement does not provoke attacks of opportunity. Each
the end of each of its turns, the target can make another creature in the line takes 10d6 lightning damage and on its
Wisdom saving throw. On a success, the spell ends on the next turn, it must choose whether it gets a move, an action, or
target. A creature that recovers from this spell early after a bonus action; it gets only one of the three. Objects in your
being affected by it for at least 1 round takes 2d6 psychic path are damaged as well, with combustible objects being set
damage and is can use either an action or a bonus action, not ablaze and metals with low melting points melted. If your
both. Regardless of the creature's abilities or magic items, it path is interrupted by a barrier or otherwise deflected, you
can't make more than one melee or ranged attack during its materialize short of your final destination in the nearest open
turn for 1 minute. space; targets in the line to that point take damage as normal.
You are immune to electricity while this spell lasts.

49
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Soul Bind
9th-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a gem with worth at least 1000 gp per
Hit Die of the target)
Duration: Permanent
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You draw the soul from a newly dead body and imprison it in
a black sapphire gem. The subject must have been dead no
more than one minute. The soul, once trapped in the gem,
cannot be returned through clone, raise dead, reincarnation,
resurrection, true resurrection, or a wish. Only by destroying
the gem or dispelling the spell on the gem can one free the
soul (which is then still dead). If the gem is not valuable
enough, it shatters when the binding is attempted.

50
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spirit of Power This cooperative spell is rarely used or spoken of, since its
9th-level Evocation requirements are strict and the outcome is uncertain. The
spell must be cast by six clerics of the same faith. All six must
Casting Time: 1 minute touch hands at the time of casting. At the completion of the
Range: Special spell, the clerics fall into a trance. The life essences of the
Components: V, S, M (The material component is an offering clerics leave their bodies and merge at a point within 10 feet
appropriate to the deity. The DM determines the exact of the casters. The spirits of the clerics meld together to form
nature of this offering) the avatar of the clerics' deity. In this manner, the six
Duration: 1 hour characters become a single being with all the powers and
Classes: Cleric abilities allowed to that avatar. The only stipulation is that the
clerics' deity cannot have created all avatars allowed to it at
that moment. If this has happened, the spell fails and the
clerics are drained as described below. If the spell succeeds,
the clerics have completely given their wills over to their
deity, essentially forming the vessel into which it funnels
power. In becoming the avatar, the clerics retain the ability to
make most of their own decisions. (The six must work in
harmony or allow one of their number to decide all actions.)
However, the deity can assume direct control of the avatar at
any time it desires--the avatar is, after all, an earthly
manifestation of the deity. Although the spell has a duration
of one hour, the deity is not obliged to release the clerics at
that time. If the clerics are not released at the end of the
spell's duration, they instantly die. A deity can choose to
sacrifice its clerics in order to maintain its avatar on the
Prime Material plane. Such a cruel and unjust action is
almost never undertaken by good deities or those that have
any respect for life, free will, or mercy. For dark and sinister
gods, the question is much more uncertain. If a deity chooses
to maintain the avatar longer than one hour, control of the
avatar instantly and permanently passes to the DM. (Clearly,
a DM should seldom if ever exercise this power.) While the
clerics are formed into the avatar, their bodies remain in a
death like trance. The clerics have no idea what might be
happening to their real bodies (unless the avatar can observe
them). Any damage to a cleric's body requires an instant
Death saving throw. If successful, the damage is recorded
normally, but the damage does not take effect until the spell
ends (at which point the clerics will almost certainly die). If
the Death saving throw is failed, the character instantly dies
and the spell ends. Characters who die in this manner cannot
be raised, resurrected, or reincarnated. They have been taken
to the ultimate reward (or punishment) for the service they
have rendered. If the bodies are moved from their positions,
the spell ends. Even if the deity releases the cleric´s, they are
left severely drained. All prepared spells are lost until the
cleric can rest and perform his prayers once again. The
physical drain leaves each cleric with only 1 hit point upon
awakening, regardless of the number of hit points the
character had when the spell was cast. Since damage
suffered during the spell takes effect instantly, any cleric who
is hurt dies immediately (although quick action by others
might save him). Each cleric who survives the spell will be
bound by a quest (a duty that must be completed in exchange
for calling upon their god).

51
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Temporal Regression Wish
9th-level conjuration 9th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Unlimited
Components: V, S, M (hourglass filled with powdered Components: V
horacalcum worth 1,500 gp) Duration: Instantaneous
Duration: 1 minute or triggered Classes: Wizard
Classes: Druid, Warlock, Wizard The wish spell is a more potent version of a limited wish. If it
When you cast this spell, note your current location and is used to alter reality with respect to damage sustained by a
condition, including your hit point total and any ongoing party, to bring a dead creature to life, or to escape from a
conditions affecting you as well as their durations (poisoned, difficult situation by lifting you (and you party) from one place
damage, and spell effects). This spell creates a beacon in to another, it will not cause the wizard any disability. Other
space-time that’s imperceptible to anyone but you. As an forms of wishes, however, you to weaken your Strength drops
action while you are within 90 feet of where you originally to 3 and require 2d4 days of bed rest due to the stresses the
cast the spell before the spell’s duration expires, you can wish places upon time, space, and his body. Regardless of
trigger the spell to transport yourself back to the marked what is wished for, the exact terminology of the wish spell is
location and restore yourself to the condition you were in likely to be carried out. Casting a wish spell ages you five
when you cast the spell; this does not restore any expended years. Discretionary power of the DM is necessary in order to
items, charges, or spells you may have used during that time. maintain game balance. For example, wishing another
This does not reverse effects for anyone else, and to creature dead is grossly unfair; the DM might well advance
bystanders it appears as though you teleported to the beacon the spellcaster to a future period in which the creature is no
location and regained conditions you had when the beacon longer alive, effectively putting the wishing character out of
was set. Temporal regression strains your body; when the the campaign.
spell is triggered, you gain 1 level of exhaustion . These
exhaustion disappear after 24 hours. You can trigger the spell
to transport yourself back to your beacon as an reaction
instead of an action, but doing so utterly and entirely
consumes the material component.
Wildfire
9th-level Evocation
Casting Time: 10 minutes
Range: Special
Components: V, S, M (the appropriate magical device (see
the description of the spell))
Duration: Instantaneous
Classes: Druid
You are able to channel raw magical energy through
himself,shaping it into any form or effect he desires. The
energy is similar in many ways to a wish spell, but has unique
differences. Wildfire allows you to create the effect of any
wizard spell of 8th level or lower. He need only have general
knowledge of the spell and its effects. Wildfire can also be
used in the creation of magical items. The energy created by
the spell may be used to generate effects that are not created
by known spells. (At DM discretion) Wildfire can also be used
to create items out of nothing. The magical energy can be
shaped and hardened to form solid objects. These objects
have a greenish, glowing tinge and radiate magic. These
objects are stronger than steel yet possess almost no weight.
They are immune to fire, cold, lightning and all forms of
magical attack except dispel magic and wish spells. Even if
they are subjected to these spells, a saving throw is allowed
The DC equals 10 + the spell's level using your Spellcasting
Ability.

52
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Credits
Cover Art: dleoblack

Creator: Hastek01

Back Cover art: GM Binder

This is the collection of various works during the


year 2022 and it has been a while since I
uploaded the original manual and I felt that it had
quite a few writing problems or in the way it was
ordered, lately these months I had not had the
time or the inspiration to continue doing this
type of Homebrew, maybe the future will tell me
exactly what to do. Also maybe in the future I
would even like to work on it but only time will
tell, for now thanks for reading this manual and
my ramblings, I hope you enjoy your games with
your partys using these spells

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